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Damage Damage

Level (Small) (Large)

1st–4th 1d4 1d8 5th–9th 1d6 2d6 10th–14th 1d8 2d8 15th–19th 1d10 3d6 20th 2d6 3d8

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 anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add holy and 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 first 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.

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.

Advanced Class Guide

Advanced Class Guide

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The warpriest can expend any prepared spell that isn’t an orison in order 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 inf lict spells. An inf lict spell is any spell with “inf lict” in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inf lict spells, player’s choice. Once this choice is made, it cannot be changed. This choice also determines if the warpriest channels positive or negative energy (see Channel Energy below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest

can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A warpriest’s bonus language options

include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus language choices available to the character due to his race.

Fervor (Su): 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.

Bonus Feats: At 3rd level, and every 3 levels thereafter,

a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats.

Channel Energy (Su): 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 modifier). 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 (Su): 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), fortification (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 resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement

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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 first 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.

Aspect of War (Su): At 20th level, the warpriest can

channel an aspect of war, growing in power and martial ability. After activating this ability, for 1 minute the warpriest treats his level as his base attack bonus, gains DR 10/—, and can move at his full normal speed regardless of his encumbrance or the armor worn. In addition, as long as this ability lasts, blessings he calls upon don’t count against his daily limit.

Ex-Warpriests

A warpriest who grossly violates the code of conduct required by his god loses all spells and class features, except for his armor, shield, and weapon proficiencies and his bonus feats. He cannot thereafter gain levels as a warpriest of that god until he atones for his deeds (see the atonement spell description).

BLESSINGS

A warpriest can select any two blessings granted by his deity. Deities grant blessings of the same name as the domains they grant. A warpriest without a deity may select any two blessings (subject to GM approval). If a blessing’s power duplicates a spell effect, the warpriest’s caster level for that power is equal to his warpriest level.

Blessings that affect weapons and armor benefit anyone who wields or wears those items, not just the warpriest.