Warpriest guide. Fight for your god.


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Or drink if it's Cayden

docs.google.com/document/d/1fAITTzF0hu2mCB-_5vSJGw697JGdSXIOWy9VMp5wyzY/pub
Warpriest Guide
Its my first guide so be honest about it. If there's anything to fix or major issues please feel free to mention it.

NOTE: I tried to air on the side of "It never works" on any questionable rules when writing the guide for all rules questions. (There are a fair number the ACG could have used another editing pass).

Grand Lodge

I can't access it.


It is now fixed. This forum has a string length limit which forced me to remove the https:// in order to not reach the character limit for a single string.

Dark Archive

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Paizo forums put a gap in plain text urls, presumably to help stop spammers linking dodgy sites, use the [url] tag to make it clickable.

Linkified

As to the guide, nice job for starting out, i'll read it all later and comment after I get a chance, although from a brief look I will say that the readability might be... less than ideal. The specific shades of colour you're using are somewhat bright and might be better toned down a bit. Just overall the layout could use some work, it stretches to fill the window and on a widescreen monitor that's a big wide band of not eye friendly text, though that could be a limit of google docs, I don't know.


Suthainn wrote:

Paizo forums put a gap in plain text urls, presumably to help stop spammers linking dodgy sites, use the [url] tag to make it clickable.

Linkified

As to the guide, nice job for starting out, i'll read it all later and comment after I get a chance, although from a brief look I will say that the readability might be... less than ideal. The specific shades of colour you're using are somewhat bright and might be better toned down a bit. Just overall the layout could use some work, it stretches to fill the window and on a widescreen monitor that's a big wide band of not eye friendly text, though that could be a limit of google docs, I don't know.

Thank you! and I agree on the format. I thought when I shared it that it would show up ala google doc's (Which looks a lot like ms word) but it shows up as a full screen which is less than ideal.

As for the colors I agree but I bolded a lot of it and that seems to help.


Pin Down - It only works with 5 foot steps and withdraws. I really don't see how it prevents people from getting adjacent to you. If they charge you it provokes but Pin Down doesn't go into effect

Human FCB - I'm pretty sure the devs already said its only a bonus combat feat. Saw a thread on it somewhere.

Otherwise looks pretty good at a quick read through.

Dark Archive

Dot. I'll take a look later tonight or tomorrow.


I don't like the addition of purple. Muddles the clarity of things.

Something incredibly important I only see come up once is that Warpriests are surprisingly swift-action starved. I think that lends extremely well to the Reach build, allowing them to cast some spells and maybe use a swift blessing (or standard action blessing and fervor a spell).

It would also be nice to see a build-agnostic look at the Blessings. I think there are some extremely powerful ones I don't see mentioned (like the minor Healing blessing, which no longer requires the use of a prepared cure spell).

You also call the colours different things. neon blue, blue. Purple, neon pink.

Looking forward to seeing what it'll be like when you get it a bit more figured out.


Under A Bleeding Sun wrote:

Pin Down - It only works with 5 foot steps and withdraws. I really don't see how it prevents people from getting adjacent to you. If they charge you it provokes but Pin Down doesn't go into effect

Human FCB - I'm pretty sure the devs already said its only a bonus combat feat. Saw a thread on it somewhere.

Otherwise looks pretty good at a quick read through.

Have you ever used a reach weapon? Pin down prevents the 5 foot dance. You 5 foot away and they can never 5 foot up and full attack with pin down. It solves a MAJOR problem that reach characters have by keeping melee at arms reach and making casters stand where they are.

The feat makes it so that once you gain your distance you never have to get next to the target again and the target can't step away.

Quote:

I don't like the addition of purple. Muddles the clarity of things.

Something incredibly important I only see come up once is that Warpriests are surprisingly swift-action starved. I think that lends extremely well to the Reach build, allowing them to cast some spells and maybe use a swift blessing (or standard action blessing and fervor a spell).

It would also be nice to see a build-agnostic look at the Blessings. I think there are some extremely powerful ones I don't see mentioned (like the minor Healing blessing, which no longer requires the use of a prepared cure spell).

You also call the colours different things. neon blue, blue. Purple, neon pink.

Looking forward to seeing what it'll be like when you get it a bit more figured out.

