
BadBird |
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While the Warpriest has some potent features, the huge stock of bonus feats is what really makes it stand apart for creating unique and dangerous divine warriors. Interesting feat combos often fail to see play because few characters can afford them, and so feats beyond building the best two-hander tend to be dismissed. So if anyone has a feat-filled concept, by all means roll it out...

BadBird |
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Arnhus War-Wolf
Warpriest of Erastil
Theme Music: For coming out of the woods...
Traits: Fate's Favored, Bred for War
Blessings: Animal & Plant
Human:
STR 16/18
DEX 12
CON 14
INT 10
WIS 14
CHA 8
*NOTE* - I've worked with the assumption that Improved Spell Sharing is supposed to be available to a companion/familiar/eidolon, though bumping up feats if it doesn't work isn't half bad either...
1. +Focus Weapon: Scythe / Nature Soul / Combat Reflexes
3. Power Attack / +WP: Improved Drag
5. Animal Ally: Wolf
6. +WP: Greater Drag / +WPFCB: Paired Opportunists
7. Boon Companion
9. Improved Spell Sharing / +WP: Quick Drag
11. Coordinated Maneuvers
12. +WP: Greater Weapon Focus: Scythe
13. Tandem Trip
Drag Bonuses: Bred for War, Improved/Greater Drag, Weapon Focus/Greater, Divine Favor (+Fates Favored), Scythe Enhancement +Sacred Weapon, Coordinated Maneuvers
The Wolf 'Vaettir'
5. Combat Reflexes / Weapon Focus: Bite
7. *+1INT* / Paired Opportunists
8. Improved Spell Sharing
9. *+1CON* / *Iterative Bite*
10. Coordinated Maneuvers
13. Tandem Trip
Trip Bonuses: Weapon Focus, Divine Favor (+Fate's Favored), Coordinated Maneuvers, Tandem Trip
When Arnhus acquires his wolf at 5, he begins to use his Animal Fury Blessing to grant him two primary claw attacks in addition to his bite attack, turning him into a truly savage combatant.
From level 7, Arnhus and his wolf begin fighting as a highly coordinated team. Arnhus uses his scythe to drag foes off-balance, granting his wolf an AoO and then making a coordinated AoO himself. The wolf's natural trip ability becomes effective through persistence, as every standard, iterative or AoO bite threatens a trip. As CMD scales, Coordinated Maneuvers and Tandem Trip exploit the onslaught of bite attacks to keep the pressure up.
Assuming Improved Spell Sharing works, Fervor and Cleric buffs are just... good for the team.

HeHateMe |

I don't have an actual build here, but I think where the Warpriest really shines is in archery. Yes they can wield a greatsword or polearm just fine, but with their buffs, swift action casting via Fervor, all their bonus feats, and access to the Destruction blessing, they can be totally sick archers.

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Here's a "gun priest" build designed to slaughter armies.
Ashen Eyrius, CE* Human Gun Scavenger Gunslinger 1 / Warpriest of Dahak 10
Stats: 7 / 16 (18) / 14 / 13 / 16 / 7 before level up increases + items/spells
Traits: Reactionary, Fate's Favored
Abilities: Change Out [Ex], Blessings (Destruction, Trickery) [Su], Fervor, Sacred Weapon/Armor
1) PBS, Quick Draw [BONUS, RACIAL], Gunsmithing [BONUS, CLASS]
2) Weapon Focus
3) Rapid Shot
4) Deadly Aim [BONUS, WARPRIEST]
5) Precise Shot
7) Rapid Reload, TWF [BONUS, FCB], Clustered Shots [BONUS, WARPRIEST]
9) Hammer the Gap
10) Improved Critical [BONUS, WARPRIEST]
11) Improved TWF OR Quicken Blessing
Note that you can take these feats in wildly different orders if desired, depending on your desire for accuracy vs. number of attacks and/or damage at various levels.
Gameplan:
T1) Fervor Divine Favor [Swift], activate Destruction blessing [Standard], move or activate Trickery blessing [Move].
T2) Fervor Channel Vigor (+4 to Ranged attacks) [Swift], activate Boots of Haste [Free], Full Attack everything within a cone for 1d10 + 6 (Deadly Aim) + 4 (Divine Favor) + 5 (Destruction) with large scaling damage bonuses depending on accuracy with Hammer the Gap.
T3) Apologize to your party, unless they're more badass than you and killed everything T1.
Use double-barreled pistols if allowed; Change Out gives our gun(s) the Scatter weapon property at the expense of increasing misfire chances. Buy as many guns as possible and Quick Draw them to TWF and avoid misfire chance increases. Note that you do need to misfire the guns in order to "Change Out" them in the first place. Do so before leaving the Rope Trick in the morning, or cast Silence first.
*CN for PFS

Renegadeshepherd |
I looked and looked to find something worthwhile, cool, or anything.... And I can't find it. The fundamental problem is that the warpriest is most comparable to a cleric and the cleric complete overshadows it and the paladin out tanks or out heals. Between those two classes I can't find something worthwhile for a warpriest. And when someone will talk about the feats I point to the ranger and laugh at the warpriest feats.

