Proclaimer (Warpriest Archetype)
“Time’s up, let’s do this. LEEEEEROOOOOY-“
Humor aside, that reference is a perfect encapsulation of what today’s subject is all about. We’ve all seen and loved characters like this, the bold and foolish sorts that run into danger and insurmountable odds. Either they get their ass handed to them in comedic and tragic fashion, or they prove to actually have the right stuff and become living legends, surviving against all odds to defeat their foes.
These warpriests, named proclaimers for their tendency to have their deity’s name and virtues on their lips as they rush in, are sort of an inverse parallel to faithful wanderer paladins. Both as associated with the Worldwound and other places where the lower planes have a foothold in the material, but having the opposite strategy. As such, these priests stride or run boldly into enemy territory, eager to lay low a many of the wicked or otherwise hostile as possible. Naturally, most don’t survive long enough to develop their powers properly, but those with insurmountable luck (or a party of companions to rein them in and keep them breathing) become terrors to the enemies of their faith, fearless and ready to throw down.
Though an evil equivalent may exist, the archetype as written is only available to those who worship a non-evil deity, and they must be able to channel healing power through their magic.
 With a shout to the heavens directed at their divine patron, these holy warriors can unleash their fervor as a damaging pulse of divine wrath around them, smiting wicked outsiders of all stripes around them. The more powerful they are, the more harm they cause and the larger the affected area.
Additionally, sufficiently powerful proclaimers can add a little more energy into such pulses, creating areas of sanctity that last for moments, but can create brief bastions against the fiendish hoards, pushing most back, and harming those that linger or enter it until it drops.
Simple, but effective, this archetype really is meant to rush right into groups of fiends and blast apart the weaker ones, striking down the rest in melee combat. If that is appealing, give it a try. Note, however, that this archetype cannot use their fervor to heal or harm, only to damage with pulses or swiftly cast spells, and they do not get to channel energy either. Additionally, they do not gain the bonuses to their armor either. As such, you’ll definitely want to pour gold into their protection more so than usual, as well as team up with another character capable of healing to offset your limitations. Other than that, pick your spells and attacks based on expecting to be up close and personal most of the time. Cleave is your friend here.
 As one might suspect, this is an archetype of zealotry and passion, embracing the message of the church far beyond that of most of the faithful, while ignoring the voices of discretion around them. As such, it can make it hard to get them to listen when matters concerning strategy and tactics are concerned, but they are still character’s with varying personality, so be sure to develop them beyond that.
  Vercus Fireblood fights harder than most in the Crusade of the Flaming Goddess, marching right into battle against the summoned fiends of his enemies, but he conceals a great secret: he is actually a reptoid originally sent to infiltrate the legion, only to convert and change sides. Perhaps his zeal spawns from a desire to prove himself despite his underhanded nature.
 Suspecting a wicked fiend is behind the recent rash of good, upstanding citizens succumbing to some supernatural drugs, Bolan the Undaunted marched into the sewers seeking a fiendish cult. However, the true culprit, a wicked fey called a morgodea, has plans to break the warpriest’s will with its foul venom, should he receive no assistance.
 Though a strong proclaimer is a boon to those suffering under fiends, the nations near the Broken Fang Mountains do their best to keep such zealots away, for they fear what lies dreaming in the mountains, a sleeping demon lord, tended by fiend cults. Certainly those cults are a pox on the countryside, but they fear the fabled wrath of the beast more.