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Davor wrote:Okay. Okay. Just... okay. I need to say this, and the only possible way is for me to do it in caps. I'm not yelling, and I'm not directing it at anyone in particular.
/deep breath
NO ONE IS FORCING YOU TO USE YOUR DEITY'S FAVORED WEAPON.
NO ONE.
NONE.
"youc an always use another weapon...and totally sucks at combat" is not really a good option.
Please explain how casting Divine Favor, picking up a greatsword, and swinging with Power Attack and Furious Focus is "sucking at combat", because I think the Paladin would like to have a word with you. :P

Adam B. 135 |
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Favored means favored.
If daggers weren't viable options, why are they in the game and among the most poplar weapons to choose.
I'm going to bed. I've facepalmed enough for one night.
This is not a statement of viability. It is a statement of sense. A warrior is not going to go to war with a small dagger.
Also, the Heralds of the gods themselves do not care one little bit about their god's favored weapon. Gorum's herald The First Blade uses a hammer. Abadar's Lawgiver uses a hammer. If the herald of a god does not care about it's god's favored weapon, why would a warrior of a god do so?

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ciretose wrote:
It only appeared in criticism of my position. Because you don't actually care about diversity, or flavor.
Just power level.
says who?
THe fact ist that your suggestion hurst diversity and flavor, wether your recognize it or not do not matters.
My suggestion do not.
Your Magus suggestion doesn't hurt diversity? Really? The one handed melee Warpriest is more diverse?
Really?

Nicos |
Nicos wrote:ciretose wrote:
It only appeared in criticism of my position. Because you don't actually care about diversity, or flavor.
Just power level.
says who?
THe fact ist that your suggestion hurst diversity and flavor, wether your recognize it or not do not matters.
My suggestion do not.
Your Magus suggestion doesn't hurt diversity? Really? The one handed melee Warpriest is more diverse?
Really?
It does have to be that way. The whole point is to buff and fight int he same round, not the one handed weapon part (that shoudl not be in the euation anyways)
I think that shoudl be part of the calss, and I do not see how that can hurt diversity.

Shadar Aman |
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I promised to stop posting in the other Warpriest thread, and I'll stick to that. But it turns out I'm compulsively argumentative, and I'm bored. So here I am again. Sorry.
Favored means favored.
If daggers weren't viable options, why are they in the game and among the most poplar weapons to choose.
I'm going to bed. I've facepalmed enough for one night.
Of course daggers are viable. They're not optimal, but that's ok. A Warpriest using daggers can be completely effective.
But why would a Warpriest of Pharasma use them? The lore you quoted was pretty clear about the purpose of daggers, and it has nothing to do with combat. Would a Warpriest of Pharasma carry a dagger? Yes, unquestionably. Pharasma would imbue it with holy power, and it would become a +1 Umbilical Cord Bane Dagger. Mothers would weep with joy at the swiftness and cleanliness of its cuts. Babies would become devout priests at its mere touch.
Then the Warpriest would head out to rid the land of a plague of undead, and kill the necromancer leading them. Out of respect for the sanctity of his ceremonial dagger, he wouldn't use it in combat. Instead, he might use a morningstar, or maybe a warhammer. Maybe he'd use a longsword, if he knew there would be no skeletons.
Pharasma would approve of his quest, and be generous in her support. She would bless his armor, strengthening his defenses against the ravening horde. She would grant him spells to bolster his allies and break his foes. Her Divine Radiance would infuse his...wait, is that a morningstar? You know the rules, man, No Dagger, No Divinity. Do better next time.
A Warpriest of Pharasma who actually cares enough to role play his religion the way the lore suggests it be played will never gain the benefits of Sacred Weapon. Doesn't this suggest, even a little bit, that the favored weapon list isn't well suited to this task? That maybe "favored" doesn't always mean "preferred in combat"?

Nicos |
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Nicos wrote:Please explain how casting Divine Favor, picking up a greatsword, and swinging with Power Attack and Furious Focus is "sucking at combat", because I think the Paladin would like to have a word with you. :PDavor wrote:Okay. Okay. Just... okay. I need to say this, and the only possible way is for me to do it in caps. I'm not yelling, and I'm not directing it at anyone in particular.
/deep breath
NO ONE IS FORCING YOU TO USE YOUR DEITY'S FAVORED WEAPON.
NO ONE.
NONE.
"youc an always use another weapon...and totally sucks at combat" is not really a good option.
A paladin is a FULL BAB warrior that can buff himself by several means, can heal as a swift action and smite evil.
The warpriest if not using his sacred weapon is just a cleric with less spellcasting, AKA a guy who sucks.