I'll be editing it some more later. I will also almost definitely look at the blessings at some point. The problem is some blessings (Read 75% of them) are incredibly build specific such as the growth blessing.

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Dotted


Instead if Pin Down you mean Stand Still no ? Stand Still stop the movement if you succesfully make a maneuver with one of your AoO but the opponent need to be near you.


Loengrin wrote:
Instead if Pin Down you mean Stand Still no ? Stand Still stop the movement if you succesfully make a maneuver with one of your AoO but the opponent need to be near you.

Standstill does not stop someone when you're using a reach weapon. That's the deleted feat I was referring to. This is functionally what should happen in most combats

Spoiler:

1) They charge or approach you.
2) You pushing assault to keep them away if they get close enough anyway that's fine.
3) You 5 foot step and full attack.
4) They are now here
XXX
YXB
XXX
They can either 5 foot toward you and take the full attack which pin down prevents completely or they can try to run which makes pin down stronger than step up since it prevents it. They are stuck at polearm's length.

Grand Lodge

Dot

Scarab Sages

Dot for later


Martial versatility is an option worth a mention. Taking it as (one of) your 6th level bonus feats grants greatly expands what your weapon focus applies to (and thus you can use your sacred weapon with). If you start at higher levels, picking Tiger Fork (Polearms, Spears, Monk) and/or Chakram (Light Blade, Heavy Blade, Throwing) gives you use of loads of weapons.

Some feats like Weapon Versatility or Penetrating Strike work for anything you have weapon focus in instead of requiring a separate feat for each and pair nicely with this.

Rhino's Charge is worth a look if you are using pummeling style. Charge as a standard action is OK, pounce as a standard action is FANTASTIC.


deuxhero wrote:

Martial versatility is an option worth a mention. Taking it as (one of) your 6th level bonus feats grants greatly expands what your weapon focus applies to (and thus you can use your sacred weapon with). If you start at higher levels, picking Tiger Fork (Polearms, Spears, Monk) and/or Chakram (Light Blade, Heavy Blade, Throwing) gives you use of loads of weapons.

Some feats like Weapon Versatility or Penetrating Strike work for anything you have weapon focus in instead of requiring a separate feat for each and pair nicely with this.

So the problem with martial versatility is that really only the weapon with your actual highest +X bonus matters

"But Sacred weapon" Too limited and generally not a good choice to use.

"But Greater magic weapon" Does not bypass DR. The biggest reason to get to +4 or +5 weapons is to bypass damage reduction.

It could be used but the truth is you'd be better off simply picking the best weapon for the style.


dotting


Don't put continual flame on your valuable magic items, put it on something cheep but sturdy (a coin with a hole) and just tie it your stuff. That way you can remove it as needed.


deuxhero wrote:
Don't put continual flame on your valuable magic items, put it on something cheep but sturdy (a coin with a hole) and just tie it your stuff. That way you can remove it as needed.

A fair point. I will alter the suggested tactics.

Scarab Sages

Reading through it, I agree with most of your points, but I would rate the air blessing higher than you have, especially for the sacred fist. Why? Because of the last sentence on the major blessing. When you succeed on a charge attack, you do bonus electricity damage equal to your level on the attack. Combine that with pummeling charge and things get insane.

Also I would mention the vital strike build. Thanks to the interaction between greater weapon of the chosen and vital strike, and the fact that bonus feats get you access to vital strike before you would get iterative attacks, it's a way to be mobile and relevant in combat.

Finally, for races, half-Orc and half-elf both allow you to take the human favored class bonus as well as their own, which makes them both more attractive.


Nice guide, but just a couple of comments.

Is there any particular reason you haven't considered Horn of the Criosphinx feat for the Sacred Fist build?

Secondly, what do you think of the artifice blessing? I was thinking of making a sacred fist build that could destroy dungeons, houses and constructs alike with his bare hands. I would also give him Knowledge Engineering to supplement the blessing.


You made one major error that I can see - Weapon Specialization forward cannot be taken by Sacred Fist RAW, except at lv15 (thus the "great for every build isn't actually correct - it's fantastic for everything that isn't SF).

The reason for this is that the WP only counts its levels for Fighter for choosing Feats when it gains Bonus Combat Feats; since the Sacred Fist only gains Bonus Style Feats excepting lv15, this means that the best SF can grab is Weapon Spec.

