General Prestige Class : Warpriest

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 NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. 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.

Requirements

To qualify to become a Warpriest, a character must fulfill all the following criteria:

Class Skills

The warpriest's class skills are Concentration, Craft, Diplomacy, Handle Animal, Knowledge (War), Ride, Sense Motive, Spellcraft, and Swim.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the warpriest prestige class.

Weapon and Armor Proficiency: Warpriests have proficiency with all simple and martial weapons, with all types of armor, and all shields.

Spells: A warpriest casts spells as a cleric and has full access to the general cleric spell list. Warpriest levels are added to cleric levels to determine spells per day and spell effects.

Spells per Day: 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 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).

For example, an 8th-level cleric/2nd-level warpriest gains divine spells per day as if he had risen to 9th level as a cleric. When he next gains a level as a warpriest, making him an 8th-level cleric/3rd-level warpriest, his number of divine spells per day does not change; but when he improves his warpriest level to 4th, he gains divine spells per day as if he had risen to 10th level as a cleric.

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.

Prestige Domain: A warpriest gains access to the prestige domain of Glory (if he channels positive energy) or Domination (if he channels negative energy).

Turn or Rebuke Undead (Su): Levels of warpriest count toward cleric or paladin levels when turning or rebuking undead.

Rally (Ex): 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 an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per warpriest level.

Inflame (Ex): By giving a stirring speech for at least 5 minutes prior to battle, the warpriest provides those who listen 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.

Healing Circle (Sp): Once per day, the warpriest may use healing circle (as the spell).

Heroes' Feast (Sp): Once per day, the warpriest may use heroes' feast (as the spell).

Fear Aura (Su): Once per day the warpriest can project a fear aura to a radius of 20 feet for 1 round per warpriest level. Foes must make a Will save (DC 10 + warpriest level + Cha bonus) or be affected as if by a fear spell.

Mass Haste (Sp): Once per day, the warpriest can use mass haste (as the spell).

Mass Healing (Sp): Once per day the warpriest can use mass healing (as the spell).

Implacable Foe (Sp): At 10th level, the warpriest can channel enough positive energy to allies within a 100-foot radius that they will continue to fight even after suffering mortal wounds. Using this ability is a move-equivalent action and requires concentration. While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -20 hit points. When the ability ends, either because the warpriest stops concentrating, fails a Concentration check, or becomes disabled or worse, then the full effects of all damage take effect immediately.

Multiclass Note: Warpriest characters who gain levels outside the warpriest class must make an act of atonement before they can gain further levels as a warpriest.

WarpriestHit Die: d8
CLBABFortRefWillSpecialSpells per Day
1st+1+2+0+0Prestige domain, rally-
2nd+2+3+0+0Inflame+1 level of existing class
3rd+3+3+1+1Healing circle-
4th+4+4+1+1Prestige domain+1 level of existing class
5th+5+4+1+1Heroes' feast-
6th+6+5+2+2Fear aura+1 level of existing class
7th+7+5+2+2Mass haste-
8th+8+6+2+2Mass healing+1 level of existing class
9th+9+6+3+3Fear aura (x2)-
10th+10+7+3+3Implacable foe+1 level of existing class

Source: Complete Divine
Defenders of the Faith


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General Prestige Classes