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Piercing the Heavens: N. Jolly's guide to the Pathfinder Warpriest


Advice

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DM Beckett wrote:
Apsu doesn't <normally> grant spells to non-Dragon worshipers.

Really? Because PathfinderWiki says that

Church of Apsu wrote:
Few dragons practice divine magic, preferring to leave that to their humanoid allies.


Any idea if a Support Warpriest works as an Archer?

Being the sole Healer, Support and Remove Conditions guy in a party


I don't think warpriest really works as a support class.

Shadow Lodge

I agree. It can, but not very effectively. It's too geared towards being a selfish divine caster. So, in the sense of self buffing and killing enemies before they have too much chance to inflict those conditions it works. But it doesn't really do too well as a white mage type. They just don't have the spell capacity to do both effectively, and having a much slower progression, they just will not keep up.

However, from what I'm gathering from his or her other thread, that's the class they seem to want to play, and there is nothing wrong with that.


what do you mean by support for the party?
cause sure they can use wands for healing and can remove conditions pretty well.

and yeah, archery works really well for them, the have the feats to get everything quickly and wand use and condition removal doesn't require any feats or stat to be certain values. SO you're able to go full damage WP and provide the HP healing and status removal after fights


Well, "Healer" is not an in-combat role, and "Remove Conditions guy" is not an in-combat role, either.

Warpriest has CLW on his spell list, so he's ready made to be healer (although I kinda doubt "sole Healer" is true, because that would mean no Sorcerer, Wizard, Cleric, Druid, Bard, Paladin, Ranger, Alchemist, Inquisitor, Oracle, Summoner, Witch, Magus, Arcanist, Shaman, Skald, Hunter, Occultist, or Spiritualist in the party). Since infight healing isn't a thing normally (only very few options are worth it, none of which have "cure" in their name), wand usage is all it takes to be a healer. Warpriest has spontaneous casting of cure spells to convert unused spell slots into healing at the end of the day, too.

Even a cleric won't have all the removal things prepared, so that get's normally done out of combat, too. Sure, the spell levels are delayed, but that should still be doable. Such a warpriest should carry a few scrolls with the usual removal spells, though.

So what does a supporter do? And do you actually need one? It depends on the party and enemies if spells like Prayer are worth losing a full attack.


Well, supports are oriented on improving party members capabilities.
I meant something like having the remove spells and being able to use a wand to heal people.

If necessary a Breath of Life, but it comes so late that I don´t think it´s possible at all.

I´m torned between Warpriest and Inquisitor and on paper both seem good.


Derklord wrote:
(although I kinda doubt "sole Healer" is true, because that would mean no Sorcerer, Wizard, Cleric, Druid, Bard, Paladin, Ranger, Alchemist, Inquisitor, Oracle, Summoner, Witch, Magus, Arcanist, Shaman, Skald, Hunter, Occultist, or Spiritualist in the party)

Don't forget bloodragers!

Shadow Lodge

Breath of Life might be even more difficult to pull off with an Archer, whose strengths play towards staying back and staying in place. One thing that really needs to be kept in mind with Breath of Life is that you literally have to be within one move action of the dying character for it to work.

From a scroll, you have to be a 5ft step away.

In general, I don't see the Warpriest as being all that Party Buff friendly. They mainly focus on self only buffing. Group Buffs work with Fervor, BUT they only affect the Warpriest.

What this means is you will need to make a conscious effort to divide your pretty limited pool of spells into three categories:
1.) Self Buffs
2.) Party Buffs
3.) Status Removals

You will also probably be relying a lot on scrolls and wands, and I highly encourage you to get the party to pay for those for you, or at least contribute.

Focus on Blessings that will benefit the party rather than focus on yourself. And, when you can, go for Feats that help the party when you can. Perhaps something like Dazzling Display (which I believe is melee only, so I just mean something similar), that can debuff enemies, (which is similar to buffing the party) or I think it was Opportunistic Shot, which grants the next melee attack against the target a free +4.


Avoron wrote:
Don't forget bloodragers!

Dammit! Why isn't that tagged in my spreadhseet?

@Letric: Do you actually want to play a supporter? Neither Warpriest or Inquisitor are made for that. If you merely feel that such a character was a necessity, fret not - Warpriest is fine for emergency support (especially if you carry scrolls), and more is really not necessary (although I can't speak for your GM's style, of course).


One nice option for emergency status removal on a warpriest is the self-perfection variant channeling. Using warpriest channeling to heal is so inefficient that you won't even notice the reduced dice, and the ability to temporarily suppress any conditions in the game from your whole party could be absolutely life-saving in an emergency.


If you're wanting to provide combat support, healing, and status removal then an evangelist cleric with the heroism domain is really good at buffing, and having access to the spells the fastest.