There hasn't been a ruling yet as to how the Human FCA-granted Bonus Feats work with the Sacred Fist, but it's likely that the Archetype would only allow the FCA to grant the same kinds of Bonus Feats granted at levels 6, 12, and 18 (which are Style Feats).


Imbicatus wrote:

Reading through it, I agree with most of your points, but I would rate the air blessing higher than you have, especially for the sacred fist. Why? Because of the last sentence on the major blessing. When you succeed on a charge attack, you do bonus electricity damage equal to your level on the attack. Combine that with pummeling charge and things get insane.

Also I would mention the vital strike build. Thanks to the interaction between greater weapon of the chosen and vital strike, and the fact that bonus feats get you access to vital strike before you would get iterative attacks, it's a way to be mobile and relevant in combat.

Finally, for races, half-Orc and half-elf both allow you to take the human favored class bonus as well as their own, which makes them both more attractive.

While I am AWARE of the air blessing interaction I was as I said doing the conservative rules version which means you'd only get your level to damage once not 1/hit (Which I admit would make it pink.) I will note that in the guide. I believe it works that way but for the guide I wanted universal rules.

As for the cross race bonuses I was unaware. That makes half orc much more attractive.

Quote:
Is there any particular reason you haven't considered Horn of the Criosphinx feat for the Sacred Fist build?

So we're going with the conservative Unarmed strike only pummeling style interpretation. I do not mention it because then the thread becomes about it and unlike the other questionable rules I doubt that in the future it will survive the FAQ/Errata to the ACG.

Quote:
Secondly, what do you think of the artifice blessing? I was thinking of making a sacred fist build that could destroy dungeons, houses and constructs alike with his bare hands. I would also give him Knowledge Engineering to supplement the blessing.

As I pointed out there are uses for the artifice minor blessing and it's actually fairly useful as a niche ability if you take it with another strong blessing such as good or plant.

Quote:


You made one major error that I can see - Weapon Specialization forward cannot be taken by Sacred Fist RAW, except at lv15 (thus the "great for every build isn't actually correct - it's fantastic for everything that isn't SF).

The reason for this is that the WP only counts its levels for Fighter for choosing Feats when it gains Bonus Combat Feats; since the Sacred Fist only gains Bonus Style Feats excepting lv15, this means that the best SF can grab is Weapon Spec.

Noted and noted in the guide.


I like to point out that the Air Blessing effectively makes your Warpriest into Legolas. The Minor Blessing allows you to make point blank shots at 5 feet away without ever provoking. Ever. You may have only noticed the lack of distance penalties as it pertains to shooting at great distances, thus making the sniper of the gods. But the lack of provocation means you can be surrounded on all sides, and shoot your way out effectively.


Also, Scion of Humanity Aasimar allows the Aasimar to count as a either an Outsider or Human for all intents and purposes for game effects; this includes choosing Favored Class Abilities - a precedent as established by other half-breed classes which naturally count as 2 creature types/subtypes (FAQ'd in 2013).

You lose out on the Human Racial Bonus Feat at lv1 but gain a +2 to two stats (based on the type of Aasimar you are), spell-like abilities, resistance 5 to 3 elements, gives you access to Aasimar racial feats, AND gains a Bonus Warpriest Feat every 6th level. This is potentially hands-down better than the default Human; however, Aasimars are extremely rare in PFS and the variants as far as I'm aware are nonexistent in PFS, so this is only uesful for home games.

This ruling also happens to allow both the Half-Orc and Half-Elf to choose Human as the Favored Class Ability (assuming the Half-Orc or Half-Elf are also Half-Human, which the vast majority are).


I also noticed the lack of Dual Enhancement.

This feat allows a Warpriest wielding 2+ weapons - so potentially dual light weapons, sword-and-board, double weapons, etc. - to grant all Sacred Weapons the same Enhancement Bonus (+1-+5) for the price of 1 use of Sacred Weapon.

This is useful for players with 2 weapons, and absurd for Warpriests attacking with 3 or more (via Natural Weapons, etc.). For instance, a Half-Orc Warpriest with Toothy can take Weapon Focus (Bite) and gain 3 attacks (mainhand, offhand, and Bite).


