Warpriest

Warpriests are fierce, earthy clerics who pray for peace but prepare for war.
==== Requirements ====
Base Attack Bonus: +5
Skills: Diplomacy 5 ranks , Sense Motive 2 ranks
Feats: Combat Casting
Spells: Able to cast at least one divine spell from one of the following domains’ spell lists: Destruction, Protection, Strength, or War. A character who can cast at least one spell from a domain counts as having access for this purpose.
Special: Ability to turn or rebuke undead.
==== Hit die ====
d10
==== Skill points ====
2 + Int
==== Class Features ====
Weapon and Armor Proficiency: Warpriests gain proficiency with all simple and martial weapons, with all types of armor, and shields (including tower shields).
Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on).
If a character had more than one divine spellcasting class before he became a warpriest, the player must decide which class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day and spells known.
Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead).
Rally (Ex): 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 and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.
Turn or Rebuke Undead (Su): Levels of warpriest stack with any of the character’s cleric or paladin levels when turning or rebuking undead.
Inflame (Ex): As a full-round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on). This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The warpriest also gains the bonus.
Mass Cure Light Wounds (Sp): Starting at 3rd level, a warpriest can use mass cure light wounds once per day as a
spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level.
Fear Aura (Su): Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level. Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as if by a fear spell.
Heroes’ Feast (Sp): Once per day, a warpriest of 6th level or higher can use heroes’ feast as a spell-like ability.
Haste (Sp): At 7th level, a warpriest gains the ability to use haste three times per day as a spell-like ability.
Mass Heal (Sp): Once per day, a warpriest of 9th level or higher can use mass heal as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level.
Implacable Foe (Su): At 10th level, a warpriest can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a move action, but the warpriest must concentrate to maintain it each round after that.
While active, the warpriest emanates an aura with a 100- foot radius. Allies within the radius may ignore the effects of being reduced to 0 or less hp. However, any creature reduced to –20 hp dies immediately. When the effect ends, or if a creature moves more than 100 feet from the warpriest, the normal effects of the damage apply immediately. If the warpriest normally turns undead, this ability affects living allies. If the warpriest normally rebukes undead, this ability affects undead allies.
=== Advancement ===
Level	BAB	Fort	Ref	Will	Special 	Spellcasting
1st 	+1 	+2 	+0 	+0 	Bonus domain, rally, turn or rebuke undead	—
2nd 	+2 	+3 	+0 	+0 	Inflame +2 	+1 level of existing divine spellcasting class
3rd 	+3 	+3 	+1 	+1 	Mass cure light wounds 	—
4th 	+4 	+4 	+1 	+1 	Inflame +4 	+1 level of existing divine spellcasting class
5th 	+5 	+4 	+1 	+1 	Fear aura 	—
6th 	+6 	+5 	+2 	+2 	Heroes’ feast, inflame +6 	+1 level of existing divine spellcasting class
7th 	+7 	+5 	+2 	+2 	Haste 	—
8th 	+8 	+6 	+2 	+2 	— 	+1 level of existing divine spellcasting class
9th 	+9 	+6 	+3 	+3 	Mass heal 	—
10th 	+10	+7 	+3 	+3 	Implacable foe, inflame +8 	+1 level of existing divine spellcasting class
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Concentration 	CON 	 	
Craft 	INT 	 	
Diplomacy 	CHA 	 	
Handle Animal 	CHA 	 	
Knowledge (history)	INT 	 	
Ride 	DEX 	 	
Sense Motive 	WIS 	 	
Spellcraft 	INT 	 	
Swim 	STR