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About Drakar Ironfist|
Prepared Spells
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Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil). Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 13 Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race. Class Skills The sacred fist's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). These skills replace the warpriest's class skills. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. Flurry of Blows (Ex) A sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level. Gentle Rest (Su) You can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that's touched is staggered for 3 rounds. Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects. Immunity to Paralysis (Ex) You can never be paralyzed. Knowledge Blessing Lore Keeper (Su) You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 19. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Repose Blessing Senses Wyvaran have low-light vision and can see in the dark up to 60 feet. Slapping Tail Wyvarans have a tail attack they can use only when making attacks of opportunity. This slapping tail attack deals a number of points of damage equal to 1d8 + the wyvaran’s Strength modifier. Spontaneous Casting A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels Unarmed Strike A sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. Weapon and Armor Proficiency Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. When wearing armor, using shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows. Weapon and Armor Proficiency A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. |