Secret Wizard |
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Finesse Sacred Fist Warpriest of Irori
(For anyone who says they are bad now)
Human
Starting Attributes (20 pt buy)
STR 10 / DEX 18 (16+2) / CON 14 / INT 12 / WIS 15 / CHA 7
Traits: Quain Martial Artist, Martial Manuscript
Feats:
1. Weapon Finesse, Toughness
3. Piranha Strike
5. Weapon Focus
6. Pummeling Style + FCB: Dodge
7. Mobility
9. Combat Reflexes
11. Quicken Blessing (Lore Keeper)
12. Pummeling Charge + Improved Critical
Blessings: Knowledge + Healing (Irori ftw)
What I like about this guy is that even if he has 4 skill points per level (which is fair but not great), is that he can replicate knowledge skills to identify enemies with the Knowledge Blessing, with such a high bonus that he is always assumed to have passed.
Fun facts: with Quicken Blessing, you can use Lore Keeper as a swift action... and you can replace the touch attack with an unarmed strike at full-BAB, so that's pretty sweet.
Items at 12th level (108,000gp)
- Agile Amulet of Mighty Fists
- Headband of Wisdom +4
- Belt of Dex +6
- Cloak of Resistance +4
- Boots of Speed
- Monk's Robe
- Jingasa of the Fortunate Soldier
- Bracers of Armor +2
- 2k extra gold
Attributes after Items
STR 10 / DEX 26 / CON 14 / INT 12 / WIS 20 / CHA 7
Defenses Unbuffed
AC: 31 (most of it touch AC, so f~~* you, scorching ray)
Saves: FORT 14, REF 16, WILL 17
HP: 12d8+36 (average 90, if retraining is allowed you have extra gold to get closer to max)
Offense Unbuffed
Attack: +13/+13/+8/+8 (+9 BAB, +8 DEX, +1 WF, -2 flurry, -3 PS)
Damage: 2d8+15 (+8 DEX, +6 PS, +1 trait), 19-20/2x, +2 to critical confirmation
Spells: A whole lot of stuff, prepared to taste... But the important ones are Greater Magic Weapon, Divine Favor, Shield of Faith, Freedom of Movement, Ki Leech...
Offense Buffed (using boots of speed, Channel Vigor in case rounds run out, making the extra ki attack - regaining Ki easy with Ki Leech -, and if that fails, use Quick Blessing (Lore Keeper) to use one Blessing for a swift action unarmed strike with a knowledge check on it to boot)
Attack: +20/+20/+20/+20/+15/+15 (+9 BAB, +8 DEX, +1 WF, +3 Divine Favor, +1 Haste, +3 Greater Magic Weapon, -2 flurry, -3 PS)
Damage: 2d8+21 (+8 DEX, +6 PS, +1 trait, +3 Divine Favor, +3 Greater Magic Weapon), 19-20/2x, +2 to critical confirmation
YOU'LL BE CONSTANTLY CHARGING WITH PUMMELING CHARGE, SO IT IS SAFE TO ASSUME A +2 ATTACK BONUS
DPR vs. AC 29: 129 DPR while charging around

Scott Wilhelm |
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I saw a contributor use this idea, I believe his screen name is ICE. He had a PFS Warpriest Tengu with weapon focus Claws and Bite so was doing 1d6 base damage for each attack.
I'm not sure what he was planning, but if I were him, I was thinking I would dip 1 level into White Haired Witch and take Weapon Focus Hair and acquire a Helm of the Mammoth Lord and take Weapon Focus Gore. I would probably take one level in Ranger or something so that I might be able to use a Wand of Strong Jaw. By level 12, this character would have 5 primary natural attacks, Gore/Hair/Bite/2 Claws. All of them would do a base 3d8 damage. If he takes the Destruction Blessing, he works his way up to +5 damage/attack. The Earth Blessing grants him 1d6 Acid. His Sacred Weapons get up to +2.
After that, he has 6 Feats left. If he takes say, Greater Grapple and Hamatula Strike, he has a Grappling Feature worked into his arsenal and Hamatula Strike gives him a free Grapple with every hit. If he wears Armor Spikes, that means an extra 1d6 + Bonuses/hit, more if he also takes Weapon Focus Armor Spikes (oh, dear!). The White Hair doesn't benefit from Hamatula Strike, but it sort of has Grab on its own.
I'm not exactly sure, but I think we're looking at a pretty terrifying war machine that also casts Cleric Spells.

Scott Wilhelm |
2 people marked this as a favorite. |
So, I always felt that critting qualities of weapons were mere offsets to the fact that the weapon doesn't do all that much damage, and usually, I prefer to take the damage.
But here's the Warpriest: the base Damage of your weapon is determined by your Warpriest level, not the weapon.
So, take Weapon Focus Kukri. Take 2 weapon and use 2 Kukris. Maybe take a level in Ranger so you might use a Wand of Lead Blades. Get Improved Crit and Crit Focus as soon as you can. (Sadly, that would be levels 11 & 12 for a single class Warpriest.) Take Seize the moment, Paired Opportunist, and Combat Reflexes, and then take some of those Feats that let you impose other effects on targets you critted like Blinding and Deafening crit.

Secret Wizard |

Vital Striking Warpriest of Lamashtu
(Lol "battle clerics")
Human
Starting Attributes (20 pt buy)
STR 18 (16+2) / DEX 12 / CON 14 / INT 12 / WIS 14 / CHA 8
Traits: Anatomist, Adopted: Elven Reflexes
Blessings: Whatever, I like Trickery to use your free Move Actions to go Invisible, all you need are Standard Actions anyway
Feats:
1. Weapon of the Chosen, RACIAL: Improved Weapon of the Chosen, BONUS: Weapon Focus
3. Power Attack, BONUS: Furious Focus
5. Greater Weapon of the Chosen
6. BONUS: Vital Strike, FCB: Weapon Specialization
7. Lunge
9. Death or Glory, BONUS: Improved Critical
11. Devastating Strike
12. BONUS: Improved Vital Strike, FCB: Staggering Blow
Playstyle: Move onto target while buffing. Use Greater Weapon of the Chosen, Death or Glory, Improved Vital Strike while wielding a Falchion for 15-20/2x crit range and 2d4 dice to magnify Vital Strike.
Anyway, you start hitting for 6d4+1.5x STR+15, you get to roll twice on the attack roll, you can stagger enemies on hit, you don't apply the Power Attack penalty thanks to Furious Focus, you get +8 extra damage on a critical, which happens often enough.
Show me a fricking Cleric who can do that.

Secret Wizard |
1 person marked this as a favorite. |

I looked and looked to find something worthwhile, cool, or anything.... And I can't find it. The fundamental problem is that the warpriest is most comparable to a cleric and the cleric complete overshadows it and the paladin out tanks or out heals. Between those two classes I can't find something worthwhile for a warpriest. And when someone will talk about the feats I point to the ranger and laugh at the warpriest feats.
LOL LOL LOL LOL
TWF Mantis Zealot Warpriest of Achaekek
(LOL LOL LOL, "Slashing Grace errata made my Mantis Zealot useless" LOL)
Dual-Talent Human
Starting Attributes (20 pt buy)
STR 18 (16+2) / DEX 17 (15+2) / CON 12 / INT 10 / WIS 14 / CHA 7
Traits: Hedge Magician, Artisan
Blessings: Trickery
Feats:
1. Two-Weapon Fighting, BONUS: Weapon Focus
3. Power Attack, BONUS: Double Slice
5. Craft Weapons and Armor
6. BONUS: Improved Two-Weapon Fighting, FCB: Weapon Specialization
7. Craft Wondrous Item
9. Lunge, BONUS: Improved Critical
11. Critical Focus
12. BONUS: Greater Two-Weapon Fighting, FCB: Two-Weapon Rend
Playstyle: By level 12th, you should have a Belt of Physical Perfection, especially considering you get all the Crafting feats you need to get great weapons, armor and items at a discount -- so don't start saying you don't qualify for GTWF.
Anyway... Swift Action Greater Invisibility for ensured 3d6 Sneak Attacks, Sawtooth Sabre action, great crafting.