Kalvit wrote:
I like to point out that the Air Blessing effectively makes your Warpriest into Legolas. The Minor Blessing allows you to make point blank shots at 5 feet away without ever provoking. Ever. You may have only noticed the lack of distance penalties as it pertains to shooting at great distances, thus making the sniper of the gods. But the lack of provocation means you can be surrounded on all sides, and shoot your way out effectively.

I'll increase it to orange but by the time you could quicken it you'll at least have snapshot. It's only useful for that if things have gone very very wrong.

Quote:


Also, Scion of Humanity Aasimar allows the Aasimar to count as a either an Outsider or Human for all intents and purposes for game effects; this includes choosing Favored Class Abilities - a precedent as established by other half-breed classes which naturally count as 2 creature types/subtypes (FAQ'd in 2013).

You lose out on the Human Racial Bonus Feat at lv1 but gain a +2 to two stats (based on the type of Aasimar you are), spell-like abilities, resistance 5 to 3 elements, gives you access to Aasimar racial feats, AND gains a Bonus Warpriest Feat every 6th level. This is potentially hands-down better than the default Human; however, Aasimars are extremely rare in PFS and the variants as far as I'm aware are nonexistent in PFS, so this is only uesful for home games.

This ruling also happens to allow both the Half-Orc and Half-Elf to choose Human as the Favored Class Ability (assuming the Half-Orc or Half-Elf are also Half-Human, which the vast majority are).

Welp that makes it the best for a lot of versions but anything with +2 str +2 wisdom is still a strong contender for the best. Ala oni spawn.

Quote:

I also noticed the lack of Dual Enhancement.

This feat allows a Warpriest wielding 2+ weapons - so potentially dual light weapons, sword-and-board, double weapons, etc. - to grant all Sacred Weapons the same Enhancement Bonus (+1-+5) for the price of 1 use of Sacred Weapon.

This is useful for players with 2 weapons, and absurd for Warpriests attacking with 3 or more (via Natural Weapons, etc.).

To be honest I avoided two weapon builds because I was looking for the best of the best I could get. TWF as a WP leads to a very weak version of the sacred fist in actual mechanical effect since flurry + Ki is superior to TWF in every single way considering crusaders flurry lets you flurry with huge weapons (Ragathel with large bastard sword flurry for example or gorum).

The two weapon fighting style does not lend itself well to the mechanics of the WP.


Re-read my post - I edited it to mention a specific instance, but there are several others; a Natural Weapon-focused Warpriest can actually gain more attacks-per-turn than the Sacred Fist, it just takes a fair amount of effort since there isn't an archetype (yet) based around non-claw natural weapons.

Lantern Lodge

I noticed that in the guide, the text on blessings seems to suggest they only work on giving your allies the effects of the blessing.

But isn't there is an FAQ that states, you count as your ally for the purpose of spells and powers unless it does not make sense?

Here it is..

So you can easily bless yourself with say the Air domain's flight and go charging at targets yourself.

---

Also the minor Air Domain blessing is effectively a free Point Blank Master feat. Having played an archer, you can't imagine how many large or above sized monsters with reach, would just love to sink their claws into a foolish archer without Point Blank Master.
Should be upped from orange to green or better. (Only draw back is it takes a turn to turn on.)


Undone wrote:
Under A Bleeding Sun wrote:

Pin Down - It only works with 5 foot steps and withdraws. I really don't see how it prevents people from getting adjacent to you. If they charge you it provokes but Pin Down doesn't go into effect

Human FCB - I'm pretty sure the devs already said its only a bonus combat feat. Saw a thread on it somewhere.

Otherwise looks pretty good at a quick read through.

Have you ever used a reach weapon? Pin down prevents the 5 foot dance. You 5 foot away and they can never 5 foot up and full attack with pin down. It solves a MAJOR problem that reach characters have by keeping melee at arms reach and making casters stand where they are.

The feat makes it so that once you gain your distance you never have to get next to the target again and the target can't step away.

I have one dedicated reach weapon pc and three others that are largely reliant on them, so I understand their functions.

I'm not saying the feats not good, but I don't think its the end all your making it. Ways to counter it:
1) Just walk and provoke. Don't 5 foot step or withdraw. Easy peasy, most enemies can figure that out after one attempt, and assuming they are intelligent they can tell their allies.
2) Step up. They start next to you, you 5 foot, they step up.
3) Lunge, which tends to be a staple for most melee martial PC's by this level.
4) Dimensional step/agility/vanishing trick
5) And, whats very likely, they ignore you and move around, away to attack your allies. Takes away your big feat advantage.