WP and Inq are both selfish classes, they have great self buffs so they can attack more than casting buff spells.

But however you go, the plan for archery is at most 1 round spent buffing and then full attacking every round you can.


Aura of Doom and Archon's Aura are swift-action party support, at least.

Iroran Sacred Fist can refill everyone's Ki... but only if they have Ki.


DM Beckett wrote:
Apsu doesn't <normally> grant spells to non-Dragon worshipers.

As of one of the more recent divine books, they retconned that; likely after realizing that their Bahamut stand-in actually appealed to people but was unchoosable because he didn't grant humanoids magic.


Chess Pwn wrote:

If you're wanting to provide combat support, healing, and status removal then an evangelist cleric with the heroism domain is really good at buffing, and having access to the spells the fastest.

WP and Inq are both selfish classes, they have great self buffs so they can attack more than casting buff spells.

But however you go, the plan for archery is at most 1 round spent buffing and then full attacking every round you can.

Is there a middle term between Support and Archer? Straight cleric is a good idea, but I fall on the "choose the most op option".

Everyone knows full casters are just broken, and eventually my spells will be more important than my Archery, so using a bow becomes irrelevant.

Shadow Lodge

That's a lot less true with the Archer Cleric. Part of the problem with the Cleric at higher levels is that casting spells is generally better than taking the typical Standard Action Attack. But, with Archery, Full Attacking is a lot easier to pull off a lot more frequently, since you generally do not have to move around the battlefield too much like you do with melee.


Letric wrote:
Chess Pwn wrote:

If you're wanting to provide combat support, healing, and status removal then an evangelist cleric with the heroism domain is really good at buffing, and having access to the spells the fastest.

WP and Inq are both selfish classes, they have great self buffs so they can attack more than casting buff spells.

But however you go, the plan for archery is at most 1 round spent buffing and then full attacking every round you can.

Is there a middle term between Support and Archer? Straight cleric is a good idea, but I fall on the "choose the most op option".

Everyone knows full casters are just broken, and eventually my spells will be more important than my Archery, so using a bow becomes irrelevant.

Save most of your spells for out of combat. No one tells you how to run your character.

And which spells would you be casting? At which level do you see your spells being so good you can't consider full attacking? Are those spells still so good when your WIS is the minimum needed to cast all your spells so save DC's aren't high?

I think spells come in 4 types. Direct damage, DC inducing, control with no DCs, and support which includes healing.

The first three aren't what your character does, and the last one should be done usually only on the first round and in emergencies.

Like I don't see why you're convinced that a cleric loses the choice to attack as it gets more spells.


Especially if your Cleric has a low Wisdom his spells won't normally be super powerful in Combat situations anyhow. Unless they are things that separate the battlefield and are thus actually synergistic with your combat style.

Also long term buffs like greater magic weapon or heroism will also help you out considerably.


Chess Pwn wrote:


Save most of your spells for out of combat. No one tells you how to run your character.
And which spells would you be casting? At which level do you see your spells being so good you can't consider full attacking? Are those spells still so good when your WIS is the minimum needed to cast all your spells so save DC's aren't high?

I think spells come in 4 types. Direct damage, DC inducing, control with no DCs, and support which includes healing.

The first three aren't what your character does, and the last one should be done usually only on the first round and in emergencies.

Like I don't see why you're convinced that a cleric loses the choice to attack as it gets more spells.

You make a very good point Chess. I was thinking more along the lines of a Protection from Evil or maybe casting Shield of Faith on an ally.

Warpriest is indeed a selfish class, but I'm gonna start analyzing a Cleric Archer.
I wanted to avoid full casters because many think they're op, but I'm usually the guy running Divine characters, so it's the best choice for me.
Also I didn't want to go melee


With the spells you listed those should be done before a fight starts if possible. Get a decent level, pick up an extend rod, and your shield of faith lasts 12 minutes at lv6, that's long enough to cast at the entrance and have up for the time you're fighting.

Now cleric's archery is worse than a WP or Inq doing archery. But the clerics archery is still fine, + the benefits of giving more support and earlier spell access. So it's up to what you prefer.

Scarab Sages

We've got an Iron Gods game coming up (no spoilers please!), and I've been toying with the idea of a Warpriest of Brigh who embraces all the new technologies he can find. In particular, I really like the idea of walking around with a chainsaw like the guy on the cover of the second book.

