Warpriest

System: Pathfinder | SRD | Type: Hybrid class | Parent Classes: Cleric and fighter | Hit Die: d8 | Skill Ranks: 2 + Int modifier

Role: Warpriests can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test
Capable of calling upon the power of the gods in the form of blessings and spells, warpriests blend divine magic with martial skill. They are unflinching bastions of their faith, shouting gospel as they pummel foes into submission, and never shy away from a challenge to their beliefs. While clerics might be subtle and use diplomacy to accomplish their aims, warpriests aren't above using violence whenever the situation warrants it. In many faiths, warpriests form the core of the church's martial forces—reclaiming lost relics, rescuing captured clergy, and defending the church's tenets against all challenges.

Apply Archetypes

Class Skills

The warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Starting Wealth

5d6 × 10 gp (average 175 gp)

Class Progression

Warpriest
Level Base Attack Bonus Fort Save Ref Save Will Save Special Sacred Weapon Damage* Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st+0+2+0+2Aura, blessings (minor), focus weapon, orisons, sacred weapon1d631—————
2nd+1+3+0+3Fervor 1d61d642—————
3rd+2+3+1+3Bonus feat1d643—————
4th+3+4+1+4Channel energy, sacred weapon +11d6431————
5th+3+4+1+4Fervor 2d61d8442————
6th+4+5+2+5Bonus feat1d8543————
7th+5+5+2+5Sacred armor +11d85431———
8th+6/+1+6+2+6Fervor 3d6, sacred weapon +21d85442———
9th+6/+1+6+3+6Bonus feat1d85543———
10th+7/+2+7+3+7Blessings (major), sacred armor +21d1055431——
11th+8/+3+7+3+7Fervor 4d61d1055442——
12th+9/+4+8+4+8Bonus feat, sacred weapon +31d1055543——
13th+9/+4+8+4+8Sacred armor +31d10555431—
14th+10/+5+9+4+9Fervor 5d61d10555442—
15th+11/+6/+1+9+5+9Bonus feat2d6555543—
16th+12/+7/+2+10+5+10Sacred armor +4, sacred weapon +42d65555431
17th+12/+7/+2+10+5+10Fervor 6d62d65555442
18th+13/+8/+3+11+6+11Bonus feat2d65555543
19th+14/+9/+4+11+6+11Sacred armor +52d65555554
20th+15/+10/+5+12+6+12Aspect of war, fervor 7d6, sacred weapon +52d85555555
* The values shown are for Medium warpriests. See the sacred weapon class feature for Small and Large warpriests.

Class Features

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, weapon proficiencies, and bonus feats. He cannot thereafter gain levels as a warpriest of that god until he atones for his deeds (see the atonement spell).

Blessings

A warpriest can select any two blessings granted by his deity. The blessings a deity grants have the same names as the deity's domains. Unless otherwise noted, using a blessing is a standard action. A warpriest without a deity can select any two blessings (subject to GM discretion). 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 affected items, not just the warpriest.

Air Blessing

Zephyr's Gift (minor) : At 1st level, 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. Soaring Assault (major) : At 10th level, you can touch an ally and give her the gift of flight for 1 minute (as fly ). The ally gains a fly speed of 60 feet with average maneuverability. She gains a bonus on Fly checks equal to your level. Whenever the ally succeeds at a charge attack while flying, that attack deals an amount of additional electricity damage equal to your level.

Animal Blessing

Animal Fury (minor) : At 1st level, you can touch one ally and grant it feral features for 1 minute. The ally gains two claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 points if it's Small, or one bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 points if it's Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. Battle Companion (major) : At 10th level, you can summon a battle companion. This ability functions as summon nature's ally V , but with a duration of 1 minute. This ability can summon only one animal, regardless of the list used. For every 2 levels beyond 10th, the level of the summon nature's ally spell increases by 1 (to a maximum of summon nature's ally IX at 18th level).

Artifice Blessing

Crafter's Wrath (minor) : At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction. Transfer Magic (major) : At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor enhancement bonus from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another suit of armor or weapon.

Chaos Blessing

Anarchic Strike (minor) : At 1st level, you can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon glows yellow or purple and deals an additional 1d6 points of damage against lawful creatures. During this time, it's treated as chaotic for the purpose of overcoming damage reduction. This blessing's additional damage doesn't stack with the additional damage from the anarchic weapon special ability. Battle Companion (major) : At 10th level, you can summon a battle companion. This ability functions as summon monster IV , but its duration is 1 minute, and it works only on a chaotic outsider or an animal with the entropic creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster ix at 20th level).

Charm Blessing

Charming Presence (minor) : At 1st level, you can touch an ally and grant an entrancing blessing. For 1 minute, the ally becomes mesmerizing to her opponents, filling them with either abject admiration or paralyzing fear. This effect functions as sanctuary , except if the ally attacks an opponent, the effect ends for that opponent. This is a mind-affecting effect. Dominance Aura (major) : At 10th level, you can surround yourself with a tangible aura of majesty for 1 minute. While this aura is active, once per round as a swift action you can issue a command (as the command spell) to one creature within 30 feet; the creature must succeed at a Will saving throw or submit for 1 round.

