PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
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. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Clerics, druids, rangers and paladins can become warpriests to enhance their party’s fighting abilities.
Requirements
To qualify to become a Warpriest, a character must fulfill all the following criteria.
- Base Attack Bonus: +5
- Skills: Diplomacy 8 ranks, Spot 5 ranks
- Feats: Combat Casting
- Spellcasting: Able to cast 4th level divine spells.
Class Skills
The class skills of the Warpriest are:
- Concentration
- Craft Alchemy
- Craft Armor
- Craft Weapon
- Diplomacy
- Heal
- Intimidate
- Lore
- Parry
- Spellcraft
- Taunt
Class Features
Base Attack Bonus Progression: High
Skill Points at Each Level: 2 + Int modifier.
Hit Dice: D10
Weapon and Armor Proficiency: The Warpriest is proficient in the use of simple and martial weapons, as well as all forms of armor and shield.
Divine Spellcasting: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when become a warpriest. If a character has multiple classes that give him acess to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.
War Glory: All allies within 10′ of the warpriest have +1 to hit, though the warpriest himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.
Inflame: Starting at 2nd level, a warpriest can use this ability to grant himself and all allies within 40′ a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.
Remove Fear: A warpriest may cast the remove fear spell once per day per level of the warpriest.
Mass Cure Light Wounds: Upon reaching 3rd level, a warpriest can use cure light wounds, mass once per day as a spell-like ability. The warpriest’s class level is used to determine the caster level for this spell.
Fear Aura: At 5th level, a warpriest can create an aura of fear that affects all enemies within a 20′ radius. Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as if by a fear spell. This power can be used once per day.
Battletide: At 6th level, a warpriest can cast battletide as a spell-like ability once per day. The warpriest’s class level is used to determine the caster level for this spell.
Haste: At 7th level, a warpriest can cast haste as a spell-like ability three times per day. The warpriest’s class level is used to determine the caster level for this spell.
Mass Heal: At 9th level, a warpriest can cast Heal, mass as a spell-like ability once per day. The warpriest’s class level is used to determine the caster level for this spell.
Implacable Foe: At 10th level, a warpriest can bestow all allies within 30′ (though not themselves) an extra +20 hit points. This ability halves the warpriest’s movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.