Warpriest Clubber


Advice

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I did a lvl 4 playtest of the revised WP back in the day - it's quite different from your build but it might be of a little help.

In general the Channel Energy and Lay on Hands fervor options are less than optimal since they progress very slowly, so your primary use of Fervor will be swift-action self-targeting buff spells like Divine Favor. However you'll typically want to cast one of those per fight, with one or two extra charges for emergency self heals etc.

The higher level you are the less the charisma modifier matters for Fervor, but at the very low levels I'd definitely consider a charisma of 12-14 if you can afford it. Having a cha of 13 also opens up a variety of channeling feats. Granted, the slow channel progression hurts the usefulness of those feats, but more options is always a good thing :)

Grand Lodge

I think I would like the options provided by a 13 Dex, rather than a 13 Cha.

Well, unless there is a real good reason to nab Eldritch Heritage.

Shadow Lodge

I'd probably use Four-Mirror Armour instead of Lamellar Leather, since that will help you with AC, and I think a Dex of 13 wouldn't hurt you much. Also, unless you plan on throwing clubs [which unlike everywhere else, is kinda viable in PFS], I'd take the Cha over Dex since you can bump it up to 14 rather easily. Fervor is amazing. If you do plan on throwing clubs [even just once in a while] the you probably want Quickdraw to help with action economy.

Also, there is literally no reason to use a Greatclub over Club after level 8ish, when the damage die is equivalent. Same damage type, same damage dice, but Clubs can be used with Shields, thrown, and are cheaper and lighter.

Grand Lodge

Well, if I just stick with the Magic Blessing, I can have the occasional Club throwing experience.

If I upgrade armor, I would rather go Kikko Armor, to keep my carrying load down.

Encumbrance is a pain. It also stacks with Armor for penalties to skills and speed.

Grand Lodge

17 doesn't seem like that bad an AC at first level.

Shield of Faith bumps this to 19.

I suppose if I really wanted to bump my AC, I could nab the Defender of the Society trait, but I would lose my ability to be stealthy at all.

Shadow Lodge

blackbloodtroll wrote:

Well, if I just stick with the Magic Blessing, I can have the occasional Club throwing experience.

If I upgrade armor, I would rather go Kikko Armor, to keep my carrying load down.

Encumbrance is a pain. It also stacks with Armor for penalties to skills and speed.

Well, I agree that Encumbrance is a pain, and Magic should be nice to go with. But encumbrance specifically states it does not stack with Armour. Still, that seems like a fair enough reason. I suppose I'm just a tad paranoid about AC.

Silver Crusade

You don't qualify for Defender of the Society anywAy since the interaction between ACG classes and their base classes hasn't been solidified yet.


blackbloodtroll wrote:
Encumbrance is a pain. It also stacks with Armor for penalties to skills and speed.

Actually, it doesn't. You use the worse number of the two, but you do not stack them.

Grand Lodge

Kudaku wrote:
blackbloodtroll wrote:
Encumbrance is a pain. It also stacks with Armor for penalties to skills and speed.
Actually, it doesn't. You use the worse number of the two, but you do not stack them.

Missed that.

Also, it appears I am off with starting gold by about 25gp.

Grand Lodge

Okay, one thing I was considering, was if there was a way to get Weapon Specialization later.

I can't multiclass into Cleric or Fighter, so I am not sure about how to get it.


While I fully anticipate the Warpriest to eventually have the phrase "A Warpriest counts as a fighter of level - X for the purpose of qualifying for feats," where X is 2 or 4 or whatever, at this time I believe the only way would be to multiclass Weapon Adept Monk for 6 levels - which is definitely not worth it on a Warpriest.

It sucks a lot, and is probably the only drawback of the class. However, it does turn those bonus combat feats into lots of Weapon Focuses for more Sacred Weapon options.

Grand Lodge

Yeah. Later combat feats may be harder to choose from.

Ideas on what those could be would be helpful though.

Sczarni

Well, if you're focusing on a single weapon, there's more feats out there that make you pick a weapon. Improved Critical comes to mind, though not much else does.

Would you consider TWF with a pair of clubs? That's pretty much all the feat choices you need right there. If you'd rather leave your other hand empty for spellcasting, then Dodge and Mobility can help with AoO's, and are really just generally useful anyway.

You're going to be taking Power Attack, naturally, right? Whenever I build a character with Power Atttack and wonder about other feats, I usually end up giving them Improved Bull Rush or Improved Sunder just in case an opportunity to use either maneuver comes in handy. Bull rushing became much more useful for warpriest-like characters in PF, because you no longer have to move along with the target-- you can push him out of your face and cast once you get Quick Bull Rush. Sunder is also a trick that pretty much always finds uses.

Grand Lodge

Really, I would prefer to two hand, or throw the Club.

Bull Rush is a under-used technique in my home games, but sounds interesting.

Sczarni

If you're throwing, then you want Close-Quarters Thrower. There were a whole bunch of other threads on throwing weapons around (and I think you participated in quite a few of them) that detailed a few other feats for a thrower to consider.

Bull Rush is useful when you're a melee character who also casts heal spells. In addition to letting you cast without provoking, as I said earlier, it's also one of the most reliable ways to stop monsters from attacking your lower-AC party members-- just push the offending creature away from your ally, and in doing so position yourself "between" the threat and the ally you want to protect.

It might not come up much, but if you have extra combat feats to burn then there's basically zero opportunity cost, and when you finally end up engaging an enemy on top of a clock tower or next to a cliff, that's gonna feel REAL good.

Grand Lodge

I can dig it.

If I do nab Improved Bull Rush, then I will likely nab Rhino Charge as well, to be able to ready a Bull Rush, at just the right moment.

Grand Lodge

Just noticed this feat:

Pathfinder Player Companion: Undead Slayer’s Handbook wrote:


Weapon Versatility (Combat)
You can use your favored weapons in unconventional ways.
Prerequisites: Weapon Focus, base attack bonus +1.
Benefit: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning,
piercing, or slashing damage instead of the damage type normally dealt by
that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

In Undead Slayer’s Handbook, and I think I might get that instead of Improved Bull Rush.

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