Post by Acaos on Oct 23, 2007 20:41:22 GMT
Requirements
21 levels of Cleric and 8 levels of Paladin, Blackguard, or Champion of Torm before level 31
Cleave
War domain
Weapon Focus (light, mace, light hammer, warhammer, heavy mace, or maul) (club for heavy mace or maul right now)
25 base ranks in Persuade
Benefits
Warpriests always add half their base ranks in Persuade to their Discipline skill as a supernatural bonus (falls within the +50 cap).
Warpriests receive a permanent +1 stacking AB bonus with their chosen weapon.
For warpriests, Divine Shield lasts 1 turn per point of Charisma modifier, and grants them +1 Shield AC per point of Charisma modifier (to a maximum of +12).
Warpriests receive an additional use of the War Domain Battle Mastery power per day for every 20 base ranks in Persuade. Battle Mastery for them lasts 1 round per point of Persuade skill, and grants 1% immunity to physical damage for every 2 points of the Warpriest's Charisma modifier.
Spells
Warpriests add their paladin/blackguard/CoT level to their cleric level to cast the below cleric spells.
Warpriests use their Strength modifier to calculate DC when casting the below spells.
Warpriests may add +1 DC and +1 SP per 10 ranks of Persuade skill to cast any spell with a * below.
Warpriests that miss a touch attack receive a free second chance to hit their target.
Level 0
Cure Minor Wounds (vs undead) *
Inflict Minor Wounds *
Level 1
Bane *
Cure Light Wounds (vs undead) *
Inflict Light Wounds *
Level 2
Cure Moderate Wounds (vs undead) *
Inflict Moderate Wounds *
Silence *
Level 3
Cure Serious Wounds (vs undead) *
Inflict Serious Wounds *
Magic Vestment
Prayer *
Level 4
Cure Critical Wounds (vs undead) *
Divine Power
Inflict Critical Wounds *
Level 5
Battletide *
Slay Living *
Level 6
Harm *
Heal (vs undead) *
Level 8
Aura vs Alignment (Warpriests receive critical immunity at 40 base Strength)
When Warpriests cast Divine Power, it is automatically extended; if the spell is cast with Extend Spell the duration is tripled instead of doubled.
Warpriests may cast Hammer of the Gods, Destruction, Word of Faith, or Implosion on their weapon. When they do so, the next enemy struck must save against that spell or suffer its effects if not immune. When cast this way, the spells are cast using the caster level calculation from the above spells, as well as the SP and DC bonuses for those spells marked with a *. For spells cast in this manner, DC from Spell Focus feats does not apply (only the DC bonus from Persuade is used; the SP bonus from Persuade will, however, stack with Spell Penetration feats).
The stored spell will fade after 10 rounds if not used, and only one spell may be stored in this manner at a time. Only the enemy struck will be affected.
Acaos
21 levels of Cleric and 8 levels of Paladin, Blackguard, or Champion of Torm before level 31
Cleave
War domain
Weapon Focus (light, mace, light hammer, warhammer, heavy mace, or maul) (club for heavy mace or maul right now)
25 base ranks in Persuade
Benefits
Warpriests always add half their base ranks in Persuade to their Discipline skill as a supernatural bonus (falls within the +50 cap).
Warpriests receive a permanent +1 stacking AB bonus with their chosen weapon.
For warpriests, Divine Shield lasts 1 turn per point of Charisma modifier, and grants them +1 Shield AC per point of Charisma modifier (to a maximum of +12).
Warpriests receive an additional use of the War Domain Battle Mastery power per day for every 20 base ranks in Persuade. Battle Mastery for them lasts 1 round per point of Persuade skill, and grants 1% immunity to physical damage for every 2 points of the Warpriest's Charisma modifier.
Spells
Warpriests add their paladin/blackguard/CoT level to their cleric level to cast the below cleric spells.
Warpriests use their Strength modifier to calculate DC when casting the below spells.
Warpriests may add +1 DC and +1 SP per 10 ranks of Persuade skill to cast any spell with a * below.
Warpriests that miss a touch attack receive a free second chance to hit their target.
Level 0
Cure Minor Wounds (vs undead) *
Inflict Minor Wounds *
Level 1
Bane *
Cure Light Wounds (vs undead) *
Inflict Light Wounds *
Level 2
Cure Moderate Wounds (vs undead) *
Inflict Moderate Wounds *
Silence *
Level 3
Cure Serious Wounds (vs undead) *
Inflict Serious Wounds *
Magic Vestment
Prayer *
Level 4
Cure Critical Wounds (vs undead) *
Divine Power
Inflict Critical Wounds *
Level 5
Battletide *
Slay Living *
Level 6
Harm *
Heal (vs undead) *
Level 8
Aura vs Alignment (Warpriests receive critical immunity at 40 base Strength)
When Warpriests cast Divine Power, it is automatically extended; if the spell is cast with Extend Spell the duration is tripled instead of doubled.
Warpriests may cast Hammer of the Gods, Destruction, Word of Faith, or Implosion on their weapon. When they do so, the next enemy struck must save against that spell or suffer its effects if not immune. When cast this way, the spells are cast using the caster level calculation from the above spells, as well as the SP and DC bonuses for those spells marked with a *. For spells cast in this manner, DC from Spell Focus feats does not apply (only the DC bonus from Persuade is used; the SP bonus from Persuade will, however, stack with Spell Penetration feats).
The stored spell will fade after 10 rounds if not used, and only one spell may be stored in this manner at a time. Only the enemy struck will be affected.
Acaos