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#warpriest
flowers-of-io · 7 months
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The Warpriest has an ahamkara skull for a helmet. Reblog
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Jistkan Magistrate (Warpriest Archetype)
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(art by Phi-MD on DeviantArt)
And we’re back with another Jistka-themed archetype, this one focused on another form of magic the Imperium was known for.
Before they bound golems en masse, the Jistka has great understanding of elemental magics and of binding and negotiating with genies of all stripes, chief among them being the magistrates who used their mastery of contract law and divine magic to draft airtight contracts and channel elemental forces.
While Jistka is long gone, there are those that seek to emulate the mastery of these magistrates, whether they have a birthright to those secrets or not.
While they don’t have any civic authority on their own, those that take the title of Jiskan magistrate in the modern era combine the martial divine skills of the warpriest with elemental mastery, making them quite powerful in their own right in addition to their elemental allies.
As one might expect, these warpriests are associated with gods that rule over one or more elements, and they only gain one blessing, which must be elemental in nature. They also pick up elemental languages with ease.
In addition to traditional divine spontaneous casting of curative or wounding magics, these warpriests can also sacrifice other spells to summon elementals of their chosen element.
Additionally, they learn not just how to harm and heal elementals with their channeled energies, but also how to channel raw elemental power into destructive shockwaves, though they lack the ability to heal or harm the undead as a result whether they use positive or negative energy.
A simple archetype, but one that works best with a build focused on summoning and calling elemental creatures, including genies! I personally recommend a support and combat build that summons and bolsters elemental allies.
In the context of the Lost Omens setting, this archetype is an interesting way to show characters honoring and learning from past civilizations as an alternative to such secrets being lost forever. However, outside of it, the practice may be more modern, representing divine warriors that act as marshals for powerful elemental armies.
Most consider elementals to be simple brutes compared to other denizens of their home plane, but Kavagas the Tree-Splitter is an exception. The might lightning elemental has long served as a loyal advisor and warrior for the followers of the Sky-Splitting God, who commands his followers to strike like lightning and rush over foes like a storm front in battle.
More in tune with elemental forces than demonic ones, the gargoyles of Skyreach Mountain are divided into two clans, those which revere the sky, and those that value the earth. This has only led to new conflicts as the clans sometimes go to war, supported by summoned elementals.
Normally the followers of the Great Conflux prefer to stay out of such petty matters as war, but with the rise of new philosophies regarding the elements of wood and metal, and these philosophies have aligned themselves with different sides of a struggle between nations, leading to an upswing of young priests choosing the path of war on either side as war nears.
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sheppi-isometrics · 2 months
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⚜️ Acolyte of the Dead God PC tokens on Patreon
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Get access to more than 200 creatures, maps and assets by supporting us on Patreon! Complement your campaigns with hi-res monster tokens and start building the adventure of your dreams with our isometric and 2D assets 🏰!
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tofukinguniverse · 7 months
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HIHI SORRY FOR NOT POSTING
i forgot i had a tumblr so i forgot to post so ill post a small dump (dw i didnt draw too much actually)
meet my pathfinder characters!! Thereon "Tiger" Stennes and Adriel "The Mediator" Heartstone. They're from different campajgns but I LOVE THEM BOTH!!
thereon is a bloodrager tiefling from an ice giant mom and human dad, heading to the north to find relatives to tell him about his mother's missing werabouts
the mediator is an aasimar warpriest from nowhere on a ship with idiots and really likes one of the brawlers that livse on the ship
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pathfinderunlocked · 5 months
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Hakkari Adherent - CR8 Humanoid
The Altar of Blood must be protected.
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Artwork by Vablo on DeviantArt.
This NPC is a follower of a hakkari kami, a guardian spirit of spilled blood, which I posted earlier this week. The hakkari kami is based on a Warcraft creature named Hakkar. Hakkari adherents make blood sacrifices to their kami in order to win their approval, gain their blessings, and maybe be chosen to ascend and became hakkari kami themselves in death if they're devout enough.
