Shieldbearer

Warpriest Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
6
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Caster ability
Wisdom
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Caster type
Memorizing Spells

Class Initial Features

Class Skills

Shieldbearer is a sub-class in Pathfinder: Wrath of the Righteous. Shieldbearers can use both melee and ranged weapons. They cane specialize on a specific type of enemy providing with additional damage against it.

 

"Shieldbearers are divine warriors who stand on the front lines of battle, shoulder to shoulder with the soldiers of their people."

  

Shieldbearer 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

 

Shieldbearer Features

 

Shieldbearer Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +0 +2 0 2 Deity Selection, Spontaneous Casting, Weapon Focus, Blessings, Sacred Weapon, Shield Adept
Level 2 +1 +3 0 3 Fervor
Level 3 +2  +3 1 3 Bonus feat
Level 4 +3  +4 1 4 Channel Energy, Sacred Weapon, Sacred Shield
Level 5 +3 +4 1 4  
Level 6 +4  +5 2 5 Bonus feat
Level 7 +5  +5 2 5  
Level 8  +6/+1 +6 2 6 Sacred Weapon, Sacred Shield
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, Sacred Shield
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 Shield
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  
Level 20  +15/+10/+5 +12 6 12 Aspect of War, Sacred Weapon, Sacred Shield

 

 

Shieldbearer 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

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

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 Combat Feat (Warpriest)

At 3rd level and every 3 levels thereafter, a Warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. Sometimes also called "Fighter Bonus 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 Shield

At 4th level, a Shieldbearer gains the ability to enhance his shield with divine power as a Swift Action. This ability functions as the sacred armor ability, except as follows. This power grants the Shield a +1 enhancement bonus (this bonus does not act as an attack or damage bonus when the shield is used in a Shield Bash). For every 4 Warpriest levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).

The Shieldbearer can enhance a shield with any of the following armor special abilities (instead of those listed for sacred armor): arrow deflection, blinding, fortification (heavy, light, or moderate), reflecting, and spell resistance (13, 15, 17, and 19).

 

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.

Shield Adept

 When carrying a shield, the Shieldbearer adds his shield bonus on concentration checks to cast defensively.

Warpriest Weapon and Armor Proficiencies

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 (Shieldbearer)

 A Shieldbearer treats Shields as sacred weapons (instead of his god's favored weapon), though the Shieldbearer can still designate additional Weapons as sacred weapons by selecting them with the Weapon Focus feat. The Shieldbearer's sacred weapon damage applies only to attacks made with Shields.

The Shieldbearer does not gain the ability to enhance sacred weapons until 7th level.

For every 3 Warpriest levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level)

 

Shield Bash

You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you have a weapon in your other hand.

A light shield deals 1d4 damage and is considered a light weapon. A heavy shield deals 1d6 damage and is considered a one-handed weapon

 

 

 

 

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

 




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