Community Blessing

Communal Aid (minor) : At 1st level, you can touch an ally and grant it the blessing of community. For 1 minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action. Fight as One (major) : At 10th level, you can rally your allies to fight together. For 1 minute, whenever you make a successful melee or ranged attack against a foe, allies within 10 feet of you gain a +2 insight bonus on attacks of the same type you made against that foe—melee attacks if you made a melee attack, or ranged attacks if you made a ranged attack. If you score a critical hit, this bonus increases to +4 until the start of your next turn.

Darkness Blessing

Enshrouding Darkness (minor) : At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20% miss chance). Creatures that are normally able to see in supernatural darkness ignore this concealment. Darkened Vision (major) : At 10th level, you can place a shroud of darkness around the eyes of one foe within 30 feet. The target must succeed at a Will saving throw or be blinded for 1 minute (as blindness/deafness ).

Death Blessing

From the Grave (minor) : At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stunning. Death's Touch (major) : At 10th level, you can make a melee touch attack against an opponent to deliver grim suffering. If you succeed, you inflict 1 temporary negative level on the target for 1 minute. Alternatively, you can activate this ability as a swift action when you hit an opponent with a melee attack. These temporary negative levels stack. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation ).

Destruction Blessing

Destructive Attacks (minor) : At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1). Heart of Carnage (major) : At 10th level, you can touch an ally and bless it with even greater destructive power. For 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

Earth Blessing

Acid Strike (minor) : At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, the weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn't stack with the additional damage from the corrosive weapon special ability. Armor of Earth (major) : At 10th level, you can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn't stack with any other damage resistance.

Evil Blessing

Unholy Strike (minor) : At 1st level, you can touch one weapon and give it an evil blessing. For 1 minute, the weapon takes on a black, orange, or violet cast and deals an additional 1d6 points of damage against good creatures. During this time, it's treated as evil for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the unholy weapon special ability. Battle Companion (major) : At 10th level, you can summon a battle companion. This ability functions as summon monster iv , but its duration is 1 minute, and it works only on an evil outsider or an animal with the fiendish creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster ix at 20th level).

Fire Blessing

Fire Strike (minor) : At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, the weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special ability. Armor of Flame (major) : At 10th level, you can touch an ally to wreathe it in flames. This ability works as fire shield (warm shield only), but with a duration of 1 minute.

Glory Blessing

Glorious Presence (minor) : At 1st level, you can touch an ally and grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her foes. This functions as sanctuary , except if the ally attacks an opponent, this effect ends for that opponent. This is a mind-affecting effect. Demoralizing Glory (major) : At 10th level, when you successfully damage an opponent with a melee attack or attack spell, as a swift action you can attempt to demoralize that opponent with the Intimidate skill using your ranks in Intimidate or your warpriest level, whichever is higher.

Good Blessing

Holy Strike (minor) : At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability. Battle Companion (major) : At 10th level, you can summon a battle companion. This ability functions as summon monster IV , but its duration is 1 minute, and it works only on a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Healing Blessing

Powerful Healer (minor) : At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat. Fast Healing (major) : At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

Knowledge Blessing

Lore Keeper (minor) : At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge check were equal to 15 + your warpriest level + your Wisdom modifier. Monster Lore (major) : At 10th level, when you succeed at a Knowledge check against an opponent to learn about its abilities or weaknesses (or succeed at a touch attack using the lore keeper blessing, above), you can as a swift action gain a +2 insight bonus on attack rolls, saving throws, ability checks, and skill checks, as well as to your AC against that creature. This effect lasts for 1 minute.

Law Blessing

Axiomatic Strike (minor) : At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an extra 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This extra damage doesn't stack with the additional damage from the axiomatic weapon special ability. Battle Companion (major) : At 10th level, you can summon a battle companion. This ability functions as summon monster IV , but its duration is 1 minute, and it works only on a lawful outsider or an animal with the resolute creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Liberation Blessing

Liberation (minor) : At 1st level, as a swift action, you can ignore for 1 round impediments to your mobility and effects that cause paralysis (as freedom of movement ). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious. Freedom's Shout (major) : At 10th level, as a swift action you can emit a 30-foot aura that affects all allies with the liberation blessing described above. This effect lasts for 1 round.

Luck Blessing

Lucky Presence (minor) : At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this benefit must be declared before the roll is made. Once used, or once 1 minute passes, the effect ends. Unlucky Enemy (major) : At 10th level, as an immediate action you can force an adjacent opponent to reroll an ability check, an attack roll, a saving throw, or a skill check it just attempted; it must take the lower of the two rolls. The decision to use this benefit must be declared after the roll is made but before the result is revealed.

