Warpriest Class Features/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.

Channel Energy (Warpriest)

Starting at 4th level, a Warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an Attack of Opportunity. The Warpriest must present a holy (or unholy) symbol to use this ability. A good Warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil Warpriest (or one who worships an evil deity) channels negative and can choose to deal damage to living creatures or heal undead creatures. A neutral Warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure Spells or negative energy if he chose to spontanously cast inflict Spells.

Channeling Energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Warpriest. The amount of damage dealt or healed is equal to the amount listed in the Fervor ability. Creatures that take damage from channeled energy must succeed at a Will Saving throw to halve the damage. The save DC is 10 + 1/2 the Warpriest's level + the Warpriest's Wisdom modifier

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. 

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 +5The 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.

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).

 

Spontaneous Casting

Spontaneous Inflict ♦ Spontaneous Cure

 

 




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