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Ooo, look, at a majority of levels of normal gameplay that Paladin has +2 to-hit over me! Clearly, I am only dragging the party down! Woe is me, who can draw on spells to damage high armor targets, inflict AoE stuns, and still hit like a truck! If only I could smite evil against a certain percentage of our foes!
/cries in the corner
Also, I can fly.

Nicos |
Ooo, look, at a majority of levels of normal gameplay that Paladin has +2 to-hit over me! Clearly, I am only dragging the party down! Woe is me, who can draw on spells to damage high armor targets, inflict AoE stuns, and still hit like a truck! If only I could smite evil against a certain percentage of our foes!
/cries in the corner
Also, I can fly.
THe BAB also counts for Power attack, TWF, improved critical and things like that. The weapond bond can be used with any weapon, smite evil just rocks. and everything with a better action economy. The warpreist wants to heal himself? too bad he have to spend a turn in it.
The warpriest without some sort of sacred weapon will be just a lame warrior, probably an inferior warrior to a cleric with his domain and certainly a worst spellcaster.
In the meantime the inquisitor is wonderig WTH ishtat favore weapon thing?

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Davor wrote:Ooo, look, at a majority of levels of normal gameplay that Paladin has +2 to-hit over me! Clearly, I am only dragging the party down! Woe is me, who can draw on spells to damage high armor targets, inflict AoE stuns, and still hit like a truck! If only I could smite evil against a certain percentage of our foes!
/cries in the corner
Also, I can fly.
THe BAB also counts for Power attack, TWF, improved critical and things like that. The weapond bond can be used with any weapon, smite evil just rocks. and everything with a better action economy. The warpreist wants to heal himself? too bad he have to spend a turn in it.
The warpriest without some sort of sacred weapon will be just a lame warrior, probably an inferior warrior to a cleric with his domain and certainly a worst spellcaster.
In the meantime the inquisitor is wonderig WTH ishtat favore weapon thing?
Well, it's a good thing that Warpriest gets all those bonus feats so he can grab extra stuff at roughly the same time as a full BAB class would.
Yes, weapon bond is solid, but it's limited to uses per day, not a per-round basis. I do, however, think that that's a VERY valid point in regards to the potency the Warpriest should reach. Favored Weapons should get buffed.
Yeah, Smite Evil is great, but it does nothing against non-evil foes, has VERY limited uses per day, and requires that you play a lawful good character to do it. Fine by me, but not a gamebreaker. The Warpriest has an inherently easier time buffing his defenses than most paladins (not including a few archetypes built around it), and still has a MUCH better spell list. Oh, and he can pulse heals to the party, rather than one at a time with Lay on Hands.
And there are plenty of Warpriest blessings that give value roughly similar to cleric domain abilities, and are sometimes actually a bit better in their application and what they provide. Sounds good to me: A Warpriest not using his class features is at least as good as a battle cleric, but with more feats and (likely) better combat applications of his "domains". That about hits the mark of what I'd expect.
Oh, and once again, you're going to have to define "lame". Remember, we're talking about viability, not l33t damage.

Nicos |
Well, it's a good thing that Warpriest gets all those bonus feats so he can grab extra stuff at roughly the same time as a full BAB class would.
Yes, weapon bond is solid, but it's limited to uses per day, not a per-round basis. I do, however, think that that's a VERY valid point in regards to the potency the Warpriest should reach. Favored Weapons should get buffed.
Yeah, Smite Evil is great, but it does nothing against non-evil foes, has VERY limited uses per day, and requires that you play a lawful good character to do it. Fine by me, but not a gamebreaker.
So this warpreist is behind the paladin when he is not buffed and he totally overshadowed when the pally use his main features.
yeah, not using the bonus from the favored weapon is reallly bad trade.

