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Eyes Of The Lich Queen OOC
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<blockquote data-quote="jkason" data-source="post: 3906854" data-attributes="member: 2710"><p>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. </p><p></p><p>EDIT: Here are the new changes from level 5 to 6 for Donovan: </p><p></p><p>+7 HP (1d10 avg./round down +2 Con)</p><p>+4 skill points (1 Con, 1 Diplomacy, 2 Sense Motive)</p><p>+1 BAB</p><p>+2 Fort save</p><p>+1 Action Point</p><p>Class abilities: martial weapon and tower shield proficiencies, Bonus Domain (Glory), Rally, Turn & Rebuke levels stack</p><p>6th level feat: Sacred Healing</p><p></p><p>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?):</p><p></p><p>[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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Requirements: To become a Warpriest, a character must fulfill the following criteria.</p><p>Base Attack Bonus : +5.</p><p>Skills: Diplomacy 8 ranks, Sense Motive 5 ranks.</p><p>Feats: Combat Casting.</p><p>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.</p><p>Special: Ability to turn or rebuke undead.</p><p></p><p>Game Rule Information:</p><p> </p><p>[code]Level BABonus Fort Ref Will Special Spells per Day / Spells Known</p><p>1st +1 +2 +0 +0 Bonus domain, </p><p> rally, turn or </p><p> rebuke undead </p><p>2nd +2 +3 +0 +0 Inflame +2 +1 level of existing divine spellcasting class</p><p>3rd +3 +3 +1 +1 Mass cure </p><p> light wounds </p><p>4th +4 +4 +1 +1 Inflame +4 +1 level of existing divine spellcasting class</p><p>5th +5 +4 +1 +1 Fear aura </p><p>6th +6 +5 +2 +2 Heroes feast, </p><p> inflame +6 +1 level of existing divine spellcasting class</p><p>7th +7 +5 +2 +2 Haste </p><p>8th +8 +6 +2 +2 Inflame +8 +1 level of existing divine spellcasting class</p><p>9th +9 +6 +3 +3 Mass heal </p><p>10th +10 +7 +3 +3 Implacable foe</p><p> , inflame +10 +1 level of existing divine spellcasting class[/code]</p><p></p><p>Warpriests have the following game statistics.</p><p></p><p>Hit Die: d10</p><p></p><p>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).</p><p></p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p>Class Features: All of the following are class features of the Warpriest.</p><p></p><p>Weapon and Armor Proficiency: Warpriests gain proficiency with all simple and martial weapons, with all types of armor, and shields (including tower shields).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Bonus Domain: At 1st level, a Warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead).</p><p></p><p>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.</p><p></p><p>Turn or Rebuke Undead (Su): Levels of Warpriest stack with any of the character's cleric or paladin levels when turning or rebuking undead.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Heroes' Feast (Sp): Once per day, a Warpriest of 6th-level or higher can use heroes' feast as a spell-like ability.</p><p></p><p>Haste (Sp): At 7th level, a Warpriest gains the ability to use haste three times per day as a spell-like ability.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>If the Warpriest normally turns undead, this ability affects living allies. If the Warpriest normally rebukes undead, this ability affects undead allies.[/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 3906854, member: 2710"] 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[/code] 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] [/QUOTE]
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