I'm by no means saying its a bad feat, but I've found it doesn't work even 50% of the time, and I don't think Locked Down is appropriate at all, it buys a round I find, 2 at best.

Now quicken blessing, thats a solid pink.

Scarab Sages

Travel should also likely be a little higher for its defensive properties as well as offensive. Ignoring difficult terrain as a swift is good. Dimensional hop is superior to dimension door because unlike dimension door, it doesn't end you turn after using it. It becomes dimensional pounce with quicken blessing, and as a SU ability, it never provokes. This means you can use it to auto-escape a grapple if needed.


Under A Bleeding Sun wrote:


1) Just walk and provoke. Don't 5 foot step or withdraw. Easy peasy, most enemies can figure that out after one attempt, and assuming they are intelligent they can tell their allies.
2) Step up. They start next to you, you 5 foot, they step up.
3) Lunge, which tends to be a staple for most melee martial PC's by this level.
4) Dimensional step/agility/vanishing trick
5) And, whats very likely, they ignore you and move around, away to attack your allies. Takes away your big feat advantage.

I'm by no means saying its a bad feat, but I've found it doesn't work even 50% of the time, and I don't think Locked Down is appropriate at all, it buys a round I find, 2 at best.

Now quicken blessing, thats a solid pink.

So I'd just like to point out about this ability.

Spoiler:

1) Costs you a full attack and provokes a pair of pushing assaults from fortuitous. It assures that you will get a chance to trip troublesome casters as well keeping them in the square since unless those who approach you they'll probably end on the ground.
2)
Quote:
you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability.

Step up does not effect this ability. If you 5 foot away and they follow they provoke.

3) Lunge is potent but no longer works when you're using righteous might. Also as I specifically mentioned things that are large is a weakness of the build.
4) Dimensional agility negates the entire reach build not just Pin Down.
5) I find that a fairly large amount of combat occurs in 5-10 foot hallways. Going around requires teleportation which will negate your style anyway.

That said I'll reduce it to blue. It's still incredible but I hadn't thought about the dimensional agility angle.

Quote:


Travel should also likely be a little higher for its defensive properties as well as offensive. Ignoring difficult terrain as a swift is good. Dimensional hop is superior to dimension door because unlike dimension door, it doesn't end you turn after using it. It becomes dimensional pounce with quicken blessing, and as a SU ability, it never provokes. This means you can use it to auto-escape a grapple if needed.

I had not actually thought of it as dimensional pounce. That is a very good point. I will mention that.

The lower blessing is solid green. Ignoring difficult terrain is good but it's incomparable to adding 5+ damage, getting an extra attack a round, and it definitely is weaker than level 1 FOM which is only blue not pink. It's not bad it's actually very good. It's just that the great blessings are really leagues above the good blessings.

Quote:

I noticed that in the guide, the text on blessings seems to suggest they only work on giving your allies the effects of the blessing.

Also the minor Air Domain blessing is effectively a free Point Blank Master feat. Having played an archer, you can't imagine how many large or above sized monsters with reach, would just love to sink their claws into a foolish archer without Point Blank Master.
Should be upped from orange to green or better. (Only draw back is it takes a turn to turn on.)

I never intended to imply only others can use blessings. You can use them on yourself.

The air minor blessing

Spoiler:

is a standard action the problem is that minor blessings are 90% judged on what kind of action they are. It's a cost/benefit thing. Burning a standard action between 1 and 9 is between 2 and 5 arrows not flying at enemy faces. I don't assume you can cast a blessing before combat unless it has a mechanic that lets you do so like luck which is effectively all day until you use it. You also have to remember you can get snapshot which prevents provoking as early as 6th. The turn to turn it on is a drawback I cannot recommend. It's slightly better for an archer but I still don't recommend it with the other available blessings being massive. You'd be better off with the travel domain teleportation at high levels. At level 1-5 it's probably a positional error. There aren't many large reach enemy's level 1 to 5 and even fewer which charge the back line. Much like the travel domain minor blessing it's not that this is terrible it's that there are really really good blessings which compete for the same tier.


dotting, been looking for a warpriest guide.


On my to add list.