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Davor wrote:
Well, it's a good thing that Warpriest gets all those bonus feats so he can grab extra stuff at roughly the same time as a full BAB class would.
Yes, weapon bond is solid, but it's limited to uses per day, not a per-round basis. I do, however, think that that's a VERY valid point in regards to the potency the Warpriest should reach. Favored Weapons should get buffed.
Yeah, Smite Evil is great, but it does nothing against non-evil foes, has VERY limited uses per day, and requires that you play a lawful good character to do it. Fine by me, but not a gamebreaker.
So this warpreist is behind the paladin when he is not buffed and he totally overshadowed when the pally use his main features.
yeah, not using the bonus from the favored weapon is reallly bad trade.
Except that he has way better spells than the paladin, and is basically equal to him with a single buff spell/blessing. And yeah, he's totally overshadowed by the paladin when he smites... just like EVERY OTHER CLASS IS. >_> He makes up for it by being more versatile and more capable of aiding the entire party.

Scavion |
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Okay. A 3/4ths BAB Class with no method to increase his hit chance falls behind very quickly.
A full BAB is greatly underestimated. Not only that, but these classes have ANOTHER method to increase their to hit chance. This is why the Inquisitor functions well as a divine warrior. He has two methods of increasing his To Hit AND he could buff himself.
The Warpriest has Sacred Weapon and buff spells which he may or may not get a chance to cast. If he takes the turn casting in combat then hes not contributing to the fight for that round. If he chooses to attack that round then hes a subpar combatant similar to the Rogue in effectiveness. His Power Attack will always be less than others and overall he'll do less damage.
We've been over the fluff. Favored Weapons are Favored Weapons just "Because."
No explanation is given for the majority of them and the only ones that do are pretty much non-combat purposes. Pharasma's Dagger being a ritual tool and Shelyn's Glaive more a symbol than actual use. Shelyn likely doesn't even use the her Soul-Stealing Glaive O' Doom because it'd likely get closer to it's dark goals of becoming an evil demigod.
Cayden Cailean uses a Rapier. Why? Because its what he used in life. Thats it. Hes also a God of Freedom and Booze. Why in the God's names does he give a damn what his Warpriest uses to bash a slaver's skull in with? Because if he doesn't, the Warpriest is unable to empower his weapon with divine might.

Adam B. 135 |

Okay. A 3/4ths BAB Class with no method to increase his hit chance falls behind very quickly.
A full BAB is greatly underestimated. Not only that, but these classes have ANOTHER method to increase their to hit chance. This is why the Inquisitor functions well as a divine warrior. He has two methods of increasing his To Hit AND he could buff himself.
The Warpriest has Sacred Weapon and buff spells which he may or may not get a chance to cast. If he takes the turn casting in combat then hes not contributing to the fight for that round. If he chooses to attack that round then hes a subpar combatant similar to the Rogue in effectiveness. His Power Attack will always be less than others and overall he'll do less damage.
We've been over the fluff. Favored Weapons are Favored Weapons just "Because."
No explanation is given for the majority of them and the only ones that do are pretty much non-combat purposes. Pharasma's Dagger being a ritual tool and Shelyn's Glaive more a symbol than actual use. Shelyn likely doesn't even use the her Soul-Stealing Glaive O' Doom because it'd likely get closer to it's dark goals of becoming an evil demigod.
Cayden Cailean uses a Rapier. Why? Because its what he used in life. Thats it. Hes also a God of Freedom and Booze. Why in the God's names does he give a damn what his Warpriest uses to bash a slaver's skull in with? Because if he doesn't, the Warpriest is unable to empower his weapon with divine might.
Excellent point. Lets also not forget that Heralds of the gods themselves do not care one little bit about their god's favored weapon. Gorum's herald The First Blade uses a hammer. Abadar's Lawgiver uses a hammer. If the herald of a god does not care about it's god's favored weapon, why would a warrior of a god do so?

