About SeventhRemaining:
Seventh
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Aura of Chaos (Ex): You project a strong chaotic aura.
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succeed at a Will saving throw or submit for 1 round. Luck Blessings: Sacred Weapon:
Sacred Weapon (Su): 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 is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice. In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. 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. At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, f laming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchicand vicious. If he is evil, he can add mighty cleavingand unholy. If he is good, he can add holyand merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15– 9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability. The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the f irst time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed). If the warpriest uses this ability on a double weapon, the effects only apply to one end the weapon. Fervor (4d6):
Starting at 2nd level, the warpriest can
draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to half his warpriest level plus his Charisma modifier. With one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal 1d6 points of damage plus an additional 1d6 points of damage per 3 warpriest levels above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action, unless the warpriest targets herself, in which case it’s a swift action. Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. An evil warpriest (or one who worships an evil deity) can use this ability to deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. Neutral warpriests who worship a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he selected to spontaneously cast cure spells or as an evil warpriest if he selected to spontaneously cast inf lict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can only target the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity.The warpriest does not need to have a free hand to cast a spell in this way Channel Energy:
Starting at 4th level, a warpriest
can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that does not provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he selected to spontaneously cast cure spells or negative energy if he selected to spontaneously cast inf lict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount of the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage (DC = 10 + 1/2 the warpriest’s level + the warpriest’s Charisma modif ier). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. Using this ability consumes two uses of his fervor ability. Sacred Armor:
At 7th level, the warpriest gains the
ability to imbue his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every three levels beyond 7th, this bonus increases by +1, to a maximum of +5 at 19th level. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can imbue armor any of the following armor properties: energy resistance(normal, improved, and greater), fortif ication (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–4 of the Core Rulebook). For this purpose, glamered counts as a +1, energy resistancecounts as +2, improved energy resistance counts as +4, and greater energy resistancecounts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability. The warpriest can use this ability one minute per day per warpriest level, but these minutes do not need to be consecutive. The enhancement bonus and properties are determined the f irst time the ability is used each day and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield. |