That got me to wonder — would a chainsaw actually be that one way to make a Vital Strike build work? From what I've heard, it's got a beautiful 3d6 base damage, which I could conceivably raise one or even two steps with Enlarge Person/Divine Power and maybe UMD/Lead Blades or something like it. Add in Furious Focus, and I should be able to hit consistently and painfully as a standard action. I should also be able to crit a lot. With the difficulty of hitting with iteratives as a 3/4 class, I wonder whether I might actually come out ahead with Vital Strike and Improved Vital Strike. Note that I can get those feats at 6th and 12th level via bonus feats, so they work at a Fighter-level progression while my iteratives lag behind. I could always do full attacks if the odds are in my favor (such as with Haste against a low-AC enemy).

I'm not sure whether per-hit damage bonuses, as from a Holy weapon, wouldn't still end up favoring full attacks... but if this worked out, it would make my Warpriest play fundamentally different from any conventional frontliner, which would be awesome to try out.

(BTW, in case it's relevant: We're experienced players, but far away from what the DPS optimization cracks do. We still consider Barbarians to do be respectable damage dealers, for instance. ;o)


"Tank
Pros: With heavy armor, divine casting, and self healing, you can survive a lot. Throw in things like endurance and diehard and there’s little you can’t withstand. Once you toss in a shield and invest in your defenses (with swift action defensive cast buffs), you’ll basically be a shield wall that can’t be stopped, which means you can attend to those not so tanky.
Cons: All this investment in your defenses will cut your offensive power quite a lot. Even more so if you go sword and board, so while it won’t increase your AC, I’d probably go dual shield style here."

Many people, including myself, find dual shield for be cheezy.

But I am liking your guide, which was much needed.


WP is definitely one of the best classes to go with a Vital strike build with.

this is for a t-rex animal companion

me wrote:

If you're curious about total DPR use a DPR calculator to see which does more. But on average I'd guess that the 2 attacks is more because of the big bonuses you get on your attack.

quick example.
you're lv9. Your T-Rex has bab 6 and say str 26 with weapon focus(bite)
that gives you an attack routine of +15/+10 for 2d6+16 or vital for +15 for 4d6+16
against an AC of 25, average AC for a CR 11 the full attack does 20.53 DPR and the vital does 17.33, and none vital standard attack does 13.28

so in this rough sketch against a HIGH AC opponent full attacking is more DPR. Vital strike is adding 4 damage when you need to move and not charge.

If you make them have effective bigger to do 3d6 per bite DPR is 23.65 on full attack, 21.37 on vital, and 15.3 for standard. The bigger base damage does a lot to help vital close the gap to a full attack.

Now remember, if you have haste on as well then the full attack blows vital out of the water, which makes building for vital less good if haste is often available.

So to me a big question is, do you think you'll be reaching high enough levels to be having a third attack and how often is haste?

Odds are, vital strike is never better, but I personally am running in PFS a vital striker and I've seen a lv12 WP doing vital strike, and both have done well as far as I can tell.


Warpriest is also a pretty good candidate for Gorum's Swordsmanship + Felling Smash + Greater Trip, since they've got the feats to pull it off.

Scarab Sages

Arright, lemme try something out here. My Warpriest is level 9 and has BAB 6, Str 18 + 2 level + 2 enhancement = 22, +1 Weapon Focus, and a +2 Chainsword boosted to +2 Holy with Sacred Weapon, and Divine Favor for +3. Assuming Power Attack and Furious Focus cancel each other out, that's a 6+6+1+4+3 = +20 to hit for damage of 4d6+9+6+4+2d6+3 = 43 damage, or DPR of roughly 16/20 * 43 = 34.4 on the first hit, disregarding crits.

With one iterative, the routine would go +20/+13 without the benefit of Furious Focus on the second hit, so roughly 53.8. With Vital Strike instead, I'm getting 45.6, so it loses out on the iterative, even without Haste. That's a pretty massive boost over the non-VS single attack, though, which still should come up fairly often.

If we remove the Holy part (maybe no time to buff twice, or the target is not evil), I'm getting 27.2 base, 38.4 with VS, and 42.5. Not such a big difference anymore. Note that VS will improve by 4d6 at 12th level, while iteratives will only increase at 16th again. Furious focus will also gain somewhat in significance as the PA penalty increases.

But I did assume a 4d6 damage die there; it will look less glorious with 3d6. Still, I'm getting the impression that Vital Strike will at least be significant in transitional rounds on the battlefield. I could even try to increase the number of non-full attack rounds by casting Grace and moving away after attacking to avoid the retaliation... but that would presumably upset teammates expecting me to flank. Hmmm... this might need some playtesting. ;o)


Well, at 9th level, Boots of Speed are easily affordable, and Vital Strike simply can't compete with Haste effects. VS can still be useful on a Warpriest as a pseudo-pounce, of course.

DPR for 3d6 with sacred weapon (+2 holy): 39.9 single attack, 64.3 full attack, 49.4 Vital Strike, 110.9 full attack with Haste.
DPR for 3d6 without sacred weapon: 28.1 single attack, 43.8 full attack, 36.5 Vital Strike, 77.2 full attack with Haste.