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So in an attempt to bring it back to topic, what enchantments with what deities? I'm open to having deities have more than one to choose from and multiple deities having access to the same ones. I'm also open including armor properties rather than weapon.
I'm just trying to brainstorm. At this point I'm looking at +1 enhancements, but I can see being able to add +2 at higher levels.
So far I got
Pharasma: Bane:Undead, Ghost Touch
Saranae: Flaming, Greyflame
Desna: Called, Lucky, Returning
Erastil: Conserving, Distance, Huntsman, Seeking
Irori: Countering, Ki Focus
Urgathoa: Cruel, Vicious
Cayden: Cunning, Lucky, Valiant
Calistria: Deadly, Heartseeker
Nethys: Dispelling, Limning, mimetic, Spell storing
Abadar: Distance, Jurist, Reliable, Seeking
Zon Kuthon: Cruel, Vicious
Gozreh: Frost, Grouding, Seaborn, Shock, Thawing, Thundering
Gorum: Furious, Mighty Cleaving
Iomedae: Guardian, Merciful, Valiant
Norgorber: Heartseeker
Sheyln: Heartseeker, Limning
Asmodeus: Menacing, Ominous
Torag: Menacing, Grounding, Neutralizing, Thundering
Rovagug: Mighty Cleaving, VIcious
Lamashtu: Heartseeker
I'll add more as I got through the list.
Not sure where to put: Keen, Planar, and Quenching. And obviously there are a lot more bane options.

MrSin |

Also, if people can think of bless abilities (or similar) that could attach to weapon groups.
Would have to attach them to weapon groups or blessings instead of specific deities. There are a lot of deities out there and if you attach them to just the core deities its likely that like inquisitions, blessings will be left in the dust outside of a few rare ones that said "any" instead of giving specific deities. The word count alone is pretty big if your going to play catchup.

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Nicos, Shadar Aman, and Scavion seem to have a grasp on actual gameplay that Davor and Ciretose sorely lack.
Which is funny, given the number of battle clerics and combat rogues I've played and built into effective killing machines over the years. You'd think that experience alone would allow me a modicum of wisdom regarding the effectiveness of medium BAB classes, but apparently not.
People seem so hung up on this favored weapon business that they don't seem to really understand viability. The paladin was mentioned earlier, but ya know what, though? I don't think a Warpriest NEEDS to be as combat-oriented as a paladin. Could he use some buffs? Sure. I'd like to see a little more punch in him. But he has way better spells and the ability to more universally aid the party. That to me says that dealing a little less damage on average throughout the game is alright.
Not only that, but we still don't know if the Warpriest qualifies for fighter-only feats. If he does, that's a HUGE boon, given the extra feats he gets. Suddenly access to Greater Weapon Focus and Greater Weapon Specialization close the gap of what he's capable of doing relative to most martial classes, and it's something I think we very much need confirmation, or rejection, of.
Regarding fluff: And Gnomes get the stats they get "just because". And Fighters get Bravery "just because". You can argue against existing fluff all you want: it doesn't mean it isn't there, and if you don't like it, you can change it to be whatever you darn well please. However, if this class is one that's built around using the favored weapons of deities effectively (which the devs have stated that it is), then that's what they'll be best with. Sorry if that's something you don't like. I recommend Paladin, Cleric, or Fighter.
@Ciretose: It is, perhaps a little ambitious of me, but I'd like to see weapon modification associated with Blessings less along the lines of Enchantments. Ex.: The Liberation Blessing: Boon - While wielding your deity's favored weapon, you cannot be disarmed, and deal bonus damage equal to 1/2 your Warpriest level to... I dunno, chains and bonds? Something like that. Thoughts?

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Also, this would be a good opportunity for new deity specific flavorful weapon or armor enchantment options.
Looking at armor
Pharasma: Deathless, Defiant (undead)
Saranae: Champion
Desna: Mirrored
Erastil: Bolstering
Irori: Arrow Catching
Urgathoa: Bitter, Deathless
Cayden: Balanced
Calistria: Mirrored
Nethys: Spell Storing
Abadar: Balanced, Bolstering, fortification
Zon Kuthon: grinding
Gozreh: Clangourous
Gorum: Bashing
Iomedae: Champion, Fortification, impervious, stanching, Warding
Norgorber: Bitter
Sheyln: Mirrored
Asmodeus: Dastard
Torag: Balanced, Ramming
Rovagug: Clangourous, grinding
Again, top of head. Thoughts?