Rynjin |

Man how are you liking that -4 to-hit that's completely pointless since Sacred Weapon changes dice, not adds to.
Your Huge Kukri just deals 2d6 damage anyway (not 2d10...not sure where you're getting that from...Sacred Weapon maxes out at 2d8 anyway, you're still Medium regardless), so you may as well just use a Greatsword, or a Falchion if you've gotta have that crit range.
6d10+1.5x Str+15 isn't an impressive amount of damage regardless.

Secret Wizard |

Man how are you liking that -4 to-hit that's completely pointless since Sacred Weapon changes dice, not adds to.
Your Huge Kukri just deals 2d6 damage anyway (not 2d10...not sure where you're getting that from...Sacred Weapon maxes out at 2d8 anyway, you're still Medium regardless), so you may as well just use a Greatsword, or a Falchion if you've gotta have that crit range.
Oh well, whatever, thought the "Large Warpriest" table meant for large sacred weapons.
Who cares! We are now worshipping Lamashtu for Trickery and Falchions to keep 18-20/2x and Vital Strike with 2d4 weapon.

chbgraphicarts |

Natural Weapon Warpriest of Korada
Warpriest 10 / Urban Barbarian 2
Stats STR 10 / DEX 26 / CON 16 / INT 12 / WIS 18 / CHA 7
Traits Fate's Favored, ???
Blessings Community, Protection
Deity's Favored Weapon Unarmed Strike
Race Human Two-Weapon Fighting
CL1 Brb1 Weapon Finesse
CL2 Brb2 Animal Fury (If Tusked or Mother's Teeth isn't allowed)
CL3 Wrp1 Feral Combat Training (Bite), Weapon Focus (Bite), Improved Unarmed Strike
CL4 Wrp2
CL5 Wrp3 Extra Rage Power - Lesser Draconic Blood, Double Slice
CL6 Wrp4
CL7 Wrp5 Extra Rage
CL8 Wrp6 Martial Versatility (Feral Combat Training), Improved Two-Weapon Fighting
CL9 Wrp7 Extra Rage Power - Lesser Fiend Totem
CL10 Wrp8
CL11 Wrp9 Greater Two-Weapon Fighting, Greater Weapon Focus
CL12 Wrp10
• Furious Agile Amulet of Mighty Fists
• Headband of Wisdom +4
• Belt of Dex +6
• Cloak of Resistance +3
• Celestial Armor
• Amulet of Natural Armor +1
• 2600gp remaining
Sacred Armor +1, Brawling
AC 26
Full Attack (Dex-Raging, Sacred Fist, Divine Power, Fight as One after first hit)
+28 Unarmed / +30 Unarmed / +30 Unarmed / +27 Bite / +27 Gore / +27 Claw / +27 Claw / +25 Unarmed / +25 Unarmed / +20 Unarmed
AVG DPR 227.225 per round (standing still)
Now, this is all presuming that Fight As One counts you as your own Ally (it probably should, but... eh, if it doesn't, it's still a LOT of damage).
Feral Combat Training has some weird, awesome interactions with the WP.
FCT applies all bonuses that hit your Unarmed Strike to your Natural Attacks, meaning you only have to activate Sacred Armor+Weapon once and it all counts as one "weapon" accordingly, so you don't suck up ass-tons of Sacred Weapon rounds. You also bypass the issue of Brawling, because, again, FCT applies the +2 from Brawling to your Natural Weapons since they get all affects that hit Unarmed Weapons.
You can sub-out Extra Rage for other feats, as well, like Quicken Blessing, or Weapon Specialization, etc.

Secret Wizard |
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I'm just a bit confused as to how "Can use Vital Strike" is a unique Warpriest feature.
High BAB classes don't want to Vital Strike because they get at least ONE accurate attack in addition to their highest attack while full-attacking.
Medium BAB classes feel the same thing when they finally get those feats, and they actually never get to Greater Vital Strike either.
Warpriests get the same priorities of a Medium BAB class... but with the feat qualifications of a High BAB class. At 6th level, you only have ONE attack, but you can still Vital Strike!
By 9th level you get your extra attack, true... but by the time you gather enough BAB to be more accurate with the second attack (12th level), you already have Improved Vital Strike, giving you the potency of THREE attacks in one, when full-attacking would have net you TWO attacks, one with s*++ty accuracy.
The same applies for your third attack at 15th level... by 16th level you get FOUR attacks in one with Greater Vital Strike.
Now, that's just the beginning. The Weapon of the Chosen featline magnifies your power when using a single attack action quite a lot. You roll twice for attack rolls (!!!!!!!), you roll twice on concealment checks, and your weapon counts as your deity's alignment.
You also qualify for a ton of Vital Strike goodies: Death or Glory is a massive attack/damage boost, Staggering Blow can stagger an enemy WITH DC BASED ON YOUR STRENGTH (!!!), Devastating Strike and Imp. Devastating Strike can boost your critical damage and confirmation to ridiculous extremes (with GVS, +12 damage and +6 to confirm, stacks with Critical Focus).
Full BABers lose out too much doing this.
Medium BABers never get to be good at this.
Warpriests can fully and totally exploit this for an unique combat style.

