Warpriest

Hit Dice: d8

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)

Skill Points per Level: 2 + Int Modifier

Level Base Attack Fort Reflex Will Special Sacred Weapon Mana Max. Spell Level
1 +0 +2 +0 +2 Aura, Blessings (minor), Focus Weapon, Orisons, Sacred Weapon 1d6 3 1st
2 +1 +3 +0 +3 Fervor 1d6 1d6 5 1st
3 +2 +3 +1 +3 Bonus Feat 1d6 7 1st
4 +3 +4 +1 +4 Channel Energy, Sacred Weapon +1 1d6 10 2nd
5 +3 +4 +1 +4 Fervor 2d6 1d8 13 2nd
6 +4 +5 +2 +5 Bonus Feat 1d8 16 2nd
7 +5 +5 +2 +5 Sacred Armor +1 1d8 20 3rd
8 +6 +6 +2 +6 Fervor 3d6, Sacred Weapon +2 1d8 24 3rd
9 +6 +6 +3 +6 Bonus Feat 1d8 29 3rd
10 +7 +7 +3 +7 Blessings (Major), Sacred Armor +2 1d10 35 4th
11 +8 +7 +3 +7 Fervor 4d6 1d10 42 4th
12 +9 +8 +4 +8 Bonus Feat, Sacred Weapon +3 1d10 50 4th
13 +9 +8 +4 +8 Sacred Armor +3 1d10 59 5th
14 +10 +9 +4 +9 Fervor 5d6 1d10 69 5th
15 +11 +9 +5 +9 Bonus Feat 2d6 80 5th
16 +12 +10 +5 +10 Sacred Armor +4, Sacred Weapon +4 2d6 92 6th
17 +12 +10 +5 +10 Fervor 6d6 2d6 105 6th
18 +13 +11 +6 +11 Bonus Feat 2d6 119 6th
19 +14 +11 +6 +11 Sacred Armor +5 2d6 134 6th
20 +15 +12 +6 +12 Aspect of War, Fervor 7d6, Sacred Weapon +5 2d8 150 6th

Weapon and Armor Proficiency: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Cleric Spells

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day. These spells are cast as any other spell, but do not expend mana. Orisons do not invoke eldritch dissonance.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) does not invoke Eldritch Dissonance (see below) for casting any spell with "Cure" in the name. An evil warpriest (or a neutral warpriest of an evil deity) does not invoke Eldritch Dissonance for casting any spell with "Inflict" in the name. A neutral warpriest of a neutral deity must choose whether to channel Cure or Inflict spells, once this is chosen it cannot be changed, this also determines whether the warpriest channels positive or negative energy (see below).

Mana: A warpriest fuels her spells by expending Mana. She receives an amount of Mana each day listed on the table above, plus an amount of bonus Mana equal to her Wisdom modifier. Half of this Mana pool (rounded down) is the warpriest's 'open pool' from which she can freely fuel her spells without consequence. The rest of her mana is her 'reserve pool'. Whenever a warpriest casts a spell using points from her reserve pool, she must make a will save after the spell resolves. The DC of the Will save is 10 + the number of points missing from her reserve pool. If she fails, she is winded (-2 Str, -2 Dex), if she fails a second time she is fatigued (-4 Str, -4 Dex, cannot charge or run), if she fails a third time, she is exhausted (-6 Str, -6 Dex). If she fails a fourth time, she immediately falls unconscious for one hour. 8 hours of rest will remove any of these negative effects. Spells and special abilities that remove exhaustion and fatigue instead only suppress the penalties for 5 rounds.

Eldritch Dissonance: A warpriest accrues eldritch dissonance when she attempts to cast the same spell more than once in a single day. When she casts a spell a second time, she must pay an additional mana cost equal to the spell's level. If she attempts to cast it a third time, she must pay this additional cost twice and so on.

Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings: A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

Warpriest Blessings

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Bonus Languages: A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor: At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor: At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn. This ability cannot be applied to a shield.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Aspect of War: At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. After activating this ability, for 1 minute the warpriest treats his level as his base attack bonus, gains DR 10/—, and can move at his full normal speed regardless of the armor he is wearing or his encumbrance. In addition, the blessings he calls upon don't count against his daily limit during this time.

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