Warpriest

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Requirements

Base Attack Bonus: +5

Skills: Diplomacy 8 ranks, Sense Motive 5 ranks

Feats: Combat Casting

Spells: Able to cast at least one divine spell from one of the following domains? spell lists: Destruction, Protection, Strength, or War. A character who can cast at least one spell from a domain counts as having access for this purpose.

Special: Ability to turn or rebuke undead.

Summary



Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain requirements.

Most warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler’s army, and studying military history or tactics. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it’s to obtain some artifact or wondrous weapon to increase their prowess.

This prestige class is designed to represent the cleric who leads large numbers of troops into battle. Accordingly, members of the class are likely to be part of a military organization. It’s probable, though not strictly necessary, that the followers are also members of the same faith as the warpriest.

Role: Spell Support

Characteristics: Lead your allies through the depths of war and bring them out the other side.

Source: Complete Divine

Game Rule Information

The Warpriest has the following game statistics.

Abilities: Wisdom for casting your spells to keep people going, and Charisma for all of your various abilities to use.

Alignment: Any

Hit Die: d10

Starting Gold: N/A

Class Skills

The Warpriest's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Warpriest.

Weapon and Armor Proficiency: A Warpriest is proficient with all simple and martial weapons, with all types of armor, and shields (including tower shields).

Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).

If a character had more than one divine spellcasting class before he became a warpriest, the player must decide which class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day and spells known.

Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead).

RallyEx: A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Turn or Rebuke UndeadSu: Levels of warpriest stack with any of the character?s cleric or paladin levels when turning or rebuking undead.

InflameEx: As a full-round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on). This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The warpriest also gains the bonus.

Mass Cure Light WoundsSp: Starting at 3rd level, a warpriest can use Mass Cure Light Wounds once per day as a spell-like ability. Treat the warpriest's caster level for this effect as equal to his highest divine caster level.

Fear AuraSp: Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level. Foes must make a Will save (DC 10 + warpriest's class level + warpriest's Cha modifier) or be affected as if by a Fear spell.

Heroes' FeastSp: Once per day, a warpriest of 6th level or higher can use Heroes' Feast as a spell-like ability.

HasteSp: At 7th level, a warpriest gains the ability to use Haste three times per day as a spell-like ability.

Mass HealSp: Once per day, a warpriest of 9th level or higher can use Mass Heal as a spell-like ability. Treat the warpriest's caster level for this effect as equal to his highest divine caster level.

Implacable FoeSu: At 10th level, a warpriest can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a move action, but the warpriest must concentrate to maintain it each round after that.

While active, the warpriest emanates an aura with a 100- foot radius. Allies within the radius may ignore the effects of being reduced to 0 or less hp. However, any creature reduced to -20 hp dies immediately. When the effect ends, or if a creature moves more than 100 feet from the warpriest, the normal effects of the damage apply immediately. If the warpriest normally turns undead, this ability affects living allies. If the warpriest normally rebukes undead, this ability affects undead allies.

Table 1-1: Warpriest Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +1 +2 +0 +0 Bonus domain, rally, turn or rebuke undead
2nd +2 +3 +0 +0 Inflame +2 +1 level of existing divine spellcasting class
3rd +3 +3 +1 +1 Mass cure light wounds
4th +4 +4 +1 +1 Inflame +4 +1 level of existing divine spellcasting class
5th +5 +4 +1 +1 Fear aura
6th +6 +5 +2 +2 Heroes' feast, inflame +6 +1 level of existing divine spellcasting class
7th +7 +5 +2 +2 Haste
8th +8 +6 +2 +2 +1 level of existing divine spellcasting class
9th +9 +6 +3 +3 Mass heal
10th +10 +7 +3 +3 Implacable foe, inflame +8 +1 level of existing divine spellcasting class