I don't know much about Iron Gods, but dual wielding laser torches might be the best way anyway.

Scarab Sages

Has anybody thought through a Cha-focused Divine Champion with starknives? Maybe with a dip into Swashbuckler and Adept Dodger to open up TWF?


Why Divine Champion?

Personally, I'm still waiting for the charisma based spontaneous casting Warpriest archetype (akin to Eldritch Scion).

Scarab Sages

Derklord wrote:
Why Divine Champion?

D'oh, I meant Champion of the Faith. At least they get to use their Charisma for smiting.

Quote:
Personally, I'm still waiting for the charisma based spontaneous casting Warpriest archetype (akin to Eldritch Scion).

That would be pretty cool, and would certainly work best with the starknife feat.

I figure Oracle would also work pretty well with starknives, especially the Nature and Lore mysteries who can get Cha to AC. Unlike the Warpriest, though, it might have some trouble getting significant damage out of a starknife.


Just tossing this idea of a warpriest of Urgathoa wielding the scythe which is the favored weapon. This is up to level 12. I am torn on using the Arsenal Chaplain archetype as I frankly find channeling next to useless on warpriests and this character build is all about massive scythe melee. I will most likely go Arsenal Chaplain to get the free Quicken Blessing feat at level 7.

Warpriest: Weapon Focus (Scythe)
Human: Weapon of the Chosen
1) Improved Weapon of the Chosen
3) Greater Weapon of the Chosen
3 Bonus) Power Attack
5) Furious Focus
6 Bonus Feat) Vital Strike
6 Bonus Feat (FCB x6)) Improved Vital Strike
7) Potion Glutton or Divine Fighting Technique (Urgathoa's Hunger)
9) Improved Critical
9 Bonus) Furious Focus
11) Cornugon Smash
12 Bonus) Critical Focus
12 Bonus (FCB x6)) Impaling Critical

OR

Warpriest: Weapon focus (Scythe)
Race: Half Orc take Sacred Tattoo, Fate's Favored and Ancestral Weapon
1) Weapon of the Chosen
3) Improved Weapon of Chosen
3 Bonus) Power Attack
5) Greater Weapon of the Chosen
6 Bonus Feat) Vital Strike
6 Bonus Feat) FCB X 6 = Improved Vital Strike
7) Furious Focus
9) Potion Glutton or Divine Fighting Technique (Urgathoa's Hunger)
9 Bonus) Improved Critical
11) Cornugon Smash
12 Bonus) Critical Focus
12 Bonus) (FXB x 6) Impaling Critical

Thoughts?

Scarab Sages

The builds both look pretty good to me. You have Furious Focus listed twice on the Human build, which is why it doesn't seem like you have more feats going that route.

For me, now that the Lucky Horseshoe exists, I find it much less necessary to take Half-Orc primarily as a means to get Sacred Tattoo. In the short tern Sacred Tattoo does give you a higher save at low levels. In the long run, it's just saving you 6,800 gold (or 3,400 with crafting) to buy the spotless item. Since I tend to like feat intensive builds, I find going Human for the extra feat more worthwhile.

EDIT: Also, what's letting you take Improved Vital Strike early? Doesn't it have a BAB+11 requirement? Have you looked at Devastating Strike, since you're going heavily down the Vital Strike path?


Ferious Thune wrote:

The builds both look pretty good to me. You have Furious Focus listed twice on the Human build, which is why it doesn't seem like you have more feats going that route.

For me, now that the Lucky Horseshoe exists, I find it much less necessary to take Half-Orc primarily as a means to get Sacred Tattoo. In the short tern Sacred Tattoo does give you a higher save at low levels. In the long run, it's just saving you 6,800 gold (or 3,400 with crafting) to buy the spotless item. Since I tend to like feat intensive builds, I find going Human for the extra feat more worthwhile.

EDIT: Also, what's letting you take Improved Vital Strike early? Doesn't it have a BAB+11 requirement? Have you looked at Devastating Strike, since you're going heavily down the Vital Strike path?

Divine Favor. Devastating Strike is a good option if you wanted to take that over Potion Glutton or Divine Fighting Technique.

Scarab Sages

Divine Favor the spell? That doesn't do anything to affect your BAB.

For your Warpriest Bonus Feats, you can treat your BAB as your level, but not for other feats. That should mean the earliest you can take Improved Vital Strike is 12th level.

Also, you have to use your bonus feat at 9th for Improved Critical, because you don't qualify for the +8 BAB requirement on your regular feat. That's a little problematic for also taking Devastating Strike.