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ciretose wrote:Also, if people can think of bless abilities (or similar) that could attach to weapon groups.Would have to attach them to weapon groups or blessings instead of specific deities. There are a lot of deities out there and if you attach them to just the core deities its likely that like inquisitions, blessings will be left in the dust outside of a few rare ones that said "any" instead of giving specific deities. The word count alone is pretty big if your going to play catchup.
That was also my thought, although at this point the blessings are also attached to only the core deities.
I wouldn't mind them being attached to the enchantment part, but that would probably be too much page space.
At this point there are less weapon groups than blessings, so it would actually be less word count in that section, but we would be adding word count with the enchantments.

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@Ciretose: It is, perhaps a little ambitious of me, but I'd like to see weapon modification associated with Blessings less along the lines of Enchantments.
I don't see why it couldn't be a mix of both, if they are of relative value.
You pick one, later you might get another. My only concern is that they don't become dip bait, hence the rounds per level.

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Davor wrote:
@Ciretose: It is, perhaps a little ambitious of me, but I'd like to see weapon modification associated with Blessings less along the lines of Enchantments.
I don't see why it couldn't be a mix of both, if they are of relative value.
You pick one, later you might get another. My only concern is that they don't become dip bait, hence the rounds per level.
That's a fair point, actually. What if we made them level based? Perhaps a scaling bonus that starts small and doesn't provide major bonuses unless you invest heavily in the class? Sounds a bit average, but it wouldn't be too bad.

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ciretose wrote:That's a fair point, actually. What if we made them level based? Perhaps a scaling bonus that starts small and doesn't provide major bonuses unless you invest heavily in the class? Sounds a bit average, but it wouldn't be too bad.Davor wrote:
@Ciretose: It is, perhaps a little ambitious of me, but I'd like to see weapon modification associated with Blessings less along the lines of Enchantments.
I don't see why it couldn't be a mix of both, if they are of relative value.
You pick one, later you might get another. My only concern is that they don't become dip bait, hence the rounds per level.
Are you thinking generally along the lines of what is currently under blessings?
What you described could fit under one of the weapon groups, for example. Logical fit for light blades.
I also wouldn't mind there being choices under each weapon group similar to talents or mysteries rather than a flat...but then we do get into word count issues.
Although...it is still only 15...

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How about something like:
Weapon Groups
Warpriest's weapons fall among the following weapon groups.
Light Blades
Bonus Feats: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
Weapon Skills: An Warpriest with the Light Blades Weapon Group can choose from any of the following revelations.
*List choices of boons and abilities here*
There are 10 Mysteries under oracle in this basic format...
Again, brainstorming.

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Actually 14...so slightly better. We have.
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
The oracle has about 10 options under each, so if we use that format but we lose the skills and spells and replace them with bonus feats...
I actually think that could really work well.

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ciretose wrote:
Gorum: Bashing
This certainly goes against the sacred weapon asociated with gorum.
I lke this idea in general, it actually gives a boon instead of a restriction.
Cool.
So at this point we have a rough list of enchantments for Weapons and Armor. I am more than open to moving things around, making up new enchantments for the deity, etc, as well as discussion of application.
My thought is this is a rounds per level ability you get right off the bat. You pick one at first and then at later levels you can get another option.
What do you think of having the weapon groups have mechanics like Oracle Mysteries?