Although more common races like orcs and gnolls would make fitting hakkari adherents, I used the kuru race for this creature. Kuru are an obscure humanoid race of cannibalistic, tribal island-dwellers - Black Dragon Gaming has a good video about them. If you want a hakkari adherent of a different race, changing its racial features should be relatively trivial.
I built this NPC as a unique creature, rather than giving it class levels.
It usually uses its totem ability to cast either blood armor, resist energy, or magic weapon, depending on what bonuses its allies would actually benefit from.
Because blood blaze is an absolutely terrible spell, it probably isn't even worth worrying about fire resistance for it, but it's enough to make this creature pick fire as its default element for resist energy if it doesn't have any information about its enemies.
Hakkari Adherent - CR 8
The brutal-looking man is covered in fresh blood, poured over him like spilled paint. He resembles a muscular human, but with an unusual face with beady eyes, and discolored skin.
XP 4,800 NE Medium humanoid (kuru) Init +2 Senses light sensitivity, low-light vision; Perception +10
DEFENSE
AC 17, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +4 mage armor) hp 71 (10d8+30) plus 10 temp hp Fort +13, Ref +7, Will +12 Defensive Abilities bare berserking, blood courage
OFFENSE
Speed 30 ft. Melee +1 shortsword +12/+7 (1d6+4/19-20), bite +6 (1d6+1 plus cannibalistic vitality) Special Attacks bleeding sneak attack 1d6, cannibalistic vitality
Spell-like Abilities (CL 10th)     Constant—blood blaze
Spells Prepared (CL 10th; concentration +13)     4th—blesssing of fervor, divine power*     3rd—blood armor, rage (dreamed secrets), vampiric touch* (touch +9)     2nd—blood of the martyr (DC 15) (x2), death knell (touch +9, DC 15), resist energy (x2), spiritual weapon* (attack +12, 1d8+3/19-20)     1st—cure light wounds (x4), mage armor (dreamed secrets, already cast), magic weapon*, protection from good     0th—bleed, detect magic, light, stabilize
Domain blood (* indicates a domain spell)
STATISTICS
Str 16, Dex 14, Con 14, Int 8, Wis 16, Cha 7 Base Atk +7; CMB +10; CMD 22 Feats Dodge, Dreamed Secrets, Great Fortitude, Spell Focus (necromancy), Toughness, Weapon Focus (shortsword) Skills Heal +9, Knowledge (religion) +5, Perception +10 Languages Kuru SQ aura, dreamed secrets NPC Gear +1 short sword, cloak of resistance +2, wooden unholy symbol, wand of cure light wounds (30 charges), 10 gp
SPECIAL ABILITIES
Aura (Su) A hakkari adherent has an evil aura as a cleric of its level.
Bare Berserking (Ex) While a hakkari adherent is wearing no armor, at the start of each of its turns, it gains number of temporary hit points equal to its hit dice (typically 10), which last until the start of its next turn.
Bleeding Sneak Attack (Ex) A hakkari adherent can choose to deal either an additional 1d6 damage or 1d6 bleed damage when it attacks an opponent that is denied its dexterity bonus to AC or when flanking an opponent. The target must be within 30 ft., and the attack must deal lethal damage. Targets immune to precision damage are immune to this ability.
The hakkari adherent must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A hakkari adherent cannot sneak attack while striking a creature with concealment.
Blood Courage (Ex) Once per day when a hakkari adherent makes a saving throw against a fear effect, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Cannibalistic Vitality (Ex) When a hakkari adherent hits a living creature with its bite attack, it gains 1 temporary hit point by ingesting the target’s blood. This ability does not work on creatures that do not have blood.
Dreamed Secrets (Ex) A hakkari adherent gains Dreamed Secrets as a bonus feat, despite not worshiping a great old one or outer god. It typically prepares the rage and mage armor spells with this feat.
