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Neverwinter Nights 2: WarCry Exclusive: The Warpriest PrC

| 16 Oct 2006 13:59

In Dungeons & Dragons (both 3E and 3.5), prestige classes allow players to choose a specialized type of character focus that goes beyond what's offered by the "core" classes. Fighters excel with weapons, wizards are the masters of offensive magic, but those professions do not allow characters to shine in the way that an assassin or blackguard can. Prestige classes offer special abilities that exemplify the concept behind the name -- weapon masters gain superior weapon talents, divine champions gain the ability to smite enemies of the faith -- giving players the ability to create spectacular characters.

While Neverwinter Nights 2 maintains most of the prestige classes from the original game, it also has several new options. Two of these new classes are the frenzied berserker and the warpriest. Both classes were taken from the pages of 3.5 supplements (Complete Warrior and Complete Divine, respectively) and adapted for use in a computer environment.

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Warpriest

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 most useful as members of parties fighting large battles, where their terrifying and inspirational abilities can have the greatest effect. Though clerics are the most likely characters to become warpriests, militant druids often follow the path as well. It is not unheard of for dedicated paladins and rangers to become warpriests, but it is quite rare.

Requirements:

Base Attack Bonus: +5
Spells: Able to cast 4th level divine spells.
Skills: Diplomacy 8 ranks, Spot 5 ranks
Feat: Combat Casting

Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Discipline, Heal, Intimidate, Lore, Parry, Search, Spellcraft, Spot, Taunt
Hit Die: d10
Skill Points: 2 + Int modifier

LevelBase Attack
Bonus
Fort SaveRef SaveWill Save
[p align="center"]Special
1st+1+2+0+0<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">War
Glory, Remove Fear
</span>
2nd+2+3+0+0<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Inflame
+2, +1 existing divine spellcasting level
</span>
3rd+3+3+1+1<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Mass
cure light wounds
</span>
4th+4+4+1+1<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Inflame
+4, +1 existing divine spellcasting level
</span>
5th+5+4+1+1<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Fear
aura
</span>
6th+6+5+2+2<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Battletide</span><span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">,
Inflame +6, +1 existing divine spellcasting level</span>
7th+7+5+2+2<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Haste</span>
8th+8+6+2+2<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">+1
existing divine spellcasting level
</span>
9th+9+6+3+3<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Mass
heal
</span>
10th+10+7+3+3<span style="mso-fareast-font-family: Times New Roman; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">Implacable
Foe, Inflame +8, +1 existing divine spellcasting level
</span>

War Glory: All allies within 10' of the warpriest have +1 to hit and all enemies within the same range suffer a -1 morale penalty to saving throws.

Inflame: A full-round spell that grants all allies within 30' the listed bonus to saving throws vs. fear and mind effects for five rounds. 1/day.

Remove Fear: Every level of warpriest allows the warpriest to cast remove fear 1/day.

Mass cure light wounds: As the spell, 1/day.

Fear Aura: A warpriest can burst a fear aura that affects all enemies within 20'. 1/day.

Battletide: As the spell, 1/day.

Haste: As the spell, 3/day.

Mass Heal: As the spell, 1/day.

Implacable Foe: All allies within 30' gain +20 hit points and the warpriest's movement is halved for 10 rounds. After ten rounds, all recipients lose 20 hit points. 1/day.

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