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WARPRIEST

Capable of calling upon the power of the gods in the form of blessings and spells, warpriests blend divine magic with martial skill. They are unflinching bastions of their faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs.

 

Weapon and Armor Proficiencies:

A warpriest is proficient with all simple weapons, as well as the favored weapons of her deity, and with light armor and bucklers. If the warpriest worships a deity with unarmed strike as its favored weapon, she gains Improved Unarmed Strike as a bonus feat. In addition, if this is the character’s first level in any class, she may select a martial tradition of her choice. This modifies weapon and armor proficiencies.

Casting:

The warpriest may combine spheres and talents to create magical effects. The warpriest is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature, as well as the cleric’s ability to spontaneously cast ‘cure’ or ‘inflict’ spells.

Spell Pool:

The warpriest gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents:

A warpriest gains 1 magic talent every time she gains a caster level. This does not stack with caster levels gained from other sources.

Blended Training (Ex):

Whenever the warpriest would gain a magic talent from her class levels (not the 2 bonus talents gained when first gaining the casting class feature), she may instead choose to gain a combat talent. A warpriest uses her Wisdom modifier as her practitioner modifier. A warpriest may use her class level as her Base Attack Bonus to determine what combat feats she qualifies for. This stacks with other sources of Base Attack Bonus.

Focus Weapon:

At 1st level, a warpriest receives Weapon Focus as a bonus feat (she can choose either of her deity’s favored weapons).

Sacred Weapon (Su):

At 1st level, weapons wielded by a warpriest are charged with the power of her faith. In addition to the favored weapons of her deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with her sacred weapon, the weapon damage is based on her level and not the weapon type according to the table below. 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. 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 her 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, she 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 her 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, merciful, and shock. In addition, if the warpriest is chaotic, she can add anarchic. If she is evil, she can add unholy. If she is good, she can add holy. If she is lawful, she can add axiomatic. 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. 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.

This ability replaces channel energy.

 

Fervor (Su):

At 2nd level, a warpriest can draw upon the power of her faith to heal wounds or harm foes. She can also use this ability to quickly cast spells that aid in her struggles. This ability can be used a number of times per day equal to 1/2 her warpriest level + her 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 she possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets herself, 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 she 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.

As a swift action, a warpriest can expend one use of this ability to use any sphere ability with a casting time of 1 round or shorter. When cast in this way, the sphere effect can target only the warpriest, even if it could normally affect other or multiple targets. Sphere abilities 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 use a sphere ability in this way.

At 5th level, a warpriest can expend two uses of fervor to channel energy, healing or dealing damage as usual. The amount dealt or healed is equal to 2d6 plus an additional 1d6 for every three levels thereafter (to a maximum of 7d6 at 20th level).

Sacred Armor (Su):

At 7th level, the warpriest gains the ability to enhance her 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 her 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, she can also use her sacred weapon ability as a free action by expending one use of her fervor.


Aspect of War (Su):

At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warpriest can treat her level as her base attack bonus, gains DR 10/-, and can move at her full speed regardless of the armor she is wearing or her encumbrance. This ability lasts for 1 minute. This ability replaces aura of purity/profanity.

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