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. While clerics might be subtle and use diplomacy to accomplish their aims, warpriests aren’t above using violence whenever the situation warrants it. In many faiths, warpriests form the core of the church’s martial forces—reclaiming lost relics, rescuing captured clergy, and defending the church’s tenets from all challenges.
Warpriests can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.
Parent Classes: Cleric and Fighter.
Alignment
Warpriests can be of any alignment, but it must be within one step of that of the deity they worship.Hit Dice
1d8Proficiencies
- Armor: All armor (heavy, medium, light) and shields (except tower shields).
- Weapons: All simple and martial weapons, as well as the favored weapon of their deity. If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
- 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 + Intelligence modifier.
Class Features
All of the following are features of the Warpriest class.Spell Casting
A warpriest casts divine spells drawn from the Cleric Spell List. Their alignment, however, can restrict them from casting certain spells opposed to their moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section, below. A warpriest must choose and prepare their spells in advance. 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. Like other spellcasters, a warpriest can cast only a certain number of spells of each Spell Level per day. Their base daily spell allotment is given on Table Warpriest, above. In addition, they receive bonus spells per day if they have a high Wisdom score. Warpriests meditate or pray for their spells. Each warpriest must choose a time when they must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. A warpriest can prepare and cast any spell on the Cleric Spell List, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation. Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to their own or thier deity’s (if they have a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their Spell Descriptions.Spontaneous Casting
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that they did not prepare ahead of time. The warpriest can “lose” any prepared spell in order to cast any cure spell of the same Spell Level or lower (a cure spell is any spell with “cure” in its name). An evil warpriest (or a neutral warpriest of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A warpriest who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the warpriest channels positive or negative energy (see channel energy).Orisons
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table: Warpriest, above. These spells are cast as any other spell, but aren’t expended when cast and can be used again.Aura (Ex)
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 (Su)
A warpriest’s deity influences their alignment, what magic they can perform, their values, and how others see them. Each warpriest can select two blessings from among those granted by their deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if their alignment matches that domain. If a warpriest isn’t devoted to a particular deity, they still select two blessings to represent their spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of their blessings a number of times per day (in any combination) equal to 3 + 1/2 their warpriest level (to a maximum of 13 times per day at 20th level). Each time they call upon any one of their blessings, it counts against their daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants Cleric Domains, the blessings chosen must match the Domains selected by that class. Subject to GM discretion, the warpriest can change their former blessings or Domains to make them conform. Warpriest Blessings can be found here: Warpriest Blessings.Focus Weapon
At 1st level, a warpriest receives Weapon Focus as a bonus feat (they can choose any weapon, not just their deity’s favored weapon).Sacred Weapon (Su)
At 1st level, weapons wielded by a warpriest are charged with the power of their faith. In addition to the favored weapon of their deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if they have multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with their sacred weapon, the weapon damage is based on their level and not the weapon type. The damage for Medium warpriests is listed on the warpriest class table, above; see the small/large warpriest damage table for Small and Large warpriests. 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.
Table: Small/Large Warpriest Damage
Level | Damage (Small) | Damage (Large) |
---|---|---|
1st-4th | 1d4 | 1d8 |
5th-9th | 1d6 | 2d6 |
10th-14th | 1d8 | 2d8 |
15th-19th | 1d10 | 3d6 |
20th | 2d6 | 3d8 |
At 4th level, the warpriest gains the ability to enhance one of their 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, they 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 their 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, they can add anarchic and vicious. If they are evil, they can add mighty cleaving and unholy. If they are good, they can add ghost touch and holy. If they are lawful, they can add axiomatic and merciful. If they are neutral (with no other alignment components), they 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.
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