Spellcasting A hakkari adherent casts spells as a 10th-level warpriest. It gains spells (but not other abilities) from the blood domain. It does not gain any other warpriest class abilities.
Totem (Su) When casting a beneficial spell with a range of touch or close that targets a single creature, a hakkari adherent can cast the spell into a totem which it plants into the ground at its feet as part of the casting of the spell. Instead of affecting a single creature for the duration of the spell, the spell emanates from the totem, affecting all of the hakkari adherent's willing allies within close range of the totem (typically 45 ft.). If a creature moves further than close range from the totem, the spell stops affecting that creature, but any ally of the hakkari adherent that moves into the spell's range gains its effects.
A hakkari adherent can only have one totem at a time. A totem is a small unattended object with 1 hit point and 6 AC, and is automatically destroyed by any amount of damage. If a totem is moved or destroyed, the spell cast through it ends.
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batcalledkat · 8 months
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🍃A Leshy warpriest comm I did
Had lots of fun working on this one c:
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chaoticdumbasshalforc · 7 months
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I made a warpriest for a pathfinder game and like... I love her your honor
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lightningandflames · 10 months
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for Draw Everything June day 7, my aasimar warpriest of Erastil, and Ironfang Invasion character, Saoirse.
Previously a warpriest of Gorum and a sniper in the Molthuni army, she deserted after her closest friend was killed by friendly fire.
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lizzorasaurus · 2 years
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hi I havent done any art in like two months (gently rolls this to you) my aasimar warpriest of pharasma, Rivkah, in a fresh outfit
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kodabird · 7 months
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Second Portrait, though this one is just one of my hirelings, her name is Sister Smash, and she's a dwarven warpriest of Gorum. She's great!
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ophipaints · 11 months
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This orc cleric was fantastic! A challenging paint with tons of cool details to fill in. Definitely recommended.
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flowers-of-io · 1 day
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Orthós
The Hidden Swarm’s royalty are dead and Xivu Arath’s forces gradually take over the Hellmouth. Kuldax remains at his post.
Read on Ao3
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Feral Champion (Warpriest Archetype)
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(art by Huussii on DeviantArt)
 While divine casters, and warpriests in particular are associated with bringing down divine wrath on their enemies in mighty displays of magic and power, it cannot be denied that nature’s wrath against it’s enemies can be just as vicious and destructive.
In the case of warpriests of gods of nature, sometimes a blending of the divine and primal occurs, with said warpriests gaining uncanny control over their forms, taking on bestial aspects to rip and tear into foes.
Indeed, today’s subject is a warpriest that blends in aspects of druid into itself, enhancing their powers through both their feral aspects and traditional divine magic.
The wicked among them might be terrors not unlike a lycanthrope, while the more goodly may be guardians of nature, but regardless, we have a form of warpriest that can answer the challenge of their opponents with feral force or the right form of the job.
 Naturally, these warpriests must take the animal blessing and no others, allowing them to give others natural weapons and conjure mighty beasts to aid them.
They also gain the ability to grow claws of their own, which grow in power as their sacred weapons, and can be enhanced as such.
Finally, these warriors gain the ability to wild shape as a druid might, though at a slower rate, and limited to animal forms.
While fairly simple, this archetype guarantees that the warpriest will never be without a weapon, and can enhance allies in a similar way. They may lose out on sacred armor, but the ability to wild shape into various mighty combat forms and utility forms can be quite the boon. Definitely pick up a wild enchantment for your armor, and look into options for enhancing natural attacks.
 Most nature deities have the animal domain, but some that possess the animal domain cannot be classified as nature deities, thought most at least have some concern for the environment. Still, it can be fun to think about how the doctrines of different deities apply to a domain, even outside the context of this class and archetype.