Qunnessaa |

Hello, everyone!
I’ve been thinking about the issues with the warpriest’s Sacred Weapon ability, and I thought I’d weigh in with some thoughts.
I like the idea of keeping it tied to it to the favoured weapon of the warpriest’s deity, but I also like the idea of a feat that would let a warpriest choose another weapon to use with her/his powers. I would prefer it not simply replace the favoured weapon, so what if it had to be from the same weapon group? That might allow a bit more flexibility while sticking fairly close to theme and discouraging a laundry list of weapons a particular warpriest favours. For example, a Calistrian warpriest could take a couple of feats to use Sacred Weapon with flails and morningstars as well as whips, but not whips, longbows, and scimitars.
Also, in terms of bolstering some of the weaker weapons, I had an idle thought and crazy idea; much as I’m intrigued by ciretose’s suggestion to do it by weapon groups or deity, I haven’t had the time yet to think it through, and I’m wondering if there might be an easier and setting-agnostic way, like adding additional features based on the weapon’s type among light, one-handed, two-handed, and ranged?
I was thinking in particular that while light weapons could use a bit more oomph, larger weapons could do with something to encourage uses a bit more tactical than “I hit it with my sword harder.” Here are some completely arbitrary, untested, and unbalanced ideas, hopefully to just get some more discussion going. I would be glad to see grouping along these lines happen, even if the actual abilities turned out to be radically different.
[switching to rules-text mode]
Add the following text to the warpriest’s Sacred Weapon ability:
In addition to the enhancements selected by the warpriest every day, while this ability is active the warpriest’s weapon also provides a fixed set of bonuses based on its type.
Weight of Judgement (light): The warpriest’s weapon deals damage as if it were one size larger, and counts as a one-handed weapon being wielded in both hands for the purposes for Strength bonuses to damage. In addition, it bypasses 5 + (1/2 the warpriest’s level) points of damage reduction.
Blessing of Zeal (one-handed): The warpriest gains a +2 bonus to damage with her/his weapon, and cannot be disarmed. The warpriest also gains a morale bonus of +1 (+1/5 warpriest levels) to armour class and saves.
Perfect Moment (two-handed): The warpriest suffers no penalty to armour class on a charge, increases her/his bonus to hit while charging by +1, and also gains a +2 bonus to weapon damage. In addition, the warpriest does not provoke attacks of opportunity while making combat manoeuvre checks.
Eye of Heaven (ranged): The warpriest does not provoke attacks of opportunity for using (and reloading, if applicable) a ranged weapon in melee, threatens squares within a 30 ft. radius, and adds her/his Wisdom modifier to damage.
[/rules-text mode :p]
Like I said, these are spur of the moment ideas, so I’m not sure how balanced or thematic they are, but the idea was to broaden the range of what each type of favoured weapon could do, making light weapons hit harder, ranged weapons easier to use close in, and so on. Anyone else have any weird and wonderful ideas?

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By and large, I don't have a problem with addressing the sacred weapon issues by using fighter weapon groups, except for two weapons - longsword and scimitar. By and large, whatever bonuses apply to the rest of the heavy blades group are probably going to take into account that it is mostly full of two-handed weapons. Longsword and scimitar are going to either end up with unusable or odd bonuses.

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By and large, I don't have a problem with addressing the sacred weapon issues by using fighter weapon groups, except for two weapons - longsword and scimitar. By and large, whatever bonuses apply to the rest of the heavy blades group are probably going to take into account that it is mostly full of two-handed weapons. Longsword and scimitar are going to either end up with unusable or odd bonuses.
It think if you take the approach of making the groups like Oracle mystery groups, you can have abilities that give benefits to the lesser weapons in the group and limit the bonuses to the better ones.
But I'm in post turkey brain right now so I can't get clear headed enough to give specifics as to rules I would or would have included.

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Haven't followed this discussion from the start, but it occurs to me that perhaps the enchantment types should be tied to domains granted, rather than specific deities; that way, they are more easily used in non-Golarion campaigns, or new deities can be used, etc.?
I'm fine with that.

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So at this point we have flat bonuses to the favored weapon, domains granting enchantments on a round per level basis, starting with one and the ability to select others later, and weapon groups acting similar to oracle mysteries.
Filling that all in would be the next step, but feedback on what we have so far before we start talking about what enchantments in what domains and looking at weapon groups?

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Favored thrown weapons need to be given a free returning enchantment, possibly with the Quick Draw feat tossed in as well. Kurgess seems like the kind of god who should have warpriests, and right now that is almost literally impossible to make work.
I agree, although I would probably make it rounds per level (or similar) rather than free to avoid a dip.

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Actually, lets start with that one. How about this.
Weapon Groups
Warpriest's weapons fall among the following weapon groups.
Thrown Weapons:
If the Warpriest selects thrown weapon he can choose from the following list whenever he gains a combat style feat:
Focused Shot, Point Blank Shot, Precise Shot, Quick Draw, Two handed thrower.
At 6th level, he adds Improved Precise Shot, Parting Shot, Throw and Charge, Sliding Axe Thrower.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
Weapon Skills: An Warpriest with the Light Blades Weapon Group can choose from any of the following options.
* Returning Weapon - As a swift action you can add the returning quality to your sacred weapon for one minute. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.
* Zephyr’s Gift - as a standard action you can touch any one ranged weapon to imbue it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making ranged attacks with this weapon doesn’t provoke an attack of opportunity.
Feel free to add more or change. I'm thinking this is like the Oracle Mystery, with similar selections.