Idle Champion |

Shade Mantis
Not meant to be awesome, just meant to be a different TWF Warpriest from the obvious Sacred Weapons Kukri. Haven't geared up the build, but it uses Agile Sawtooth Sabres.
N Human Warpriest (Mantis Zealot) 12, Luck and Trickery Blessings.
15 pt: STR 12, DEX 15+2+2, CON 14, INT 8, WIS 15+1, CHA 7
20 pt: STR 10, DEX 16+2+3, CON 14, INT 8, WIS 16, CHA 7
Traits: Jenivere Crew (acrobatics as class skill)
Conspiracy Hunter (perception as class skill)
Focus weapon(sawtooth sabre)
6 feats from HD, 1 Racial feat, 4 bonus feats, 2 bonus feats from FCB.
1: weapon finesse
1: two-weapon fighting
3: two-weapon defence
3: combat reflexes
5: piranha strike
6: dodge
6: mobility
7: double slice (damn prereqs)
9: Improved two-weapon fighting
9: Two-Weapon Rend
11: Disorienting Maneuver
12: Critical Focus
12: Penetrating Strike
Sneak attack 3d6, sacred reflexes (uncanny dodge, evasion), fervour 4d6 9/day, Blessings 9/day.
BAB +9, 12d8+24, FORT: 10, REF: 8/9 (pb varies) WILL: 11
Tumble through enemy threatened areas, gain greater invisibility from Trickery blessing for full-round two-weapon sneak attacks. Luck domain major blessing is an immediate action, so why not Bestow Curse + Unlucky Enemy.

nicholas storm |
Natural Weapon Warpriest of Korada
Warpriest 10 / Urban Barbarian 2
Stats STR 10 / DEX 26 / CON 16 / INT 12 / WIS 18 / CHA 7
Traits Fate's Favored, ???
Blessings Community, Protection
Deity's Favored Weapon Unarmed StrikeRace Human Two-Weapon Fighting
CL1 Brb1 Weapon Finesse
CL2 Brb2 Animal Fury (If Tusked or Mother's Teeth isn't allowed)
CL3 Wrp1 Feral Combat Training (Bite), Weapon Focus (Bite), Improved Unarmed Strike
CL4 Wrp2
CL5 Wrp3 Extra Rage Power - Lesser Draconic Blood, Double Slice
CL6 Wrp4
CL7 Wrp5 Extra Rage
CL8 Wrp6 Martial Versatility (Feral Combat Training), Improved Two-Weapon Fighting
CL9 Wrp7 Extra Rage Power - Lesser Fiend Totem
CL10 Wrp8
CL11 Wrp9 Greater Two-Weapon Fighting, Greater Weapon Focus
CL12 Wrp10• Furious Agile Amulet of Mighty Fists
• Headband of Wisdom +4
• Belt of Dex +6
• Cloak of Resistance +3
• Celestial Armor
• Amulet of Natural Armor +1
• 2600gp remainingSacred Armor +1, Brawling
AC 26
Full Attack (Dex-Raging, Sacred Fist, Divine Power, Fight as One after first hit)
+28 Unarmed / +30 Unarmed / +30 Unarmed / +27 Bite / +27 Gore / +27 Claw / +27 Claw / +25 Unarmed / +25 Unarmed / +20 UnarmedAVG DPR 227.225 per round (standing still)
Now, this is all presuming that Fight As One counts you as your own Ally (it probably should, but... eh, if it doesn't, it's still a LOT of damage).
Feral Combat Training has some weird, awesome interactions with the WP.
FCT applies all bonuses that hit your Unarmed Strike to your Natural Attacks, meaning you only have to activate Sacred Armor+Weapon once and it all counts as one "weapon" accordingly, so you don't suck up ass-tons of Sacred Weapon rounds. You also bypass the issue of Brawling, because, again, FCT applies the +2 from Brawling to your Natural Weapons since they get all...
Pretty sure that FCT only allows you to replace one of your flurry attacks with a natural weapon, not to use natural weapons in addition to flurry of blows. Flurry of blows specifically says "nor can he make natural attacks in addition to his flurry of blows attacks"

Rynjin |

Rynjin wrote:I'm just a bit confused as to how "Can use Vital Strike" is a unique Warpriest feature.High BAB classes don't want to Vital Strike because they get at least ONE accurate attack in addition to their highest attack while full-attacking.
Medium BAB classes feel the same thing when they finally get those feats, and they actually never get to Greater Vital Strike either.
Warpriests get the same priorities of a Medium BAB class... but with the feat qualifications of a High BAB class. At 6th level, you only have ONE attack, but you can still Vital Strike!
By 9th level you get your extra attack, true... but by the time you gather enough BAB to be more accurate with the second attack (12th level), you already have Improved Vital Strike, giving you the potency of THREE attacks in one, when full-attacking would have net you TWO attacks, one with s+%!ty accuracy.
The same applies for your third attack at 15th level... by 16th level you get FOUR attacks in one with Greater Vital Strike.
Now, that's just the beginning. The Weapon of the Chosen featline magnifies your power when using a single attack action quite a lot. You roll twice for attack rolls (!!!!!!!), you roll twice on concealment checks, and your weapon counts as your deity's alignment.
You also qualify for a ton of Vital Strike goodies: Death or Glory is a massive attack/damage boost, Staggering Blow can stagger an enemy WITH DC BASED ON YOUR STRENGTH (!!!), Devastating Strike and Imp. Devastating Strike can boost your critical damage and confirmation to ridiculous extremes (with GVS, +12 damage and +6 to confirm, stacks with Critical Focus).
Full BABers lose out too much doing this.
Medium BABers never get to be good at this.
Warpriests can fully and totally exploit this for an unique combat style.
Ehm, no. You're not getting 3-4 attacks in one with Vital Strike. You're getting one attack with a bit of a damage boost that, at 16th, adds up to about 1 and a half times the damage you do with a single attack.
Might give them a Mythic niche though since Mythic Vital Strike really IS several attacks in one. But with MVS you basically one-shot anything anyway.

chbgraphicarts |

Pretty sure that FCT only allows you to replace one of your flurry attacks with a natural weapon, not to use natural weapons in addition to flurry of blows. Flurry of blows specifically says "nor can he make natural attacks in addition to his flurry of blows attacks"
Did I SAY this is a Sacred Fist?
This is a baseline Warpriest.
Sacred Fists don't get Sacred Weapon or Sacred Armor.
So, yeah. FCT works fine when making a normal Full Attack Action, 'cause you can always mix natural attacks and normal attacks for a normal FAA.

nicholas storm |
nicholas storm wrote:Pretty sure that FCT only allows you to replace one of your flurry attacks with a natural weapon, not to use natural weapons in addition to flurry of blows. Flurry of blows specifically says "nor can he make natural attacks in addition to his flurry of blows attacks"Did I SAY this is a Sacred Fist?
This is a baseline Warpriest.
Sacred Fists don't get Sacred Weapon or Sacred Armor.
So, yeah. FCT works fine when making a normal Full Attack Action, 'cause you can always mix natural attacks and normal attacks for a normal FAA.
My mistake I glossed over your build.
Activating fight as one is standard action. Not sure if you would really want to do that considering action economy.
I have done similar types of builds, but usually with a sanctified slayer inquisitor.

