DisenchanterWarpriest Archetype |
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![]() Fortitude High |
![]() Will High |
![]() Reflex Low |
![]() Base Attack Bonus Average |
![]() HP per level 5/ Level |
![]() HP 8 |
![]() Max level of Spells 6 |
![]() Caster ability Wisdom |
![]() Caster type Memorizing Spells |
Class Initial Features |
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Class Skills |
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Disenchanter is a sub-class in Pathfinder: Wrath of the Righteous. Disenchanters can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.
"While many warpriests focus on threats to the body, the disenchanter focuses on dangers to the mind and the soul. Using the power of his patron, the disenchanter seeks to keep the powers of magic in check."
Disenchanter Information
Stats
- Alignment Requirement: A warpriest’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
- Hit Die: +5
- Skill Points per Level: 2
- Level 1 Base Attack Bonus: +0
Skills
Disenchanter Features
- Deity Selection
- Spontaneous Casting
- Weapon Focus
- Blessings
- Sacred Weapon
- 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).
Disenchanter Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | +0 | +2 | +0 | +2 | Deity Selection, Spontaneous Casting, Weapon Focus, Blessings, Sacred Weapon |
Level 2 | +1 | +3 | +0 | +3 | Fervor |
Level 3 | +2 | +3 | +1 | +3 | Bonus feat |
Level 4 | +3 | +4 | +1 | +4 | Sacred Weapon, Mystic Interference |
Level 5 | +3 | +4 | +1 | +4 | |
Level 6 | +4 | +5 | +2 | +5 | Banish Enchantment |
Level 7 | +5 | +5 | +2 | +5 | Sacred Armor |
Level 8 | +6/+1 | +6 | +2 | +6 | Sacred Weapon |
Level 9 | +6/+1 | +6 | +3 | +6 | Bonus feat |
Level 10 | +7/+2 | +7 | +3 | +7 | Sacred Armor |
Level 11 | +8/+3 | +7 | +3 | +7 | |
Level 12 | +9/+4 | +8 | +4 | +8 | Bonus feat, Sacred Weapon |
Level 13 | +9/+4 | +8 | +4 | +8 | Sacred Armor |
Level 14 | +10/+5 | +9 | +4 | +9 | |
Level 15 | +11/+6/+1 | +9 | +5 | +9 | Bonus feat |
Level 16 | +12/+7/+2 | +10 | +5 | +10 | Sacred Weapon, Sacred Armor |
Level 17 | +12/+7/+2 | +10 | +5 | +10 | |
Level 18 | +13/+8/+3 | +11 | +6 | +11 | Bonus feat |
Level 19 | +14/+9/+4 | +11 | +6 | +11 | Sacred Armor |
Level 20 | +15/+10/+5 | +12 | +6 | +12 | Aspect of War, Sacred Weapon |
Disenchanter Abilities
Deity Selection
A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.
Each deity also limits the choice of your starting alignment and the choices for certain classes. Deity choice cannot be changed later.
Spontaneous Casting
Spontaneous Inflict ♦ Spontaneous Cure
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison (0 level spell) 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 spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy.
Weapon Focus
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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).
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.
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.
Bonus Feats
Whenever a Disenchanter gains a bonus feat, he must choose from the following list: Great Fortitude, Improved Counterspell, Iron Will, Lightning Reflexes, Skill Focus - (Knowledge (Arcana)), or Spell Focus (Abjuration). At 9th level, he adds the following feats to this list: Dispel Synergy, Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes. At 12th level, he adds the following feats to this list: Destructive Dispel and Ray Shield. He need not meet the prerequisites for these feats.
Sacred Weapon +1
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, Flaming, Frost, Keen, and Shock. In addition, if the Warpriest is chaotic, he can add anarchic. If he is evil, he can add unholy. If he is good, he can add holy. If he is lawful, he 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.
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.
Aspect of War
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 his level as his base attack bonus, gains DR 10/—, and can move at his full 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. This ability lasts for 1 minute.
Mystic Interference
At 4th level, a Disenchanter can channel a burst of pure abjuration magic to grant protection to himself and all allies with 30 feet. Affected creatures receive a +1 bonus on saving throws against spells and spell-like abilities for a number of rounds equal to his Warpriest level. This is a sacred bonus if the Warpriest is good-aligned or able to spontaneously cast cure spells, and a profane bonus if the Warpriest is evil-aligned or able to spontaneously cast inflict spells. Using this ability consumes two uses of his Fervor ability. At 8th level and every 4 levels thereafter, the bonus granted by Mystic Interference increases by 1 (to a maximum of +5 at 20th level).
Banish Enchantment
At 6th level, a Disenchanter learns to focus his mystic interference. As a Standard Action, he can consume two uses of his fervor ability to target a single creature within 30 feet with a targeted dispel magic.
Warpriest Weapon and Armor Proficiencies
A Warpriest is proficient with all simple and Martial Weapons, as well as the favored weapons of his deity, and with all Armor (Heavy, Light, and Medium) and Shields (except Tower Shields).
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 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 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.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |