Warpriest

Sacred Weapon (Su)

Level: 1


Source: Advanced Class Guide, p. 60

At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with Classes 1 the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is given on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this decision must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that deal only energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don’t need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, Table 1–14: Warpriest Base Sacred Attack Fort Ref Will Weapon Spells per Day Level Bonus Save Save Save Special Damage* 0 1st 2nd 3rd 4th 5th 6th 1st +0 +2 +0 +2 Aura, blessings (minor), 1d6 — — — — — focus weapon, orisons, sacred weapon 2nd +1 +3 +0 +3 Fervor 1d6 1d6 — — — — — 3rd +2 +3 +1 +3 Bonus feat 1d6 — — — — — 4th +3 +4 +1 +4 Channel energy, sacred 1d6 — — — — weapon +1 5th +3 +4 +1 +4 Fervor 2d6 1d8 — — — — 6th +4 +5 +2 +5 Bonus feat 1d8 — — — — 7th +5 +5 +2 +5 Sacred armor +1 1d8 — — — 8th +6/+1 +6 +2 +6 Fervor 3d6, sacred 1d8 — — — weapon +2 9th +6/+1 +6 +3 +6 Bonus feat 1d8 — — — 10th +7/+2 +7 +3 +7 Blessings (major), sacred 1d10 — — armor +2 11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 — — 12th +9/+4 +8 +4 +8 Bonus feat, sacred 1d10 — — weapon +3 13th +9/+4 +8 +4 +8 Sacred armor +3 1d10 — 14th +10/+5 +9 +4 +9 Fervor 5d6 1d10 — 15th +11/+6/+1 +9 +5 +9 Bonus feat 2d6 — 16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred 2d6 weapon +4 17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d6 18th +13/+8/+3 +11 +6 +11 Bonus feat 2d6 19th +14/+9/+4 +11 +6 +11 Sacred armor +5 2d6 20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6, 2d8 sacred weapon +5 * The values shown are for Medium warpriests. See the sacred weapon class feature for Small and Large warpriests. Small or Large Warpriest Sacred Weapon Damage Damage Damage Level (Small) (Large) 1st–4th 1d4 1d8 5th–9th 1d6 2d6 10th–14th 1d8 2d8 15th–19th 1d10 3d6 20th 2d6 3d8 keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability’s base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don’t stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Replaced or modified by archetypes