Madness Blessing

Madness Supremacy (minor) : At 1st level, as a swift action you can target a creature within 30 feet that has the cowering, frightened, panicked, or paralyzed condition. That condition is suspended for 1 round, and the chosen creature gains the confused condition instead. The confused creature rerolls any result other than "attack self" or "attack nearest creature." The round spent confused counts toward the duration of the suspended effect. At the end of that round, the suspended condition resumes. Control Madness (major) : At 10th level, as a swift action you can choose one behavior for all confused creatures within 30 feet to exhibit (as if all creatures had rolled the same result). This effect lasts for 1 round. You can use this ability even while you are confused.

Magic Blessing

Hand of the Acolyte (minor) : At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver. Blessed Magic (major) : At 10th level, you can cast a prepared warpriest spell without expending its spell slot. The spell must have a casting time of 1 standard action and must use a spell slot that is at least 3 spell levels lower than the highest warpriest spell level you can cast. In addition, the spell must be one that damages a creature or causes a creature to take penalties (such as inflict light wounds or bane ). For example, if you are 10th level and can cast 4th-level warpriest spells, you could use this blessing to cast a 1st-level warpriest spell without expending its spell slot.

Nobility Blessing

Inspiring Word (minor) : At 1st level, you can speak a few words to a creature within 30 feet that fill it with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute. Lead by Example (major) : At 10th level, as a swift action you can inspire your allies to follow your lead. If the next action you take on the same turn is an attack or a skill check, every ally within 30 feet who takes the same action against the same foe or obstacle on her next turn gains a +4 morale bonus on that attack roll or skill check.

Plant Blessing

Creeping Vines (minor) : At 1st level, when you hit with a melee attack, as a swift action you can cause the creature you hit to sprout vines that attempt to hold it in place, entangling it for 1 round (Reflex negates). Battle Companion (major) : At 10th level, you can summon a battle companion. This ability functions as summon nature's ally , but with a duration of 1 minute. This ability can summon only one animal, regardless of the list used, and the creature's type changes to plant instead of animal. For every 2 levels beyond 10th, the level of the summon nature's ally spell increases by 1, to a maximum of summon nature's ally IX at 20th level.

Protection Blessing

Increased Defense (minor) : At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level. Aura of Protection (major) : At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Repose Blessing

Gentle Rest (minor) : At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that's touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1). Back to the Grave (major) : At 10th level, when using channel energy to heal living creatures, you can take a swift action on that same turn to also deal damage to undead creatures (as your channel energy ability). Undead take an amount of damage equal to half the number of hit points healed, and can attempt the normal saving throw to halve this damage.

Rune Blessing

Blast Rune (minor) : At 1st level, you can create a blast rune in any adjacent square. Any creature entering this square takes an amount of damage equal to 1d6 + 1/2 your warpriest level. This rune deals either acid, cold, electricity, or fire damage, designated when you create the rune. The rune is invisible, and lasts for a number of rounds equal to your warpriest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purpose of dispelling it. It can be discovered with a successful DC 26 Perception check and disarmed with a successful DC 26 Disable Device check. Spell Storing Weapon (major) : At 10th level, you can cast a spell into a magic weapon as if it had the spell storing weapon special ability. If the stored spell is not used within 10 minutes, it dissipates.

Strength Blessing

Strength Surge (minor) : At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skill checks, and Strength checks for 1 round. Strength of Will (major) : At 10th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.

Sun Blessing

Blinding Strike (minor) : At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it's instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability. Cleansing Fire (major) : At 10th level, you can touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both special abilities.

Travel Blessing

Agile Feet (minor) : At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it. Dimensional Hop (major) : At 10th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn't provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional creature this distance costs 1 more use.)

Trickery Blessing

Double (minor) : At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image , and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell. Greater Invisibility (major) : At 10th level, as a swift action you can become invisible (as greater invisibility ) for 1 round.

War Blessing

War Mind (minor) : At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. Each round at the start of its turn, it can select one of the following bonuses: +10 feet to base land speed, a +1 dodge bonus to AC, a +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Battle Lust (major) : At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Water Blessing

Ice Strike (minor) : At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, the weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special ability. Armor of Ice (major) : At 10th level, you can touch an ally and wreathe it in freezing mist. This ability works as fire shield ( chill shield only), but with a duration of 1 minute.

Weather Blessing

Storm Strike (minor) : At 1st level, 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 ability. Wind Barrier (major) : At 10th level, you can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall , and doesn't interfere with your ranged attacks. The Hypertext d20 SRD™ is owned by BoLS Interactive LLC . This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse . For more information about Paizo Inc. and Paizo products, please visit paizo.com . The Hypertext d20 SRD™ is an independent entity and is not affiliated with Paizo Inc. Open Game License Terms of Use Privacy Policy var globalTitle="Warpriest",globalNavPath=[{ href: '/pathfinderRPG/prd/advancedClassGuide/classes/index.html', name: 'Classes'}]; $(function () { if(!/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ) { highlightNavLocation(globalNavPath); } });

Source: Advanced Class Guide

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