chbgraphicarts |

Activating fight as one is standard action. Not sure if you would really want to do that considering action economy.
It is, but there's nothing to say you MUST attack during your first round of Combat.
Activating Fight As One, moving into position with your Move Action, and then activating your Sacred Armor and Weapon together as a Swift Action works fine. The next round, you Rage as a Free Action, fire off Divine Power and commence the soul-harvesting.

chbgraphicarts |

BadBird |

And when someone will talk about the feats I point to the ranger and laugh at the warpriest feats.
To be fair, a Ranger could create a similar build to the scythe drag paired opportunist wolf setup I posted above...
However to have the bare minimum feats in place by 9, the Ranger would have to skip Combat Reflexes, Boon Companion, Weapon Focus and Improved Spell Sharing, which makes it skeletal at best. Though Improved Spell Sharing is a lot less relevant for him anyhow, because he can't swift-action buff himself and his pet with Cleric buffs. He also can't grant his wolf additional natural attacks, or enhance his scythe for better attack and drag. His full BAB is only a major asset compared to the Warpriest's Favor buffing for levels 6-7 where he has an iterative attack, but he can't use iteratives with drag until 9 anyhow. And he can't use heavy armor without dropping farther behind in feats.
I like the Ranger for a lot of things, but for many purposes a few set-restricted feats just aren't the same thing.

avr |

As an archer there's something to be said for the Air blessing, which eliminates range penalties. If you're the only party member shooting at extreme ranges you don't want to be the target of all the return fire, so you get the Charm blessing too. Sounds like a warpriest of Shelyn.
The feats aren't quite as good as a ranger or fighter, but they're OK - you get manyshot on time at least - and the BAB difference can be made up by fervor-quickened divine favor.

chbgraphicarts |

As an archer there's something to be said for the Air blessing, which eliminates range penalties. If you're the only party member shooting at extreme ranges you don't want to be the target of all the return fire, so you get the Charm blessing too. Sounds like a warpriest of Shelyn.
The feats aren't quite as good as a ranger or fighter, but they're OK - you get manyshot on time at least - and the BAB difference can be made up by fervor-quickened divine favor.
The Feats are actually identical to a Fighter if you're a Human or count as a Human.
The real power of the Ranger is that it just outright IGNORES prerequisites, allowing it to do things like Two-Weapon Fight with a high Strength and low Dex.
The only downside of the Warpriest is that it still has to qualify for the feats normally (well... it counts as a Fighter and its level as BAB for the Bonus Combat Feats, but non-Bonus Feats still count is as a non-Fighter and actual BAB).

BadBird |

The Sublime Scimitar of Sarenrae
Unchained Monk 1/ Warpriest of Sarenrae 9
Traits: Fate's Favored, Magical Knack
Blessings: Whatever. I wish they would clarify Blinding Strike. With no range it seems like it should be melee touch or on hit...
Dual Talent Human:
STR 13
DEX 16/18
CON 12
INT 10
WIS 15/17
CHA 8
1. +Focus Weapon: Scimitar / Weapon Finesse
3. +WP: Dervish Dance / Toughness
5(UcM). +M: Improved Unarmed Strike / +M: Dodge / Crusader's Flurry
7. +WP: Weapon Specializaton: Scimitar / +WPFCB: Crane Style / Power Attack
9. Crane Wing
10. +Crane Riposte
Assuming Equipment: +6DEX belt, +4WIS headband, +1deflect, +2resist
Assuming Greater Magic Weapon + Sacred Weapon: +3, Keen
AC: 10 +8DEX, +5WIS, +2Vestment, +1Dodge, +5natural(Ironskin), +1deflect, +4Crane = 36AC (+2Wing).
Saves: 11/14/13
Attack Bonus: 7BAB + 8DEX + 1Focus + 3Enhancement + 4Divine - 2Power Attack - 1Crane Style = 20.
Damage: ((1d10+3) +8DEX +2Specialization +4Power Attack +4Divine = ~26.5.
Attacks per round: 2, +Flurry, (+Riposte)?, (+Haste/Divine)?

avr |

The Feats are actually identical to a Fighter if you're a Human or count as a Human.
At 10th level a fighter has 6 bonus feats, a warpriest has 3 + a weapon focus. At 20 the count is 11 vs. 6-7. There's some points it's closer at the start, but I think you're generally wrong here.
The real power of the Ranger is that it just outright IGNORES prerequisites, allowing it to do things like Two-Weapon Fight with a high Strength and low Dex.
Yep, or Improved Precise Shot at 6th level rather than 11.

chbgraphicarts |

chbgraphicarts wrote:
The Feats are actually identical to a Fighter if you're a Human or count as a Human.At 10th level a fighter has 6 bonus feats, a warpriest has 3 + a weapon focus. At 20 the count is 11 vs. 6-7. There's some points it's closer at the start, but I think you're generally wrong here.
Quote:The real power of the Ranger is that it just outright IGNORES prerequisites, allowing it to do things like Two-Weapon Fight with a high Strength and low Dex.Yep, or Improved Precise Shot at 6th level rather than 11.
Human Fighter
Race 1CL1 2, 3
CL2 4
CL3 5
CL4 6
CL5 7
CL6 8
CL7 9
CL8 10
CL9 11
CL10 12
CL11 13
CL12 14
CL13 15
CL14 16
CL15 17
CL16 18
CL17 19
CL18 20
CL19 21
CL20 22
Human Warpriest
Race 1
CL1 WF, 3
CL2
CL3 4, 5
CL4
CL5 6
CL6 7, 8
CL7 9
CL8
CL9 10,11
CL10
CL11 12
CL12 13, 14
CL13 15
CL14
CL15 16, 17
CL16
CL17 18
CL18 19,20
CL19 21
CL20
On a 12-level scale (the PFS scale), the Warpriest has as many Feats as the Fighter.
On a 20-level scale, the Warpriest only loses out to the Fighter by 1 feat, since the Fighter gains that last Feat at lv20.
Up until lv19, the Warpriest has the same number of total Feats as the Fighter.

chbgraphicarts |
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Right, I see your mistake. You're giving the warpriest 2 bonus feats at levels 6, 12 and 20 when they only get one bonus feat at each of these levels.
You were assuming that the pattern at level 3 when they get a bonus feat and a normal feat would repeat at these levels - they don't.
Please read the Human Favored Class Bonus for the Warpriest, and then note that I listed a HUMAN Warpriest. I've emphasized the Human to no end here...