My suggestions would be to take Weapon Specialization where you have Improved Vital Strike now (assuming the FCB feat qualifies you to take fighter feats).

Take Divine Fighting Technique at 7.

Take Cornugon Smash at 9.

Take Devastating Strike at 11.

Take Improved Vital Strike at 12 instead of Impailing Critical.

Note: Your current build doesn't qualify for Impailing Critical, because you don't have Weapon Specialization.


Catharsis wrote:
D'oh, I meant Champion of the Faith. At least they get to use their Charisma for smiting.

Not really - the charisma bonus on attack rolls wouldn't stack with Desna's Shooting Star.

Scarab Sages

Derklord wrote:
Catharsis wrote:
D'oh, I meant Champion of the Faith. At least they get to use their Charisma for smiting.
Not really - the charisma bonus on attack rolls wouldn't stack with Desna's Shooting Star.

Why not? One of them is "applying an ability to the attack" whereas the other is a bonus from a different ability...


It's both charisma bonus to attack rolls. DSS: "You can add your Charisma bonus to attack rolls", Smite: "the champion of the faith adds his Charisma bonus (if any) to his attack rolls".

"An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking."

Scarab Sages

Derklord wrote:

It's both charisma bonus to attack rolls. DSS: "You can add your Charisma bonus to attack rolls", Smite: "the champion of the faith adds his Charisma bonus (if any) to his attack rolls".

"An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking."

D'oh! A pity. Well, I guess it would work with the default Warpriest, but there'd be no Cha synergy, so going Dex would be better (unless one wanted to Face).


So is fighter vmc optimal for a 2 hander arsenal chaplain? Or are the armor and weapon training not worth the feats? Also, finding a lot of mixed messages on whether or not the fighter weapon training stacks with the chaplain's. Does it?


Edit to last post: I was under the assumption that the arsenal chaplain's weapon training feature did not qualify it for gloves of dueling or advanced weapon training. It does. (However, if you play pfs, warpriests cannot take the advanced weapon training feat or select advanced weapon training options). With this in mind, I would argue that fighter vmc is not worth five feats, even if retrained at high levels.


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Leaving these here as example builds:

SAINT MIGHTY THE ARMADILLO - Human/Half-Orc/Half-Elf/Scion-Of-Humanity-Aasimar Warpriest

Race Hum Weapon Finesse
CL1 Wrp1 Two-Weapon Fighting, Weapon Focus (Klar)
CL2 Wrp2
CL3 Wrp3 Improved Shield Bash, Duel Enhancement
CL4 Wrp4
CL5 Wrp5 Double Slice
CL6 Wrp6 Shield Slam, Improved Two-Weapon Fighting
CL7 Wrp7 Greater Weapon Focus (Klar)
CL8 Wrp8
CL9 Wrp9 ???, ???
CL10 Wrp10
CL11 Wrp11 ???
CL12 Wrp12 Greater Two-Weapon Fighting, Shield Master

lv12 full attack:

+11/+11/+6/+6/+1, 1d10 base damage per attack.

At lv12, can/should retrain to Champion of the Faith, since from then on there is no need to use the basic Sacred Weapon - Shield Master provides a better/permanent Bonus to attack/damage, and thus Dual Enhancement is redundant (so it's safe to lose now).

You, then, get a much-cheaper +5 enhancement to your attacks, a bonus to damage equal to your Charisma, a full attack that is naturally higher than the Sacred Fist's (identical if the SF has Weapon Focus), and should have the highest AC of any Warpriest build.

If you chose to be a half-human via Scion of Humanity, Half-Elf, or Half-Orc, then you have to put off some feats by a Feat Slot in order to gain Weapon Finesse, but the results can be that you get extra tidbits.

---

For those wanting to try out a Sword-And-Board build, here's one, and it focuses almost exclusively on Dex:

Deity Feronia Weapon Proficiency (Bastard Sword)
Race Human Two-Weapon Fighting
CL1 Wrp1 Weapon Focus (Light Shield), Weapon Focus (Bastard Sword)
CL2 Swsh1 Weapon Finesse (Piercing)
CL3 Wrp2 Slashing Grace (Bastard Sword)
CL4 Wrp3 Dual Enhancement
CL5 Wrp4 Shield Slam
CL6 Wrp5
CL7 Wrp6 Double Slice, ???, Improved Two-Weapon fighting
CL8 Wrp7
CL9 Wrp8 ???
CL10 Wrp9 ???
CL11 Wrp10 ???

---

Making the Warpriest as SAD as possible is nice, yes, and that includes making Wis-to-hit, but I'm not sure about Longbow.

A Double-Barreled Pistol or a Crossbow on the other hand...

A one-level dip into Gunslinger, especially Pistolero, works extremely well - Grit being based upon Wisdom means you're going to have a whole lot of it.

