Warpriest
(PRESTIGE CLASS)

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: Warpriests have proficiency with all simple and martial weapons, with all types of armor, and all shields.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Base Attack Bonus: +5
Classes: Cleric or Paladin.
Skills: Persuade 5 or more ranks.
Feats: Combat Casting.
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, 1/day.
6: Fear Aura - Once per day spell-like ability.
7: Mass Haste - Per the spell, 1/day.
8: Mass Heal - Per the spell, 1/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).
Rally
Type of Feat: Class
Prerequisite: Level 1 Warpriest
Specifics: A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. 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.
Inflame
Type of Feat: Class
Prerequisite: Level 2 Warpriest
Specifics: By giving a stirring speech the warpriest 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. The warpriest also gains the bonus.
Healing Circle
Type of Feat: Class
Prerequisite: Level 3 Warpriest
Specifics: All friendly creatures within the area of effect are healed for 1d8 Hit Points, +1 points per caster level up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them.
Fear Aura
Type of Feat: Class
Prerequisite: Level 6 Warpriest
Specifics: Once per day the warpriest can project a fear aura to a radius of 20 meters for 1 round per warpriest level. Foes must make a Will save (DC 10+ Warpriest level + Cha bonus) or be affected as if by a fear spell.
Mass Haste
Type of Feat: Class
Prerequisite: Level 7 Warpriest
Specifics: All allies within the area of effect gain 1 extra action per round (allowing an additional attack or spell casting) and have their movement speed increased by 50%.
Mass Heal
Type of Feat: Class
Prerequisite: Level 9 Warpriest
Specifics: All allies within the area of effect are restored to full Hit Points. Healing spells have a reverse effect on undead, harming instead of healing them (undead are reduced to 1d4 Hit Points with this spell).
Fear Aura
Type of Feat: Class
Prerequisite: Level 9 Warpriest
Specifics: Twice per day the warpriest can project a fear aura to a radius of 20 meters for 1 round per warpriest level. Foes must make a Will save (DC 10+ Warpriest level + Cha bonus) or be affected as if by a fear spell.
Implacable Foe
Type of Feat: Class
Prerequisite: Level 10 Warpriest
Specifics: At 10th level, the warpriest can channel enough positive energy to allies within a 100 meters radius that they will continue to fight even after suffering mortal wounds. Using this ability is a move equivalent action and requires concentration. 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. When the ability ends, either because the warpriest stops concentrating, fails a Concentration check, or becomes disabled or worse, then the full effects of all damage take effect immediately.
Epic Warpriest
You are the ultimate expression of the faith in your god with the power of your sword. Your armies are fearless and your name is respected and feared throughout the realms.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int modifier
Bonus Feats: The epic warpriest gains a bonus feat every other level after 10th
Epic Warpriest Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.