HeHateMe |

I looked and looked to find something worthwhile, cool, or anything.... And I can't find it. The fundamental problem is that the warpriest is most comparable to a cleric and the cleric complete overshadows it and the paladin out tanks or out heals. Between those two classes I can't find something worthwhile for a warpriest. And when someone will talk about the feats I point to the ranger and laugh at the warpriest feats.
The Warpriest gets as many feats as the Ranger, so I don't understand why the Ranger is so much better in that department. And at least the Warpriest doesn't have to deal with crappy class abilities like favored terrain, favored enemy and hunter's bond. Although Sacred Weapon does fall into the crappy category I must admit. And the Ranger does have the advantage of full BAB, which is great. Their spell list is a steaming pile of awful though.
There are advantages to both classes, but I wouldn't say the Ranger is overall superior to the warpriest, they fill different roles.

chbgraphicarts |

Renegadeshepherd wrote:I looked and looked to find something worthwhile, cool, or anything.... And I can't find it. The fundamental problem is that the warpriest is most comparable to a cleric and the cleric complete overshadows it and the paladin out tanks or out heals. Between those two classes I can't find something worthwhile for a warpriest. And when someone will talk about the feats I point to the ranger and laugh at the warpriest feats.The Warpriest gets as many feats as the Ranger, so I don't understand why the Ranger is so much better in that department. And at least the Warpriest doesn't have to deal with crappy class abilities like favored terrain, favored enemy and hunter's bond. Although Sacred Weapon does fall into the crappy category I must admit. And the Ranger does have the advantage of full BAB, which is great. Their spell list is a steaming pile of awful though.
There are advantages to both classes, but I wouldn't say the Ranger is overall superior to the warpriest, they fill different roles.
Ranger's default build is boring and a little stunted.
A Skirmisher Guide Ranger, however, is quite hi-larious. You lose out on the spells but gain some nice non-magical utility with Ranger Tricks, and Guide is a LOT more user-friendly than Favored Enemy (Favored Terrain is actually quite a bit more useful than Enemy because there aren't that many different Terrains, and you usually have an idea of what kinds of Terrains you're going to find yourself in).
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Rangers bypass requirements for Combat Feats, meaning you can do things you normally can't or shouldn't (like having Precise Shot without PBS, or Point-Blank Master earlier than normal).
Warpriests up the power of weapons, allowing you to play your favorite weapons with extreme effectiveness (and because of Fighter-only Feats and Sacred Weapon, you can attack effectively at full BAB).
They're both pretty great at being front-line warriors or archers, though, so if all you're worried about is chewing bubblegum and kicking ass, you'll be fine with either.

nate lange RPG Superstar 2012 Top 32 |

i don't have time for a full write up but I'm a big fan of the pistol war priest. its easy to iterate with (especially when you have lots of bonus feats), scaling damage negates the drawback of only doing 1d6, making mostly touch attacks makes 3/4 BAB pretty moot, and you have lots of ways to boost your static damage bonus.

BadBird |
1 person marked this as a favorite. |

In my opinion weapon-using Sacred Fist is more interesting than unarmed, and some deities are more interesting than others.
Picture a chaos-sage in a raven-feathered robe, soaring into the air throwing thundering force-rays down on his enemies, charging down like an elemental lightning-strike, and cutting his enemies down in a flurry of rattling-broadsword-kung-fu. Hei Feng builds always seem to make me smile...
Nine-Crow
Sacred Fist of Hei Feng
Traits: Fate's Favored, Magical Lineage: Admonishing Ray
Blessings: Air and Destruction...
Dual Talent Human:
STR 14/16
DEX 12
CON 14
INT 12
WIS 16/18+
CHA 7
1. Weapon Proficiency: 9-Ring Broadsword
3. Power Attack
5. Toughness
6. +WPFCB: Channel Smite / +SF: X Style
7. Guided Hand
9. Metamagic: Empower Spell
11. Quicken Blessing: Soaring Assault
12. +WPFCB: Elemental Fist / Retraining: X Style -> Shaitan Style / +SF: Shaitan Skin
9-Ring Flurry: With Divine buffing and two-handed Power Attack flurry, losing out on a few points of strength damage is minor. The Destruction blessing brings the damage of a single attack climbing up to around 30.
By higher levels, Soaring Assault from the Air blessings introduces flight and stacks up electricity damage on flying charges. Shaitan Style/Skin introduces some wisdom sorcery several times a day to stack further damage onto a strike once per round and stagger targets. When combined...
Level 12 "Storm Charge"; Soaring Assault + Destructive Attacks + Shaitan Skin:
Flying 2H 9-Ring charge, +6destructive, +12electricity, +1d6+8acid w/ Stagger 1R (DC24 Reflex)... *+Empowered Admonishing Ray w/ a Spell-Storing weapon.
On the spellcasting side, Admonishing Ray allows for heavy targeted blasting as it benefits from all 'weapon' buffing effects, and becomes Empowered as a level 3 spell.
Level 12 Empowered Admonishing Ray w/ Divine Favor & Destructive Attacks: 3x((4d6x1.5)+5+5) = 93 non-lethal.

