Advanced Class Guide | Classes | Warpriest | Class Features | Sacred Armor

Sacred Armor

At 7th level, the warpriest gains the ability to enhance his armor (but not shields) with divine power as a swift action. This ability grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor with any of the following special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, or spell resistance (13, 15, 17, or 19). Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table: Armor Special Abilities). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate special abilities do not stack. The armor must have at least a +1 enhancement bonus before any special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These benefits apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of fervor.