Eyes Of The Lich Queen OOC

DEFCON 1 said:
I couldn't get the Warpriest page to load so I wasn't able to see specifically what it listed... but if jkason likes and wants it... I have no problem letting him use it right now.

The Sense Motive requirement I have no problem ignoring, and since you have your Concentration maxed out already on it's own... there's no need for you to take the Combat Casting feat either (unless of course you want to make the swap yourself). The fluff reason for the Combat Casting feat is because a warpriest should be strong enough of mind to be able to cast spells while suffering injury. As you are accomplishing that purely by your skill ranks... for me that more than satisfies the fluff.

So feel free to take Warpriest right now if you'd like.

Thanks! I'll re-configure Donovan with the prestige class. He's short one on the BAB prereq, as well (he'd get that at level 7), so if you want me to hold off a level, I'll keep my notes from the all-cleric version of Donovan, too, and I can swap it out.

EDIT: Here are the new changes from level 5 to 6 for Donovan:

+7 HP (1d10 avg./round down +2 Con)
+4 skill points (1 Con, 1 Diplomacy, 2 Sense Motive)
+1 BAB
+2 Fort save
+1 Action Point
Class abilities: martial weapon and tower shield proficiencies, Bonus Domain (Glory), Rally, Turn & Rebuke levels stack
6th level feat: Sacred Healing

In the meantime, I copied out the text from the site that listed the class (which I believe is supposed to be from Complete Divine?):

[sblock=Warpriest info]Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities makes them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain requirements.

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 military history or tactics. 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.

Adaptation: This prestige class is designed to represent the cleric who leads large numbers of troops into battle. Accordingly, members of the class are likely to be part of a military organization. It's probable, though not strictly necessary, that the followers are also members of the same faith as the Warpriest.

Requirements: To become a Warpriest, a character must fulfill the following criteria.
Base Attack Bonus : +5.
Skills: Diplomacy 8 ranks, Sense Motive 5 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.

Game Rule Information:

Code:
Level	BABonus	Fort 	Ref 	Will 	Special		Spells per Day / Spells Known
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	Inflame +8 	+1 level of existing divine spellcasting class
9th	+9	+6	+3	+3	Mass heal 	
10th	+10	+7	+3	+3	Implacable foe
					, inflame +10	+1 level of existing divine spellcasting class

Warpriests have the following game statistics.

Hit Die: d10

Class Skills: The warpriest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Class Features: All of the following are class features of the Warpriest.

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).

For example, an 8th-level cleric / 2nd-level Warpriest gains divine spells per day as if he had risen to 9th level as a cleric. When he next gains a level as a Warpriest, making him an 8th-level cleric / 3rd-level Warpriest, his number of divine spells per day does not change; but when he improves his Warpriest level to 4th, he gains divine spells per day as if he had risen to 10th level as a cleric.

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 hp or less. However, any creature reduced to -20 hp dies immediately. When the effect ends or if a creature moves more than 100 feet away 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.[/sblock]
 
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jksason said:
He's short one on the BAB prereq, as well (he'd get that at level 7), so if you want me to hold off a level, I'll keep my notes from the all-cleric version of Donovan, too, and I can swap it out.
Nah... the prestige class isn't nearly so overpowering that I care that you're taking it now. Especially with only gaining additional spells every other level. So taking it now is a-okay with me. :)
 


stonegod... I just remembered when seeing your last action that you now have DR 5/magic all the time now. I have to start remembering that during fights in the future. If I ever forget to apply it, please remind me.

I've got to say... I dunno if 4th ed. is going to solve or reduce this problem... but playing a high-level / epic level campaign and character must be a pain in the ass with all these special abilities / feats / modifiers etc. that you have to remember. Throw in spells and buffs and stuff... it's no wonder they're changing things up with the next edition.

I mean sheesh... just looking at Ari's sheet with all his stuff just makes my head swim sometimes. It's really, really cool and adds to the character's mystique... don't get me wrong... it's just a real pain to remember all the rules. :)
 

DEFCON 1 said:
I mean sheesh... just looking at Ari's sheet with all his stuff just makes my head swim sometimes. It's really, really cool and adds to the character's mystique... don't get me wrong... it's just a real pain to remember all the rules. :)
I know, trust me. :) Which is why I put all the relevant stuff in the OOC section.
 

DEFCON 1 said:
Sorry I wasn't on the boards this weekend to help discuss all of your leveling questions. Here's some answers...

As far as using non-PH spells... that's absolutely fine. Please just do me a favor and write the spell info on your character sheet so I can see how it works.

Okay, I'm adding Prayer and Awaken Sin (Spell Compendium p.21)
 

I've tried to make it as balanced as possible, keeping in mind object need to be usefull. Tell me what you think of that.

Ari
Ring of Protection (+3)
Poor AC for one of our tank. It will help him. And had the poor deal of teh last split.
+2 Armor shard
More protection for our tank
+1 Frost weapon shard
A tank need a good weapon, and cold is in theme with his mark :)

Donovan
Ring of Protection +1
Owned by Ari at the moment
Animated armor shard
Caster need a free hand to cast and he is the only caster using a shield.
Disruption weapon shard
Must be put on a bludgeoing weapon
Holy weapon shard
Need a good person to carry

Jango
Necklace of Fire Shaping (While worn, any spell or spell-like ability that has the (fire) descriptor can be cast as though the caster had the Sculpt Spell feat as per Complete Arcane. This does not increase casting time nor require using higher spell levels. The choice of shapes include a cylinder 10' radius / 30 feet high; a 40' cone; four 10' cubes; a ball with 20' radius spread; or a 120' line)
Great with fireball, and does anyone else use as much fire as Jango?
Vest Of Greater Mage Armor (when worn, any Mage Armor spell cast upon the wearer increases the protection by 2 to a total of +6)
Only mage armor user

Jina
Dual Scabbard of Keen Edges (A dual-wield scabbard that holds two weapons at once, and casts Keen Edge on both weapons when drawn at the same time three times a day; if only one weapon is drawn, it still counts towards the scabbard's daily alotment of three)
Perfect for a dual weilding swordwoman.
+2 weapon shard
Dual weilder need better bonus to offset dual-weilding penalty
Base magic Weapon shard
For her off-hand weapon.

Khalia
Tome of Recall (for any spellcasters who acquire their daily spells by book memorization, if you read this tome right after studying your spell list, you can recall 5 levels worth of spells memorized and cast during the day)
Only bookish spellcaster
Brooch of Shielding
Worn by Jango. Brooch and necklace are the same slot, so jango can't have both, and Khalia being a main caster, Magic missile is a good way to disrupt casting, so usefull to her too.

Rogan
Boots of Speed
Always good to be able to make more sneak in a single round
+1 Armor shard
Need a bit more protection too
Base magic Weapon shard x2
For both his dagger
 
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Oh, by the way, this distribution is if we can do it... I still smell the trap. but looking foward so we don't waste too much time to split it if/when we can do it.
 


Looks good to me too. The scabbard is obviously perfect for Jina, and enhancements for both her weapons is great too. She can always turn it in to AC using Combat Expertise if she needs to.
 

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