Renegadeshepherd |
Renegade Shepherd wrote:I looked and looked to find something worthwhile, cool, or anything.... And I can't find it. The fundamental problem is that the warpriest is most comparable to a cleric and the cleric complete overshadows it and the paladin out tanks or out heals. Between those two classes I can't find something worthwhile for a warpriest. And when someone will talk about the feats I point to the ranger and laugh at the warpriest feats.LOL LOL LOL LOL
TWF Mantis Zealot Warpriest of Achaekek
(LOL LOL LOL, "Slashing Grace errata made my Mantis Zealot useless" LOL)
Dual-Talent Human
Starting Attributes (20 pt buy)
STR 18 (16+2) / DEX 17 (15+2) / CON 12 / INT 10 / WIS 14 / CHA 7Traits: Hedge Magician, Artisan
Blessings: Trickery
Feats:
1. Two-Weapon Fighting, BONUS: Weapon Focus
3. Power Attack, BONUS: Double Slice
5. Craft Weapons and Armor
6. BONUS: Improved Two-Weapon Fighting, FCB: Weapon Specialization
7. Craft Wondrous Item
9. Lunge, BONUS: Improved Critical
11. Critical Focus
12. BONUS: Greater Two-Weapon Fighting, FCB: Two-Weapon Rend
Playstyle: By level 12th, you should have a Belt of Physical Perfection, especially considering you get all the Crafting feats you need to get great weapons, armor and items at a discount -- so don't start saying you don't qualify for GTWF.
Anyway... Swift Action Greater Invisibility for ensured 3d6 Sneak Attacks, Sawtooth Sabre action, great crafting.
And again I'm not seeing anything the cleric, paladin, or even the ranger can't do. The bonus feats freed you up to craft items which is nice but only useful at some tables and PFS legal etc. and at level 12 a bad touch cleric kills you in one turn, a negative channel cleric daze locks you, and a battle cleric wielding bane enhanced weapons with demon subdomain is outputting more damage.
I'm sorry if that's the best ill stick to my statement of that there is NOTHING wrong with the warpriest, there is something very wrong with the cleric for overshadowing so many other cool things.

chbgraphicarts |

I'm sorry if that's the best ill stick to my statement of that there is NOTHING wrong with the warpriest, there is something very wrong with the cleric for overshadowing so many other cool things.
"Yeah, well, it can't beat Broken Class X" is a pretty poor argument.
It's like going, "well, this gun has no recoil, fires 200 rounds per second, weighs half a pound, and has a less than .0003% chance of jamming... but it can't level a city, so I'll just stick with my nuke."
The Cleric nearly invalidates anything else in the game by simply having access to 7th and higher spells, and can cast 6th level spells at 11th level.
The Cleric would invalidate the Wizard, and basically DID in 3.5, but for lacking as versatile a spell list.
Unfortunately, the Cleric went from being absolute garbage in OD&D/BECMI and 1st & 2nd Ed AD&D, to being the bar-none most-powerful class in the game in 3rd when they gained a standardized spell list and 8th & 9th level spells.
Properly balancing it for PF would have required bringing it down to human levels of power (i.e. 6th level spells), which would have pissed off SOOO many people it wouldn't have been worth it.
So when gauging the level of usefulness of a Class, ignore any and all 9th-level casters; they're so far in a league of their own that even the weakest of them is playing on God Mode compared to everything else in the game (which is why there's only 9 of them out of 39 classes).
---
The Warpriest vs the Ranger or Paladin is a valid argument, but you're not showing any numbers to back up your claims, or even detailing exactly HOW or in what regard the Paladin and Ranger "do the same thing as a Warpriest" - what's the "same thing?" DPR, Two-Weapon Fighting combat effectiveness, what?

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Here's something for warpriests beginning at 4th that a paladin and ranger can never do, and a cleric can't do until 13th:
quicken still surmount affliction
Blinded? Dazed? Hell, have you been *paralyzed*? No problem the warpriest will spent a single fervor for a quicken still surmount affliction and keep going.
At 7th quicken still dispel magic can help overcome any spell on you that hasn't totally neutralized you. You know how people say the save-or-suck spells are the most powerful part of the game? When you have options like quicken still remove curse, quicken still remove paralysis, and even just quicken still remove sickness
Hell I proved quicken still lesser restoration was such an amazing option, I suggested the design team remove it from the game (and the errata did, which is a *good*thing, so we don't get quicken still ceremony and other odd options.
Don't worry, you don't need your spells for combat buffs. Your blessings and sacred weapon and sacred armor can handle that. And if you decide one of these spells isn't needed in a day? Spontaneously turn it into a cure spell.
So then the question becomes, what concept do you want you ultimate self-fixer warpriest to play with when not making it really, really hard for other spellcasters to take him out?

chbgraphicarts |

Here's something for warpriests beginning at 4th that a paladin and ranger can never do, and a cleric can't do until 13th:
quicken still surmount affliction
Blinded? Dazed? Hell, have you been *paralyzed*? No problem the warpriest will spent a single fervor for a quicken still surmount affliction and keep going.
At 7th quicken still dispel magic can help overcome any spell on you that hasn't totally neutralized you. You know how people say the save-or-suck spells are the most powerful part of the game? When you have options like quicken still remove curse, quicken still remove paralysis, and even just quicken still remove sickness
Hell I proved quicken still lesser restoration was such an amazing option, I suggested the design team remove it from the game (and the errata did, which is a *good*thing, so we don't get quicken still ceremony and other odd options.
Don't worry, you don't need your spells for combat buffs. Your blessings and sacred weapon and sacred armor can handle that. And if you decide one of these spells isn't needed in a day? Spontaneously turn it into a cure spell.
So then the question becomes, what concept do you want you ultimate self-fixer warpriest to play with when not making it really, really hard for other spellcasters to take him out?
See, this is why I really love this class - YES, it's boring on paper, but holy freakin' CRAP is it potent in practice.

Rynjin |

Don't worry, you don't need your spells for combat buffs. Your blessings and sacred weapon and sacred armor can handle that. And if you decide one of these spells isn't needed in a day? Spontaneously turn it into a cure spell.
Ehm, no. They really can't. The Warpriest is super reliant on buffs like Divine Favor to function. Sacred Weapon and Armor don't do dick once you've maxed out your Enhancement, and at any given level only add up to a +1/+1 over the other guys in Enhancement (maybe +2 at 8th and POSSIBLY 12th)...which still leaves them like 6 hit and damage behind other 3/4 BaB classes like the Inquisitor, or full BaB classes like the Paladin and probably well behind on AC too.
The condition removal is a neat, very useful trick I overlooked that actually piques my interest (I missed that it removes Somatic components too), but you really can't use all your spells slots on it without falling WAAAAAAAY behind in the combat department.

avr |

Without the ability to use a swift action (dazed) or speak (paralyzed), how would you use quicken still surmount affliction? Was that supposed to be quicken silent surmount affliction for the paralysis cure at least?
Sorry about misreading you yesterday, chbgraphicarts. Mentioning FCBs (rather than just race) sooner might have sorted it faster though.