1: Vital striking build + Associated feats.
2: TWF + Natural weapon fighting build.
3: Cantrips
4: A Lancer build using the divine commander archetype.

Scarab Sages

Just a note about Defending Bone, it's not Pharasma only. All the spells in ISG can be taken by anyone, not just worshipers of the deity listed.


Imbicatus wrote:
Just a note about Defending Bone, it's not Pharasma only. All the spells in ISG can be taken by anyone, not just worshipers of the deity listed.

Changed. I was under the impression deities limited the spell. Can humans or other races get access to paragon surge?


The Artifice Blessing is great fir Sacred Fist: ignore DR and Hardness? Yes please!


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I would add a Devastator Warpriest to the builds.

A warpriest can do a 2handed smasher pretty well.
They also make good intimimancers.

Example- lvl 12 Human Warpriest (Champion of the Faith) of Ragathiel taking the bonus human combat feats:
Str 16 (14+2 human)
Dex 10
Con 14
Int 10
Wis 17 (14base+ level 4,8,12 bump)
Cha 14

1-Aura, Blessings (Good,Destruction), focus weapon: Basterd Sword, orisons, sacred weapon (Good aligned), Fey Touched, Dazzling Display
2-Fervor 1d6
3-Detect EvilPower Attack
4-Smite Evil 1/day
5-Fervor 2d6, Divine Protection
6-Shatter Defences Favored Class bonus:Intimidating Prowess
7-Sacred Armor +1, Cornugon Smash
8-Fervor 3d6,Smite Evil 2/day
9-Bonus Feat- GTR Weapon Focus, Disheartening Display
10-Major Blessing, Sacred Armor +2
11-Fervor 4d6 Quicken Blessing
12-Bonus Feat- Deadly Stroke, HOLY Weapon 1/day,Smite Evil 3/dayFavored Class bonus:Dazing Assault

His trick is to auto intimidate a foe he power attacks. Has a very high mod for this check because he adds his str mod (Intimidating Prowess)
so he can drop SHAKEN on the first hit.
If he was out of range to move+Attack he could have Dazzling Display to make EVERYONE in range Shaken. Your party will love you for it.

When he got Shatter Defences at 6, he treats Shaken foes as FLAT FOOTED. That means no dex to thier AC (helping you to hit) and they can't AOO you, feel free to move or try manuveres

At level 9 he gains GTR WEAPON Focus to help with hitting AND Dishearting Display can make a whole bunch of dudes FRIGHTENTED, debuffing everyone for the party.

11-you have already said why Quicken Blessing is awesome on the Good Blessing Summons.

12- Now you get both DAZING ASSAULT (depending on if the racial feat can be a fighter feat) and Deadly Stroke.
For the uninitiated this DOUBLES ALL DAMAGE. so stack Destruction Blessing and SMITE and you can 1 hit KO some bad dudes, you are also doubling your Divine Favor damage bonus etc.

People always say how good the Litany of Righteousness spell is, well this can be used over and over.

Dark Archive

Just skimmed through, but it looks good so far, besides a few nitpicks it seems other people have already pointed out.

Good work, Undone. :)


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I don't know how insanely optimal it is, BUUUUUUT...

Spell Perfection + Preferred Spell + Quicken Spell + Blood Crow Strike + Sacred Fist = YOU ARE A FIREBENDER!!!

Optionally: + Elemental Spell = YOU ARE ALSO A LIGHTNINGBENDER!!!

Other Optionally: + Pummeling Strike = KAMEHAME-HADOUKEN!!!

Every turn, you burn a lv4, 5, or 6 Spell Slot (Preferred Spell) in order to cast BCS spontaneously and Quickened without raising its level (Spell Perfection); you can make it lighting damage without raising its level as well (Preferred Spell); finally, you can pool all of it together (Pummeling Strike).

You then proceed to let loose a flurry of fire/lightning blows from 100-300 feat away, or one massive ball of condensed furry and rage (Possibly while shouting, "This hand of mine is BURNING RED! Its loud roar tells me to grasp victory! ERUPTING BURNING FINGER!")

Scarab Sages

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chbgraphicarts wrote:

I don't know how insanely optimal it is, BUUUUUUT...

Spell Perfection + Preferred Spell + Quicken Spell + Blood Crow Strike + Sacred Fist = YOU ARE A FIREBENDER!!!

