Warpriest


Warpriests are fierce, earthy Clerics who pray for peace, but prepare for war. Their strong will, eccentric personality, and devotion to their deities make them fearsome combatants. Any class can become a Warpriest, but at least one level of Cleric is required because of the domain requirements.

Requirements

- Skills: Concentration 5 ranks. Diplomacy 5 ranks, Knowledge/religion 5 ranks.

- Base Attack Bonus: +4.

- Feats: Combat Casting, Leadership.

- Spells: Access to at least one of these domains: Destruction, Protection, Strength, or War. The ability to cast a spell from the domain counts as access for this purpose.

Class Skills

- The Warpriest’s class skills (and the key ability for each) are: Concentration (con), Craft (int), Diplomacy (cha), Disguise (cha), Gather Information (cha), Heal (wis), Intimidate (con), Knowledge/arcane, religion (int), Profession (wis), Scry (int), Spellcraft (int).

Skill Points each additional level: 2 + int modifier.

Class Features

- Hit Die: The Warpriest rolls d8s for hit points.

- Weapon and Armor Proficiency: Warpriests are proficient with all simple weapons, all armor, and all shields. In addition, the Warpriest is proficient with the Light and Heavy Lance, Shortsword, Battleaxe, Light and Heavy Flail, Longsword, Warhammer, Halberd, and all Shortbows and Longbows.

- Spells: The Warpriest gains spells just as a Cleric does. Cleric levels + Warpriest levels stack to determine spells.

- Clerical Memory: A Warpriest is bound by the same spell restrictions as a Cleric. Also, the Warpriest turns Undead as a Cleric, may take the Extra Turning feat, and can spontaneously cast healing or inflicting spells as a Cleric.

- Expand Domain: At 1st, 5th, 10th, 15th, and 20th level, the Warpriest may expand his spell capacity by adding a new domain. Any domain is allowed unless it conflicts with the Warpriest’s deity and/or alignment.

- Bonus Feats: At 2nd level, and every 2 levels thereafter, the Warpriest gains a bonus feat from the following list: Weapon Focus*, Improved Critical*, or Weapon Specialization with Deity's favored weapon, or Blind-Fight**, Great Fortitude*, Iron Will*, Power Attack (Cleave, Great Cleave), or Toughness.

* - If taken prior to gaining it as a Warpriest feat, it may be taken again, but as Greater Weapon Focus, Greater Improved Critical, or Greater Weapon Specialization, or Improved Great Fortitude, or Improved Iron Will, respectively.

** - If taken prior to gaining it as a Warpriest feat, it may be taken again and becomes: 2 re-rolls allowed to avoid concealment, invisible attackers get no bonus with ranged attacks, only ¼ movement penalty.

The Warpriest - Chart

Level BAB Fort Ref Will Special

1 +0 +2 +0 +2 Clerical Memory, Domain.

2 +1 +3 +0 +3 Feat.

3 +2 +3 +1 +3

4 +3 +4 +1 +4 Feat.

5 +3 +4 +1 +4 Domain.

6 +4 +5 +2 +5 Feat.

7 +5 +5 +2 +5

8 +6/+1 +6 +2 +6 Feat.

9 +6/+1 +6 +3 +6

10 +7/+2 +7 +3 +7 Domain, Feat.

11 +8/+3 +7 +3 +7

12 +9/+4 +8 +4 +8 Feat.

13 +9/+4 +8 +4 +8

14 +10/+5 +9 +4 +9 Feat.

15 +11/+6/+1 +9 +5 +9 Domain.

16 +12/+7/+2 +10 +5 +10 Feat.

17 +12/+7/+2 +10 +5 +10

18 +13/+8/+3 +11 +6 +11 Feat.

19 +14/+9/+4 +11 +6 +11

20 +15/+10/+5 +12 +6 +12 Domain, Feat.

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