Secret Wizard |

And again I'm not seeing anything the cleric, paladin, or even the ranger can't do. The bonus feats freed you up to craft items which is nice but only useful at some tables and PFS legal etc. and at level 12 a bad touch cleric kills you in one turn, a negative channel cleric daze locks you, and a battle cleric wielding bane enhanced weapons with demon subdomain is outputting more damage. .
1. Paladins and Rangers cannot craft this well, and they cannot certainly cast 6 level spells while having more than a full TWF build.
2. Don't want to craft? Get WHATEVER YOU WANT. There's plenty great feats to take. Improved Initiative, Quick Draw, Bloody Sabres, Spell Focus, you name it.
3. Did I mention that your Ranger will have a bad Will save and the Paladin can't do crap against non-evil? Also, Pallies who devote feats to TWF won't be too amazing either, considering Divine Bond only applies to one weapon.
4. Bad Touch Clerics are only good at high levels. This guy is good all game.
5. Demon Domain?? That's like, at best +3 attack/damage for what, 8 rounds a day? It's an enhancement bonus, so it doesn't stack with your weapon's.
6. While your Battle Cleric is still twiddling around spending standard actions to prebuff, my Mantis Warpriest already killed all enemies by casting Swift Action Divine Powers and shiznit.
7. Did I mention this build can use Greater Invisibility quite a lot? And that it has 3d6 Sneak Attack to boot?

Rynjin |

Without the ability to use a swift action (dazed) or speak (paralyzed), how would you use quicken still surmount affliction? Was that supposed to be quicken silent surmount affliction for the paralysis cure at least?
Crap, I forgot Verbal components.
And as a prepared caster, Silent spell is not your friend.
Hrm. =/
I was all set to make an "unstoppable" Half-Orc Warpriest build. Puts a damper on my plans.
Well hm. I guess Magical Lineage plus Surmount Affliction could work.
Maybe Black Butterfly as a deity. Liberation and Void Blessings.
the Paladin can't do crap against non-evil
Lol.
6. While your Battle Cleric is still twiddling around spending standard actions to prebuff, my Mantis Warpriest already killed all enemies by casting Swift Action Divine Powers and shiznit.
Except he didn't. That's why it's pre-buffing. It's done before a fight happens.

Renegadeshepherd |
@chbgraphicarts: you are correct about comparing a cleric to a nuke and most of the ret of what you said. And I don't want to get into a big cleric debate but it's simply not fair how easy it is for them to get arcane spells so even their. Principle weakness is t weak anymore. My own point of view is why take a class that is a watered down hybrid of the nuke when you can either play the nuke or find something else that can do other things.
@secret wizard:
First invisible for 3D6 isn't a great sellin point as there are a TON of enemies that have spells, see invis, dispel, and a number of ways to counter. It's not a bad tactic at all but this isn't nearly as consistent as say bane, favored enemy, or heck even holy or equivilant weapons. Stacking that up would be pretty strong but on its own not enough, at least not to sell me on a warpriest.
Second: a paladin doesn't need smite to do damage, it certainly helps but it's not mandatory. Even without it, a paladin (of any kind) focused on the same TWF has higher health, much higher saves, much better self heals, and on and on in exchange for sacraficing some damage. And if he does have smite he's even better. Smite for the paladin will be situational like your invis ability; both have merit but won't be usable in all cases. And I'd add that a hospitalier for instance would be able to not only self heal or deal out mercies but will have group heals that the warpriest will never have without his sacraficing damage.
About bad touch being useful at high only LOL!! Go look at a cleric of Azathoth. When he isn't busy making the mobs go confused at low levels, or making foes permantly blinded, he one turn kills you with phantasmal killer. Yes you read that. No I don't mean I just blindly cast this spell and let it dice determine your fate I mean you curl into a ball and die.
Damage lets look at that. A ranger didn't have to sacrafice strength or charisma because he got by level 12 TWF, ITWF, GTWF, for free no dex required. He also gets endurance and I forget what else for actual feats. Slight edge to warpriest (weapon focus isn't much). Ranger has higher strength than a TWF warpriest so even if accuracy is the same the damage from attributes is not and power attack amplifies this a little more. The ranger has better health, evasion, skills, switch hitting, and a possible pet for his own flanking, and so on. Warpriest does have fervor though. All said the warpriest could come out ahead in damage depending on specifics but the ranger is so much more flexible it's the clear winner unless you want a DPS machine (even then)
Inquisitor: bane equals 2D6 every time (at 12 4D6) and at this level 12 mark we have +6 to every attack to accuracy and damage. Initiative is much better, spells are comparable to warpriest, can have slayer abilities OR a pet, skills, stalwart, and so on. The inquisitor is going to be more accurate than the warpriest by a slight margin though has less attacks depending on level. I mean at the level 12, 4 attacks at 4D6 +attribute mod+piranha/power+ demon+ weapon+misc is solid DPS and we have pets, slayer talents, or judgements on top of that that work EVERY time versus warpriest isn't a huge difference in DPS. Inquisitor probably wins this one too but like the ranger he was more diverse than the warpriest.
Clerics don even need to get into the damage game, for a simple reason summon monster as a standard action with sacred summons. Or how about bless equipment chain (not my first choice) to give bane to himself like the inquisitor? Or maybe we suffer our lackluster TWF abilities but we daze lock our for with channel smite? And BTW if divine protection is allowed the cleric has better saves too. On a defensive side how about a theologian cleric with mirror images so he doesn't get hit?
Conclusion: the warpriest isn't crap, its just overshadowed and a bit too narrow on its execution. People play a fighter despite the VAST majority of its abilities being replicated, subpar, or otherwise being lesser quality than its "competition". There is nothing wrong with playing a fighter, nothing wrong with playing a warpriest, I'm just saying that I don't know a niche for it to fill where something else can't do that. Even a fighter has a niche thx to lore warden grappling. It's a SHAME that the warpriest didn't get more love because I want to love it and play it more.

Saldiven |
Get Improved Crit and Crit Focus as soon as you can. (Sadly, that would be levels 11 & 12 for a single class Warpriest.)
The Warpriest gets to treat his level as being his BAB or Fighter level when selecting bonus combat Feats, so the Warpriest could take Improved Critical with the 9th level Bonus Feat, unless he took something else instead.
I have a TWF Kukri wielding Warpriest right now. Works ok. Sacred Weapon and Fervor casting Divine Favor (with Fates Favored trait) helps to mitigate the TWF penalty and 3/4 BAB, as well as the +2 to-hit bonus from the Nobility blessing. (Worships Raziel to have Destruction and Nobility as his blessings, so bonuses to hit and damage.)