The following are the class features of the warpriest. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). Who needs a fighter. This is a light effect. This teleportation doesn't provoke attacks of opportunity. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster ix at 20th level). Using fervor in this way is a standard action that provokes an attack of opportunity. This ability lasts for 1 minute.
This ability replaces the bonus feat gained at 3rd level. Once used, or once 1 minute passes, the effect ends. Each round at the start of its turn, it can select one of the following bonuses: +10 feet to base land speed, a +1 dodge bonus to AC, a +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute. This ability replaces blessings.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. As a swift action, the champion of the faith chooses one target within sight that is of his opposed alignment. A Small divine commander can select a pony or a wolf, and can also select a boar or a dog if she is at least 4th level. This ability replaces the warpriest's weapon and armor proficiency. Heart of Carnage (major): At 10th level, you can touch an ally and bless it with even greater destructive power. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. For every 2 levels beyond 10th, the level of the summon nature's ally spell increases by 1 (to a maximum of summon nature's ally IX at 18th level). Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. As a standard action, the divine commander can grant this feat to all allies within 30 feet who can see and hear her. Madness Supremacy (minor): At 1st level, as a swift action you can target a creature within 30 feet that has the cowering, frightened, panicked, or paralyzed condition. This ability grants the weapon a +1 enhancement bonus. This ability works as fire shield (warm shield only), but with a duration of 1 minute. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) Battle Companion (major): At 10th level, you can summon a battle companion. Greater Invisibility (major): At 10th level, as a swift action you can become invisible (as greater invisibility) for 1 round. You can make a single attack using a melee weapon at a range of 30 feet. Forge Mastery (Ex): A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons.
He still takes no damage or negative effect when he succeeds at a Fortitude save, but now when he fails a Fortitude saving throw against a spell or effect that deals damage (including ability damage and drain), he takes only half the amount of damage. Heat of the Forge (Su): At 6th level, a forgepriest gains fire resistance 5. If the next action you take on the same turn is an attack or a skill check, every ally within 30 feet who takes the same action against the same foe or obstacle on her next turn gains a +4 morale bonus on that attack roll or skill check. A divine commander's mount does not gain the share spells special ability. This is a sacred bonus if the warpriest is good-aligned or able to spontaneously cast cure spells, and it is a profane bonus if the warpriest is evil-aligned or able to spontaneously cast inflict spells. As long as he is within 10 feet of an area of dim light, a cult leader can hide himself from view in the open without having anything to actually hide behind. Starting Wealth: 5d6 × 10 gp (average 175 gp). This doesn't stack with any other damage resistance. During this time, it's treated as chaotic for the purpose of overcoming damage reduction. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. If a warpriest also has levels in a class that grants cleric domains, the blessings he chooses must match the domains selected by that class. Chosen Alignment: At 1st level, a champion of the faith must select one of the following as his chosen alignment: chaos, evil, good, or law. Hide in Plain Sight (Su): At 12th level, a cult leader can use the Stealth skill even while being observed. They are proficient with light armor and light shields.
This ability replaces sacred weapon. This is a mind-affecting effect. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. Blessings: A forgepriest selects only one blessing. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. Miraculous Fortitude (Su): At 9th level, the sacred fist's blessed fortitude ability improves. This ability can summon only one creature, regardless of the list used. While paladins are defenders of all that is lawful and good, a warpriest is the living embodiment of a faithful warrior. An evil warpriest (or a neutral warpriest of an evil deity) can't convert prepared spells to cure spells, but can convert them to inflict spells. Enthrall (Sp): At 4th level, a cult leader can cast enthrall. In addition, the blessings he calls upon during this time don't count against his daily limit. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. At 13th level, this resistance increases to 10. Wind Barrier (major): At 10th level, you can create a barrier of fast winds around yourself for 1 minute. The confused creature rerolls any result other than "attack self" or "attack nearest creature." The divine commander can use this ability once per day at 3rd level, plus one additional time per day at 9th and 15th levels. Blinding Strike (minor): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The amount of damage dealt or healed is equal to the amount listed in the fervor ability.
Champions of the faith are crusaders who use the power of their divine patron to annihilate the faith's enemies. From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. Inspiring Word (minor): At 1st level, you can speak a few words to a creature within 30 feet that fill it with inspiration. If he is lawful, he can also add axiomatic or merciful. Battle Tactician (Ex): At 3rd level, a divine commander gains a teamwork feat as a bonus feat. You gain no benefit from imposing these negative levels (such as the temporary hit points undead gain from enervation). A warpriest can select any two blessings granted by his deity. Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. The smite effect remains until the target of the smite is dead or the next time the champion of the faith regains spells. Blessings that affect weapons and armor benefit anyone who wields or wears affected items, not just the warpriest. Armor of Ice (major): At 10th level, you can touch an ally and wreathe it in freezing mist. Yeah, some people say go paladin, but I thoroughly enjoyed playing my Forgepriest-Warpriest of Gorum as Chaotic Good.
Really all you're missing is the movement bumps. Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. Creator's Bond (Su): At 4th level, when a forgepriest uses his sacred weapon ability with an item he created personally, he can expend two uses of fervor to increase the bonus granted by 1. They have so much utility but the damage sucks. This ability can summon only one creature, regardless of the list used. This ability grants the armor a +1 enhancement bonus. The weapon must have at least a +1 enhancement bonus before any special abilities can be added. You don't even need the Divine Fighting Technique, as the warpriest can use their 6th level bonus feat to get Vital Strike before they get iterative attacks! While not always horrible, again, all that investment can be avoided with a successful reflex or etc. Using this ability requires the divine commander to expend two uses of fervor. 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.
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