HOLY GUN
Blessings Air, Law/Chaos/Good
Race Hmn Point-Blank Shot
CL1 Pist1 Precise Shot, Gunsmithing
CL2 Wrp1 Weapon Focus (Pistol)
CL3 Wrp2 Rapid Reload (Pistol)
CL4 Wrp3 (Filler Combat Feat) >>> Retrain to Channel Smite at lv4
CL5 Wrp4 Guided Hand
CL6 Wrp5
CL7 Wrp6 Rapid Shot, Weapon Specialization, Point-Blank Master
CL8 Wrp7
CL9 Wrp8 ???
CL10 Wrp9 Greater Weapon Focus
CL11 Wrp10 Quicken Blessing (Law/Chaos/Good)
CL12 Wrp11

A Double-Barrel Pistol will effectively get you as many shots off as if you were a two-Weapon fighter, and if you're within 30ft, you'll be getting a +2 (+1 from WF, +1 from PBS), offsetting the double-tap.

---

LANCE DU POND - 2-Handed Champion of the Faith

Stats:
Human/Half-Elf/ Ancestral Arms Half Elf/Toothy Half-Orc: Str 17 (15+2) / Dex 10 / Con 13 / Int 10 / Wis 14 / Cha 14
Shaman's Apprentice Half-Orc: Str 15 / Dex 10 / Con 15 (13+2) / Int 10 / Wis 14 / Cha 14
Scion of Humanity Aasimar: Str 15 / Dex 10 / Con 13 / Int 10 / Wis 15 (13+2) / Cha 17 (15+2)

Deity: Shizuru, Gorum, Chaldira

Deity's Favored Weapon: Katana (Shizuru) - Large weapon
Ancestral Arms: Elven Curve Blade
Alternate Weapon: Nodachi (naturally a Martial Weapon)

Variant Channeling: Battle (Heal)(Chaldira) / Battle (Harm) (Gorum) / Weapons (Gorum) / Luck (Chaldira)

Blessings: Good, Glory (Shizuru) / Chaos, Destruction (Gorum) / Good, Luck (Chaldira)

Race Improved Initiative (Hu) / Skill Focus - Intimidate (HE) / Exotic Weapon Proficiency - Elven Curve Blade AAHE / Endurance (SAHO) / Bite Attack (THO) / <Racial Heritage: Aasimar> (SoH)
Chmp1 Toughness, Weapon Focus - [two-handed weapon]
Chmp2
Chmp3 Power Attack (Hu, AAHE, SoH) / Antagonize (HE) / Diehard (SAHO) / Weapon Focus - Bite (THO)
Chmp4
Chmp5 Divine Protection
Chmp6 Improved Critical (Hu, AAHE, HE, SoH) / Deathless Initiate (SAHO) / Hammer the Gap (THO), Weapon Specialization - [two-handed weapon]
Chmp7 Surge of Success (Hu) / Elven Battle Training (AAHE) / Intimidating Confidence (HE) / Ironhide (SAHO) / Extra Channel (THO) / Heavenly Radiance (SoH)
Chmp8
Chmp9 Hammer the Gap (Hu, AAHE, HE, SoH) / Deathless Master (SAHO) / Improved Critical (THO), Greater Weapon Focus
Chmp10
Chmp11 Quicken Blessing
Chmp12 Critical Versatility, Critical Focus (Hu, AAHE, HE, SoH, THO) / Toughness, Improved Critical (SAHO)

There are basically 6 paths available here, based on your Race. All make use of Critical Hits to auto-hit and deal extra damage (offsetting the fewer attacks and lower BAB compared to a typical Paladin), but how much of a focus and how it meshes depends on the Race.

Human is an entirely vanilla Critical-Fighter. It gets bonuses to succeed on Critical Hits and gets extra tricks based on them. It also gets Improved Initiative, to somewhat make up for the lack of Dex in the stats. Any of the other three half-humans can take this build, as well (sans Imp. Init.), but they each have their own tricks.

Half-Elf focuses on Intimidate. Skill Focus at lv1 adds to its already-freakish Intimidate check from having a high Charisma. Antagonize allows you to control the flow of battle, and Intimidating Confidence lets you make an Intimidate check whenever you score a Critical Hit. Shizuru is really the only choice of Deity here (Glory Blessing, people - GLORY). A vanilla Half-Orc can also take this build, but they're not nearly as good at it (+2 Racial Bonus to Intimidate for a Half-Orc isn't great compared to +3 from lv1-9, +6 thereafter that a Half-Elf).

