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.
Fervor (Su) 3 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells.
• By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 1d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself.
• You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components. You can only target yourself with the spell, even if it could normally affect other or multiple targets.
Focus Weapon Longbow
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Merchant's Child Your parents owned some sort of shop in Terrace, either high class or lower. You were raised with the intention to taking over the store. Appraise becomes a class skill and gains a +2 bonus. You also gain a pair of parents that hassle you.
Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. 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 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.
Storm Strike (Su) You can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn't stack with the additional damage from the shock or shocking burst weapon special abilities.
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).
Zephyr's Gift (Su) You can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn't provoke an attack of opportunity.
Trini was brought up in her parents' general store, which catered to adventurers heading out to the Abyss. Always underfoot, she loved hearing the tales of derring-do and prayed for her own chance to go out into the world. Her training paid off when she was contacted by the Alleyway Guild.
Trini likes to take in the details around her. She is very strong-willed and cannot be brought round to an opinion until she has brought herself there. Living a good life at home with her parents for so many years, able to indulge in her training, has left her sheltered. She is excitable, sometimes awkwardly so, with a chipper personality. Her main distinguishing features include a voice that could shatter glass and an overenthusiastic family.