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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. Clerics make
good warpriests; members of other classes need levels as a cleric
before they can qualify as warpriests because of the domain
requirements.
- Hit Die: d8.
- Proficiencies: All simple and martial weapons, with all types of armor, shields.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Base Attack Bonus: +5
Skills: Persuade 5 or more ranks.
Feats: Combat Casting.
Class: Cleric.
Domains: At least one of the following: Destruction, Protection, Strength, War.
ABILITIES:
Level
1: Rally - Allies within 60 feet who are suffering from any fear
effect are allowed an immediate Will saving throw at the DC of the fear
effect, with a +1 morale bonus per warpriest level.
2: Inflame - provides those who listen a morale bonus on saving
throws against any mind influencing effect. The bonus begins at +2 for
a 2nd level warpriest and increases by +2 each even numbered level
thereafter (+4 at 4th level, etc). This effect lasts 5 minutes, plus 1
minute per level of the warpriest.
3: Healing Circle - Per the spell, once a day.
6: Fear Aura - Once per day spell-like ability.
7: Mass Haste - Per the spell, once a day.
8: Mass Heal - Per the spell, once a day.
9: Fear Aura - Increases to twice per day spell-like ability.
10: Implacable Foe - While in use, allies within the radius who
take enough damage to become disabled or dying ignore the effects of
that damage and continue fighting. Death occurs instantly at -20 hit
points.
BONUS SPELLS
Upon reaching level 2, 4, 6, 8, and 10 the character gains new
spells per day as if he had also gained a level in his highest divine
caster class (cleric).
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