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The wendo are the businessmen of the spirit world, practical kingpins who specialize in deals and contracts. These young spirits are formed from financiers, merchants, and industrialists whose souls are bound in death by unfulfilled contracts. Unlike devils, most wendo are mostly lawful neutral, seeking to gain personal power or amass more wealth by using others but without stooping to dirty tactics.
Unseen Patrons
At 1st level, the wendo knight makes pacts with four witch patrons. When he prays for his spells, he prepares one casting of his each of his patron spells of each spell level he can cast in place the spells per day listed on Table: Warpriest. If he would gain additional spells per day from having a high Wisdom score, he may only prepare additional castings of his patron spells.
When the wendo knight attempts to cast a spell, he must bargain with the wendo, requiring him to cast defensively. This counts as the wendo petitioner feature archetype when meeting the prerequisites of, or interacting with, feats and traits.
The wendo knight does gain access to the cleric spell list and treats his patron spells of 1st through 6th level as spell list.
This modifies spells
Gift of Armor
The wendo are given to protect their investments in the mortal world. The wendo knight can call upon a gift of armor as a standard action, conjuring a set of ornate armor around him. This functions as a set of +1 armor with which he is proficient and lasts for 1 hour per warpriest level. These hours need not be consecutive but must be spent in 1 hour increments.
This armor’s enhancement bonus increases by +1 at 4th, 7th, 8th, 10th, 12th, 13th, 16th, 19th, and 20th levels (to a maximum of +10 at 20th level). The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19).
Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. 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. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. Conjured armor cannot have an enhancement bonus greater than +5.
This replaces sacred weapon and modifies sacred armor
Patron’s Gift (Su)
At 3rd level, the wendo knight’s gifted armor becomes more valuable. His gifted armor becomes mithral at 3rd level. At 15th level, when he conjures gifted armor, he may conjure mithral or adamantine armor. This is chosen when the armor is conjured.
This replaces the bonus feats gained at 3rd and 15th level
Valuable Spells
At 20th level, the wendo knight gains a small selection of very valuable spells. Each day when he prepares spells, he may prepare a single 7th, 8th, and 9th level spell offered by any of his patrons. He does not gain bonus 7th, 8th, or 9th levels spells from having a high Wisdom score.
This replaces aspect of war
At 1st level, the wendo knight makes pacts with four witch patrons. When he prays for his spells, he prepares one casting of his each of his patron spells of each spell level he can cast in place the spells per day listed on Table: Warpriest. If he would gain additional spells per day from having a high Wisdom score, he may only prepare additional castings of his patron spells.
When the wendo knight attempts to cast a spell, he must bargain with the wendo, requiring him to cast defensively. This counts as the wendo petitioner feature archetype when meeting the prerequisites of, or interacting with, feats and traits.
The wendo knight does gain access to the cleric spell list and treats his patron spells of 1st through 6th level as spell list.
This modifies spells
Gift of Armor
The wendo are given to protect their investments in the mortal world. The wendo knight can call upon a gift of armor as a standard action, conjuring a set of ornate armor around him. This functions as a set of +1 armor with which he is proficient and lasts for 1 hour per warpriest level. These hours need not be consecutive but must be spent in 1 hour increments.
This armor’s enhancement bonus increases by +1 at 4th, 7th, 8th, 10th, 12th, 13th, 16th, 19th, and 20th levels (to a maximum of +10 at 20th level). The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19).
Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. 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. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. Conjured armor cannot have an enhancement bonus greater than +5.
This replaces sacred weapon and modifies sacred armor
Patron’s Gift (Su)
At 3rd level, the wendo knight’s gifted armor becomes more valuable. His gifted armor becomes mithral at 3rd level. At 15th level, when he conjures gifted armor, he may conjure mithral or adamantine armor. This is chosen when the armor is conjured.
This replaces the bonus feats gained at 3rd and 15th level
Valuable Spells
At 20th level, the wendo knight gains a small selection of very valuable spells. Each day when he prepares spells, he may prepare a single 7th, 8th, and 9th level spell offered by any of his patrons. He does not gain bonus 7th, 8th, or 9th levels spells from having a high Wisdom score.
This replaces aspect of war