Warpriest

<color=Gold>**War Priest**</color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

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.

<color=Gold>Requirements:</color>

**Spellcasting:** Able to cast 3rd level divine spells.

**Skills:** Diplomacy 4 ranks, Heal 8 ranks

**Feats:** Extend Spell.

<color=Gold>Class Features:</color>

- **Hit Die:** d10.

- **Base Attack Bonus:** High.

- **High Saves:** Will/Fortitude.

- **Weapon Proficiencies:** Simple and martial weapons.

- **Armor Proficiencies:** All armors (light, medium, and heavy) and all shields (including tower shields).

- **Skill Points:** 2 + Int modifier.

- **Class Skills:** Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spellcraft, Spot, and Taunt

- **Divine Spellcasting:** At each level except for 4th and 8th, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 3rd-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 3rd-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

- **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 suffer 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. This increases to +2 at 5th level and +3 at 9th level.

- **Inflame:** Starting at 2nd level, a warpriests grant himself and all allies within their party a bonus to their saving throws equal to half your levels in the War Priest class.

- **Augment Healing:** At 3rd level, you gain the Augment Healing feat for free.

- **Fear Aura:** At 5th level, a warpriest can create an aura of fear that affects all enemies within 20'. Foes must make a Will save (DC 10 + warpriest class level + Cha or Wis (whichever is higher) modifier) or be affected by the *fear* spell. This power can be used three times per day.

- **Fear Immunity:** At 5th level, your Inflame ability also makes your party immune to Fear spells.

- **Mass Heal:** At 6th level, a warpriest can cast *mass heal* as a spell-like ability once every 1 minute at a caster level equal to their levels in Warpriest.

- **Mass Shield of the Archons:** At 7th level, you cast a protective shield on the party that dissipates targeted magical attacks and grants +4 bonus on saving throws against magical spells. This lasts for 1 round/level of Warpriest and absorbs 1d12 + 6 levels before shattering. There is a 3.5 minute cooldown between activations.

- **Mass Resurrection:** At 8th level, once per day the warpriest can cast mass resurrection, reviving all deceased party members within 20 yards of the War Priest to 25% of their total hitpoints.

**At 10th level you can pick one of the following feats:**

- **Battletide (Inflame):** Your Inflame also grants yourself and your party the effect of persistent Battletide. You must be in a party for this effect to work.

- **Regeneration (Inflame):** Your Inflame also heals your party for 5% of your total hit points (up to a maximum of 12) once every 12 seconds. You must be in a party for this effect to work.

- **Implacable Foe (Inflame):** Your Inflame grants your party an additional 20% damage reduction from physical sources. You must be in a party for this effect to work.