Aura: 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 the detect evil
spell for details).
Blessings: A 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).
A warpriest can select an alignment blessing (Chaos,
Evil, Good, or Law) only if his alignment matches that
domain. If a warpriest isn’t devoted to a particular deity,
he still selects two blessings to represent his spiritual
inclinations and abilities, subject to GM approval. The
restriction on alignment domains still applies.
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 a blessing, it counts against his daily limit.
The DC for any of these blessings is equal to 10 + 1/2 the
warpriest’s level + the warpriest’s Wisdom modifier.
Focus Weapon:At 1st level, a warpriest receives Weapon
Focus as a bonus feat (choosing any weapon, not just his
deity’s favored weapon). If his deity’s favored weapon is
unarmed strike, he can instead select Improved Unarmed
Strike as a bonus feat.
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 as a sacred weapon by selecting that 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 damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before
the attack roll is made. (If the weapon’s base damage exceeds
the sacred weapon damage, its damage is unchanged.) 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.
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 +5. The warpriest can
enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, f laming, frost,
keen, and shock. In addition, if the warpriest is chaotic, he
can add anarchic and vicious. If he is evil, he can add mighty
cleaving and unholy. If he is good, he can add ghost touch
and holy. If he is lawful, he can add axiomatic and merciful.
If he is neutral (with no other alignment components), he
can add spell storing and thundering. Adding any of these
special abilities replaces an amount of bonus equal to the
special ability’s base cost (see Table 15–9 on page 469 of
the Core Rulebook). Duplicate abilities do not stack. The
weapon must have at least a +1 enhancement bonus before
any other special abilities can be added.
If multiple weapons are enhanced, each one consumes
rounds of use individually. The enhancement bonus and
special abilities are determined the first time the ability is
used each day, and cannot be changed until the next day.
These bonuses do not apply if another creature is wielding
the weapon, but they continue to be in effect if the weapon
otherwise leaves the warpriest’s possession (such as if the
weapon is thrown). This ability can be ended as a free
action at the start of the warpriest’s turn (that round does
not count against the total duration, unless the ability is
resumed during the same round). If the warpriest uses
this ability on a double weapon, the effects apply to only
one end of the weapon.
Spontaneous Casting (Negative Energy): 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 positive or
negative energy (see Channel Energy, below).