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==Warrior-Priests in WHRP== Warrior-Priests start off with a number of very convinient bonusses; in contrast to many other classes, they already start wearing heavy armour and being skilled in the use of all variety of melee weapons plus Miracles and Blessings down the line (being, along with the Cleric, one of only two classes capable of using those). As a tradeoff, they are not very easy to play and as such should be reserved to players and DMs at least somewhat versed in the lore or willing to dedicate some hours leaning about the various pitfalls playing a religious nutjob brings with it. You see, every Warrior-Priest of course dedicates himself to serving his god and his tenets and ''must'' obey them to the letter, or else risk divine punishment, which has its own, horrifyingly detailed set of rules and ranges from the Priest getting a slap on the wrist to [[Blam|turning into a living torch on the spot if you have accumulated enough sins]]. This generally isn't as group-breaking as, say, playing a Lawful Good Paladin in D&D might be (Warhammer Fantasy being as grey of a setting as it is gives a lot of leeway in how to interpret these tenets) but there are certain rules you must never break, or else the DM will have to punish you with giving you Sin Points, which are pretty hard to get rid of. The upside is that you gain access to miracles and blessings, a (mostly) safe alternative to the notoriously fickle magic, that are also easier to aquire than new spells. Blessings can be cast from day one and usually are small buffs to one single character or NPC. Miracles are their own self-contained lores of Magic with a religious twist that buff your party or your character. Combined with the serious fighting prowess even a rank 2 Warrior-Priest can bring to the table this makes them insanely powerful when compared to many other classes. Another big advantage Warrior-Priests have over many other classes is that they wield considerable authority over everyone; any reasonable Imperial citizen will rather be caught dead than doubting the words of a priest, and being far less reliant on money, since you can always seek shelter and food in a church. Last but not least: Use your Miracles wisely when outside of combat. The gods are easily annoyed if you abuse your powers for petty things, even if it might serve their interests.
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