Ancestral Arms Half-Elf: This is pretty much identical to the Human but for one main difference: Elven Battle Training gives you an additional Attack of Opportunity with an Elven Curveblade, which is as close to using Combat Reflexes (and stacks with, interestingly) as you'll ever get with a piddling 10 Dexterity. EBT is pretty much the only reason to take this over a straight Half-Elf wielding a Nodachi, aside from flavor reasons (if you're playing with rolled stats and going above lv12, though, totally take this and Combat Reflexes - it's actually pretty nasty).

Shaman's Apprentice Half-Orc basically drops Improved Critical and Hammer the Gap until the very last level. The trade-off here is that you are a SPONGE, and basically don't die until you're dead. This build starts with Endurance as a Racial Bonus Feat by forgoing the Half-Orc's +2 Racial Bonus to Intimidate via Shaman's Apprentice, and then builds up from there with Diehard, Ironhide (hey, +1 Natural Armor isn't terrible), Deathless Initiate, and Deathless Master (why Ironhide is used at all).

Toothy Half-Orc borrows a trick from the Barbarian. While it's not Come And Get Me, Reverse Feint is part of a really nice little combo: You use Battle Variant Channel (Harm) to give penalties to your opponent on Damage and Crit-Hit rolls as a Standard Action (effectively granting you and your allies temporary DR/-); as a Move Action, you use Reverse Feint, giving them a bonus to hit, but letting you attack as an Immediate Action (that's separate from an AoO), at +2 to-hit. Extra Channel means you can do this more often. And by taking Toothy, it also gains an additional attack. This basically can only take Gorum as a god, but it wouldn't want anything else anyway, really.

Scion of Humanity Aasimar is the most magically-adept of the five. It gets +2 Wis and Charisma, making it a real nasty little piece of work for both Smiting and spellcasting. Scion gets the best defenses, and departs a bit from the base Human build by taking Heavenly Radiance in order to gain spell-like abilities (Searing Light is probably the best choice).

Regardless of how you build this, your Dex is garbage, so you're better off wearing Heavy Armor to subsist with this.

---

Double-Starknife / Thrower Warpriest
Human Warpriest 10 / Guide Ranger 2
BASE STATS Str 12 / Dex 18 (16+2) / Con 14 / Int 12 / Wis 14 / Cha 7
STATS at lv12 Str 13 / Dex 26 (16+2+3+6) / Con 14 / Int 12 / Wis 14 / Cha 7

TRAITS Fate’s Favored, ???
BLESSINGS Air, ???

Race Weapon Finesse
CL1 Wrp1 Two-Weapon Fighting, Weapon Focus (Starknife)
CL2 Rng1 Track
CL3 Rng2 Double Slice, Precise Shot
CL4 Wrp2
CL5 Wrp3 ???*, Quick Draw
CL6 Wrp4
CL7 Wrp5 Point-Blank Shot
CL8 Wrp6 Improved Two-Weapon Fighting, Weapon Specialization
CL9 Wrp7 Rapid Shot
CL10 Wrp8
CL11 Wrp9 Greater Two-Weapon Fighting, Greater Weapon Focus
CL12 Wrp10

GEAR
• Blinkback Belt
• +3 Starknife
• +3 Starknife

Sacred Weapon +2
Sacred Armor +2

Full Attack at lv12 (Sacred Weapon & Divine Power Active)
+25 / +25 / +25 / +25 / +20 / +20 / +15

* Retrain to Dual Enhancement at lv6

---

Champion of the Faith - Dwarven Double Waraxe, Two-Handed

Race: Dwarf
Highest Stat: Strength
Secondary Stats: Wisdom, Charisma
Tertiary Stat: Constitution
Dump Stats: Dexterity, Intelligence
Armor: Full Plate
Blessings: Good, Luck

CL1 Power Attack*, Weapon Focus (Dwarven Double Waraxe), Chosen Alignment - Good
CL2
CL3 Cleave, Detect Alignment
CL4 Smite, Sacred Weapon - Good vs DR
CL5 Cleaving Finish
CL6 ???
CL7 Toughness
CL8
CL9 Greater Weapon Focus, Improved Critical
CL10
CL11 Quicken Blessing - Good
CL12 ???, Sacred Weapon - Holy Enhancement

* Use a filler Feat at first, then retrain to Power Attack at lv2

---

Champion of the Faith / Armored Hulk Barbarian - Dwarven Longhammer, Two-Handed

Race: Dwarf
Highest Stat: Strength
Secondary Stats: Constitution, Charisma
Tertiary Stat: Wisdom
Dump Stats: Dexterity, Intelligence
Armor: Full Plate
Blessings: Good, Luck

