OSE House Rules - Warpriest

Changes and extensions to the OSE Cleric Class
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Basic Information

Requirements: None
Alignment: Lawful
Hit Points at First Level: 6
Hit Dice: d6
Armour: Any including shields (but see deity, which may place restrictions on this)
Weapons: Dagger (unless prohibited by deity), deity's favored weapon only (unless otherwise permitted by the deity)
Starting Languages: Common
Bonus Language Choices: Any
Starting Funds: 3d6 x 10sp (minimum 60sp)
Starting Equipment: A holy symbol and a weapon favored by the deity

Spellcasting: Warpriests use the Cleric spell list
Magical Research: See the section on Magical Research for more information
Turn Undead: Warpriests are capable of forcing back or even destroying undead. See Turn Undead for more information

Warpriests are the militaristic arm of a church or faith. They are far more than the priests or clerics that administer the faith as an institution and see that the proper ceremonies are conducted; they are instead the chosen few that actively wield a measure of their deity's power to accomplish great deeds for the faith, bring relief to the faithful and deal punishment to those that oppose the church. Warpriests are respected by most folk and are treated with deference as champions of their faith. Rulers know to deal carefully with warpriests lest they anger the church they represent or draw the ire of the warpriest's deity directly.

Advancement
When you have gained enough experience to increase your level, do the following:

  • Roll the number of Hit Dice per the table below, apply your PHYS modifier (if any) to each die rolled and compare the total to your current hit points. If your current hit points are less than the total, set your hit points to this new total. If your current hit points are equal to or more than the total you rolled, add 1 to your existing hit points.
  • The Referee will also roll one die matching your hit die. You may use this roll in place of one of your rolls if desired.
  • Roll to determine if any of your Ability Scores increase

Stronghold

  • A stronghold may be built or purchased any time sufficient funds are available
  • At 9th level and so long as the cleric is currently in favor with their god, a stronghold may be bought or built at half the normal price, due to divine intervention. A warpriest may build a stronghold prior to 9th level, but does not receive this benefit.
  • At 9th level and once a stronghold is established, the cleric will attract followers (5d6 × 10 fighters of level 1–2). These troops are completely devoted to the warpriest, never checking morale. The Referee decides which proportions of followers are 1st and 2nd level and which are bowmen, infantry, etc.

Experience and Level Table

Level Experience Hit Points To-Hit Death Paralysis Breath Law Chaos Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
1 0 6 +0 11 14 16 12 15 - - - - -
2 1,500 2d6 +0 11 14 16 12 15 1 - - - -
3 3,000 3d6 +0 11 14 16 12 15 2 - - - -
4 6,000 4d6 +0 11 14 16 12 15 2 1 - - -
5 12,000 5d6 +2 9 12 14 10 12 2 2 - - -
6 25,000 6d6 +2 9 12 14 10 12 2 2 1 1 -
7 50,000 7d6 +2 9 12 14 10 12 2 2 2 1 1
8 100,000 8d6 +2 9 12 14 10 12 3 3 2 2 1
9 200,000 9d6 +5 6 9 11 7 9 3 3 3 2 2
10 300,000 9d6+1* +5 6 9 11 7 9 4 4 3 3 2
11 400,000 9d6+2* +5 6 9 11 7 9 4 4 4 3 3
12 500,000 9d6+3* +5 6 9 11 7 9 5 5 4 4 3

* Modifiers from PHYS no longer apply