Difference between revisions of "Warpriest"
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{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/warpriest}} | {{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/warpriest}} | ||
− | : ''"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 | + | : ''"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. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Clerics, Druids, Rangers and Paladins can become Warpriests to enhance their party's fighting abilities. Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess."'' |
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− | Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess."'' | ||
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| Reflex = Low | | Reflex = Low | ||
| Will = Low | | Will = Low | ||
− | | Special1 = | + | | Special1 = [[Remove Fear]] x1, [[War Glory]] |
− | | Special2 = | + | | Special2 = [[Remove Fear]] x2, [[Inflame I]] |
− | | Special3 = | + | | Special3 = [[Remove Fear]] x3, [[Mass Cure Light Wounds]] x1/day |
− | | Special4 = | + | | Special4 = [[Remove Fear]] x4, [[Inflame II]] |
− | | Special5 = | + | | Special5 = [[Remove Fear]] x5, [[Fear Aura]] 1x/day |
− | | Special6 = | + | | Special6 = [[Remove Fear]] x6, [[Inflame III]], [[Battletide]] 1/Day |
− | | Special7 = | + | | Special7 = [[Remove Fear]] x7, [[Haste]] 3x/Day |
− | | Special8 = | + | | Special8 = [[Remove Fear]] x8, [[Inflame IV]] |
− | | Special9 = | + | | Special9 = [[Remove Fear]] x9, [[Mass Heal]] x1/Day |
− | | Special10 = | + | | Special10 = [[Remove Fear]] x10, [[Inflame V]], [[Implacable Foe]] x1/Day |
}} | }} | ||
Latest revision as of 01:23, 12 November 2017
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Warpriest | |
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Hit Die | d10 |
Skills | 2 + INT |
Proficiencies | Simple Weapons, Martial Weapons, Light, Medium, Heavy Armor, Shields (including Tower Shields) |
Class Skills | Concentration, Craft, Diplomacy, Handle Animal, Knowlegde: History, Parry, Ride, Sense Motive, Spellcraft, Swim |
Requirements | |
BAB | +5 |
Feats | Combat Casting |
Skills | Diplomacy 8, Sense Motive 5 |
Other | Ability to cast 4th level divine spells. |
Source: Complete Divine |
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- "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. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Clerics, Druids, Rangers and Paladins can become Warpriests to enhance their party's fighting abilities. Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess."
Class Features
Level | BAB | Fortitude | Reflex | Will | Special |
---|---|---|---|---|---|
1 | +1 | +2 | +0 | +0 | Remove Fear x1, War Glory |
2 | +2 | +3 | +0 | +0 | Remove Fear x2, Inflame I |
3 | +3 | +3 | +1 | +1 | Remove Fear x3, Mass Cure Light Wounds x1/day |
4 | +4 | +4 | +1 | +1 | Remove Fear x4, Inflame II |
5 | +5 | +4 | +1 | +1 | Remove Fear x5, Fear Aura 1x/day |
6 | +6/+1 | +5 | +2 | +2 | Remove Fear x6, Inflame III, Battletide 1/Day |
7 | +7/+2 | +5 | +2 | +2 | Remove Fear x7, Haste 3x/Day |
8 | +8/+3 | +6 | +2 | +2 | Remove Fear x8, Inflame IV |
9 | +9/+4 | +6 | +3 | +3 | Remove Fear x9, Mass Heal x1/Day |
10 | +10/+5 | +7 | +3 | +3 | Remove Fear x10, Inflame V, Implacable Foe x1/Day |
Spells Per Day/Spells Known: At each even-numbered level, Warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when become a Warpriest. If a character has multiple classes that give him access to 4th-level Divine Spells, he must choose which spellcasting class will benefit from Warpriest levels when first selecting this prestige class.
Remove Fear
A Warpriest may cast the Remove Fear spell once per day per level of the Warpriest.
War Glory
All allies within 10' of the Warpriest have +1 to hit, though the Warpriest himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.
Due to a bug in the script, on hardcore difficulty the penalty affects not just enemies, but all creatures that belong to factions different from the warpriest's faction. For example, if a party member comes close to a non-companion warpriest npc (let's say Darovik in MoB official campaign), they will be affected by saving throw decrease, even if the warpriest is not hostile.
Inflame
Starting at 2nd level, a Warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.
Mass Cure Light Wounds
Upon reaching 3rd level, a Warpriest can use Mass Cure Light Wounds once per day as a spell-like ability. The Warpriest's class level is used to determine the caster level for this spell.
Fear Aura
At 5th level, a Warpriest can create an aura of fear that affects all enemies within a 20' radius. Foes must make a Will save (DC 10 + Warpriest's class level + Warpriest's Charisma modifier) or be affected as if by a Fear spell. This power can be used once per day.
Battletide
At 6th level, a Warpriest can cast Battletide as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.
Haste
At 7th level, a Warpriest can cast Haste as a spell-like ability three times per day. The Warpriest's class level is used to determine the caster level for this spell.
Mass Heal
At 9th level, a Warpriest can cast Mass Heal as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.
Implacable Foe
At 10th level, a Warpriest can bestow all allies within 30' (though not themselves) an extra +20 hit points. This ability halves the Warpriest's movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.