Optionally: + Elemental Spell = YOU ARE ALSO A LIGHTNINGBENDER!!!

Other Optionally: + Pummeling Strike = KAMEHAME-HADOUKEN!!!

Every turn, you burn a lv4, 5, or 6 Spell Slot (Preferred Spell) in order to cast BCS spontaneously and Quickened without raising its level (Spell Perfection); you can make it lighting damage for without raising its level as well (Preferred Spell); finally, you can pool all of it together (Pummeling Strike).

You then proceed to let loose a flurry of fire/lightning blows from 100-300 feat away, or one massive ball of condensed furry and rage (Possibly while shouting, "This hand of mine is BURNING RED! Its loud roar tells me to grasp victory! ERUPTING BURNING FINGER!")

I approve of this message. It's unfortunate it comes online so late, but It's probably the best use of the spell I've seen.

Grand Lodge

G gundam best gundam. Lol


That may not be the most optimized combo, but damn if it isn't the most glorious combo.

Only way to make it better is to fit in the Undefeated of the East intro in there.


chbgraphicarts wrote:

I don't know how insanely optimal it is, BUUUUUUT...

Spell Perfection + Preferred Spell + Quicken Spell + Blood Crow Strike + Sacred Fist = YOU ARE A FIREBENDER!!!

Optionally: + Elemental Spell = YOU ARE ALSO A LIGHTNINGBENDER!!!

Other Optionally: + Pummeling Strike = KAMEHAME-HADOUKEN!!!

Every turn, you burn a lv4, 5, or 6 Spell Slot (Preferred Spell) in order to cast BCS spontaneously and Quickened without raising its level (Spell Perfection); you can make it lighting damage without raising its level as well (Preferred Spell); finally, you can pool all of it together (Pummeling Strike).

You then proceed to let loose a flurry of fire/lightning blows from 100-300 feat away, or one massive ball of condensed furry and rage (Possibly while shouting, "This hand of mine is BURNING RED! Its loud roar tells me to grasp victory! ERUPTING BURNING FINGER!")

Even though spell perfection may not be optimal (3 metamagics is a lot) It's obviously strong and probably the best choice if you actually make it to 15th.

That said I approve of this message. It should also be noted that spell is actually very good to prepare as a sacred fist.

This may be the most damage possible in a single build in a single round possible. If you buy a ki point do you get the attack twice? Haste? So many possibilities.

I think that spell will go into the list just on it being awesome. I hadn't read it close enough. It allows flurry not just a single unarmed strike which is AWESOME.


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Quote:

His trick is to auto intimidate a foe he power attacks. Has a very high mod for this check because he adds his str mod (Intimidating Prowess)

so he can drop SHAKEN on the first hit.
If he was out of range to move+Attack he could have Dazzling Display to make EVERYONE in range Shaken. Your party will love you for it.

When he got Shatter Defences at 6, he treats Shaken foes as FLAT FOOTED. That means no dex to thier AC (helping you to hit) and they can't AOO you, feel free to move or try manuveres

I don't think this works quite like this. You have to hit it once to get the free action shaken from cornugon smash

Shattered Defenses:

Quote:
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

So now, you have to hit it again while it was shaken to get it flat footed to your attacks. This is not flat footed period. It can still AOO you or others. The important thing is that you have to hit it a second time before the flat footed kicks in.

This means by the time you have it flat footed to your attacks, you are there and can full attack. Now maybe 2x is better than your iteratives, but if so, not by much. That's a big investment for circumstantially marginally increasing what you would do without it.


Dotting so I can look later. I've been considering doing this myself so I look forward to seeing the work i don't have to do. :P


STR Ranger's build seems quite nice in action, although you sure can burn through all that fervor if you're not careful.

Grand Lodge

@ plaidwandering

So is the shatter defenses/dazzling display worth it then? Im looking at it for my warpriest but now that you lay it out after the 2nd hit I should be full attacking and killing it most likely especially since I'm pair with a Barbarian in my party.

Would Intimidating Prowess and Cornugon Smash be as far as I need. Just giving him the -2 would be nice but I really don't want to invest in 4 feats to have most stuff just die before it gets rolling or is effective.

I really hate wasting feats so any insight into the feat chain further would be nice.


Pathfinder Lost Omens, Rulebook Subscriber

Dotting so I can follow this.

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