  The city of Moccar has the honor of being the center of worship for the Spined Shell, a minor deity of nature’s defenses. It’s priests are integrated into the local guard and aid in the city’s defense, and they are most well known for transforming into the forms of massive porcupines, punishing foes with every blow they raise against them or their home.
 Driven into the wilds at a young age by fearful locals, the qlippoth-spawned tiefling Monaia might have become just another monster if she hadn’t happened upon a shrine in the forest, where priestesses of the Mother of Windswept Plains took her in. Though she still has a fear of towns, she has grown up into a stalwart member of the faith, and enjoys changing her form.
 Amun Dal has become a place of depravity, where brigands prowl the streets tormenting as they wish in a parody of lawkeeping. Orchestrating all of this is Almong, priest of the Desert Prowler, who three days ago slew the entire local government and set up his band as the new rulers.
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sheppi-isometrics · 10 months
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Gnoll Warpriest tokens on Patreon
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sun-singer · 2 years
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Inktober day 15: "guard", featuring the warpriest!
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ahungeringknife · 6 months
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365: May 23
Fear gripped her heart in a way it hadn't in a long while. She looked up at the Warpriest and his Oculus and he laughed a great guttural laugh. She was alone standing before him. No more totems. No more chances to prove their worth. The corpses of her friends lay scattered about his chamber and their Ghosts had fled into the cracks and dark recesses of the Dreadnaught to escape for fear of being crushed or evaporated by the power of his Oversoul.
Except her Ghost.
Ghost hung against her neck in her hood. Silent and watching, his fin touching her neck where the armor had already started to be repaired with nothing but chitin and sinew like it had been with Crota. There was no carbon steel, sapphire wire, or metal plating here. There was only bone, chitin, and sinew to protect you against the claws and the Hive fire.
She couldn't beat this thing. She was out of chances. Then a thought that wasn't her own drifted across the front of her mind. It was from Ghost. She said she wouldn't do that again. It had been dangerous. But if she didn't she would die. If she didn't all her friends would be dead forever.
The Warpriest laughed and she knew he was speaking to her but she couldn't understand. He shot her with his boomer and Taken canon and she ran for the stairs. She got the feeling he was toying with her before he finally killed her. Before he used her Ghost to pick between his teeth some ancient gristle that had been bothering him for an eon.
At the landing she turned and faced the Warpriest as his Oculus started to shine. She braced herself and then took a running leap towards the Warpriest. That surprised him long enough for her to land hard on his dais and she screamed at him as she let loose all the Light inside of her. It erupted out of her like an unkinked hose and from every pore Light poured and became blinding. It outshined the Oculus as it started to glow and bubble.
The Warpriest screamed as the Light assaulted him. A pure white hot nova of grief and Light. It penetrated his armor and his body and all that was left of him was a shadow against the wall as spores long dormant in his body erupted into life and strangled him from the inside out. The Light seared away the Oculus and the Warpriest's chitin and armor and left him a smoldering heap on the ground of charcoal bone and cordyceps straining, struggling, bursting with life, wanting to be alive long enough to be born from his husk of a carcass.
The Light cut off as Wolf landed lightly on the ground. It had been such a burst of Light it had lifted her off her feet in its radiance. Her armor was half destroyed, her helmet cracked across the entire facade revealing half her face and one wild purple eye. She was breathing hard and her body was limp from such an exertion.
"I can burn out the shadows too," she coughed out to the corpse of the laughing Warpriest. She took a step back and immediately collapsed into her own heap, exhausted beyond belief so much she didn't even remember hitting the ground.
When she woke she was only clad in sinew, chitin, and bone. There was nothing left that Ghost could save from her old Tower armor. She went and collected her friends' Ghosts from the cracks of the Warpriest's chamber so they could bring the others back. She saw they were all curious as to how she'd killed the Warpriest but she said nothing. She just stepped through the portal in the back of the room.
She still had monsters to kill and couldn't linger on the death of a single priest.
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