joeeoj |
So from what I'm reading here is you want Paizo to make a ton of new feats just for weapons that gods favor just for this one class? also it seems like you want to take casting away completely and make it just a Gimmicky Fighter based on Deitys instead of tripping or disarm or what have you.
Also the daggers thing I think that god is a fertility god so the dagger is used to cut the umbilical cord its a symbol so making the character fight with it is nuts. If you want to use daggers be a Rogue or an Investigator or better yet be a Ranger that uses Throwing Daggers instead of a bow now that would be useless.

haruhiko88 |

I love the idea of a class using the weapon favored by their deity. Rewarding the pious for their conviction to their god. Unfortunately we won't see the deities get crazy like in 2nd edition with their specialty priests, but the warpriest has my interest. I have to keep looking at this thread for the great ideas.

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So from what I'm reading here is you want Paizo to make a ton of new feats just for weapons that gods favor just for this one class?
Nope. One feat to let you choose a weapon other than the one favored by your god (and of course none if you just go with the weapon favored by your god).
Then based on what weapon you choose, you get access to a ton of new powers and abilities in the form of free enchantments for rounds per day from your deity, bonus feats, and special powers similar to mysteries from the Oracle.
These abilities would benefit those who use that particular style of weapon.

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Based on the suggestion above, I'm moving the enchantments to Domains.
Obviously rough draft, things would need to move, some domains need more and I only got halfway through armor before the kid woke up.
Air Quenching Shock Arrow Catching
Animal Bane: Plants Huntsman
Artifice Bane: Constructs Defiant:(Constructs)
Chaos Cruel Furious Clangorious
Charm Courageous
Community Benevolent Menacing
Darkness Ominous
Death Bane: Undead Ghost touch Deathless Defiant:(Undead)
Destruction Deadly Furious Mighty cleaving
Earth Bane: Constructs Bane: Oozes Grounding Balanced
Evil Bane: Human Bane:Angels Ominous Dastard
Fire Flaming Thawing
Glory Courageous Champion
Good Bane: Demons Bane:Devils Benevolent
Healing Grayflame Heartseeker Merciful
Knowledge Countering Cunning Ki focus
Law Bane: Aberration Bane:Outsiders Jurist Planar
Liberation Bitter
Luck Cunning Heartseeker Keen Bolstering
Madness Cruel
Magic Conductive Defending Limning Spell storing
Nobility Bane: Dragons
Plant Bane: Animal Bane: Fey
Protection Defending Guardian Mimetic Bolstering
Repose Ghost touch Deathless
Rune Mimetic
Sun Flaming Thawing Blinding
Travel Called Throwing
Trickery Cruel Deadly
War Mighty cleaving Valiant Bashing
Water Frost Neutralizing Quenching Seaborne
Weather Conductive Frost Shock Thundering

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We're overcomplicating things here. The Warpriest is a Soldier for their God...They have Simple and martial Weapon proficiencies...allow them to chose one type of simple or martial Weapon...irregardless of their dieties favored weapon and that weapon type will be Their favoed weapon
The reason I'm pushing the groups is in the hope of a mystery style mechanic rather than the current domain style mechanic.
Plus, if you go this route you can have bonus feats customized more to combat style.
You can have light weapons get TWF progression feats, for example. Or have a sword and board progression or a ranged combat progression.
I wouldn't tie it specifically to the favored weapon (although I'm hoping the bonuses to the favored weapon would make you want to), it would be a choice you make, same as an oracle choosing a mystery.
The only thing tied to deity would be the enchantment domains.

Adam B. 135 |

We're overcomplicating things here. The Warpriest is a Soldier for their God...They have Simple and martial Weapon proficiencies...allow them to chose one type of simple or martial Weapon...irregardless of their dieties favored weapon and that weapon type will be Their favoed weapon
Agreed 100%. Rovagug and Gorum should not care about what weapon you wield, as long as it is wielded in their names. Similiarly, I doubt Iomedae cares if you use a longsword, greatsword, or even your fist to fight evil, as long as evil is being fought. I also doubt that the wise Pharasma wants you to face against undead with a small ritual dagger either, especially when skeletons and liches resist slashing and piercing weapons.