CL1 Wrp1 Catch-Off Guard*, Weapon Focus (Dwarven Longhammer), Chosen Alignment - Good
CL2 Brb1
CL3 Brb2 Power Attack, Reckless Abandon
CL4 Wrp2
CL5 Wrp3 Toughness/Extra Rage
CL6 Wrp4 Smite, Sacred Weapon - Good (vs DR)
CL7 Wrp5 Extra Rage/Toughness
CL8 Wrp6 Improved Critical
CL9 Wrp7 ???
CL10 Wrp8 ???**
CL11 Wrp9 ???****
CL12 Wrp10

* to treat the shaft of the Longhammer as a Quarterstaff.
** Retrain to Greater Weapon Focus at lv10
*** Retrain to Quicken Blessing - Good at lv12

---

Warpriest - Nodachi, Two-Handed

Race: Human
Highest Stat: Strength
Secondary Stats: Wisdom, Charisma
Tertiary Stat: Constitution
Dump Stats: Dexterity, Intelligence
Armor: Full Plate
Blessings: Good, Luck

Race Exotic Weapon Proficiency - Katana
CL1 Wrp1 ???*, Weapon Focus (Nodachi)
CL2 Wrp2
CL3 Wrp3 ???, ???
CL4 Wrp4
CL5 Wrp5 ???
CL6 Wrp6 Weapon Specialization, ???*
CL7 Wrp7 ???
CL8 Wrp8
CL9 Wrp9 Improved Critical (Nodachi), Critical Focus**
CL10 Wrp10
CL11 Wrp11 ???
CL12 Wrp12 Critical Versatility, ???

* Use a filler Feat at first, then retrain to Power Attack at lv2

---

Warpriest - Nodachi, Two-Handed, plus Dwarven Boulder Helmet

Race: Dwarf
Highest Stat: Strength
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Dexterity
Dump Stats: Charisma, Int
Armor: Full Plate
Blessings: Good, Luck

CL1 Power Attack*, Weapon Focus (Dwarven Boulder Helmet)
CL2
CL3 Improved Bull Rush, Two-Weapon Fighting
CL4
CL5 Pushing Assault
CL6 Greater Bull Rush**
CL7 Furious Focus
CL8
CL9 ???**, Improved Critical (Nodachi)
CL10
CL11 Quicken Blessing - Good
CL12 Greater Weapon Focus (Dwarven Boulder Helmet)

* Use a filler Feat at first, then retrain to Power Attack at lv2

** First take something like Toughness at lv9. Retrain your 6th Level Bonus Feat to something like Dodge. Retrain your 9th level Feat to Greater Bull Rush since you now actually have a BAB of +6. Retrain your 6th Level Bonus Feat to Bull Rush Critical now that you are 9th level and as a Bonus Feat you count as having a BAB of 9 for the purposes of meeting Feat prereqs.

---

Sacred Fist - Scimitar, One-Handed

Race: Any
Highest Stat: Strength
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Dexterity
Dump Stats: Charisma, Int
Blessings: Good, Luck

Race (???)
CL1 ???*, Improved Unarmed Strike, Flurry of Blows, AC Bonus,
CL2
CL3 Weapon Focus (Scimitar), Blessed Fortitude
CL4
CL5 Crusader's Flurry
CL6 Snapping Turtle Shell
CL7 ???, Ki Pool
CL8
CL9 ???, Miraculous Fortitude
CL10
CL11 Improved Critical (Scimitar)
CL12 Snapping Turtle Clutch

* Retrain to Snapping Turtle Style at lv2

---

Warpriest - Dual Dwarven Maulaxes

Race: Dwarf
Highest Stat: Dexterity
Secondary Stats: Constitution, Wisdom
Tertiary Stat: Intelligence
Dump Stats: Strength, Charisma
Armor: Elven Mail
Blessings: Good, Luck

CL1 Weapon Finesse, Weapon Focus (Dwarven Maulaxe)
CL2
CL3 Double Slice, Two-Weapon Fighting
CL4
CL5 Dual Enhancement
CL6 Improved Two-Weapon Fighting
CL7 ???
CL8
CL9 ???, ???
CL10
CL11 Greater Two-Weapon Fighting
CL12 Greater Weapon Focus (Dwarven Maulaxe)

---

Champion of the Faith - Katana, One-Handed

Race: Half-Elf (Ancestral Arms)
Highest Stat: Dexterity
Secondary Stats: Constitution, Charisma
Tertiary Stat: Strength
Dump Stats: Charisma, Intelligence
Blessings: Good, Luck

Race Exotic Weapon Proficiency - Katana
CL2 Sws1 ???*, Weapon Finesse
CL1 Wrp1 Weapon Focus, Chosen Alignment - Good
CL3 Wrp2 ???
CL4 Wrp3
CL5 Wrp4 ???
CL6 Wrp5 Weapon Specialization
CL7 Wrp6 ???, ???**, ???***
CL8 Wrp7
CL9 Wrp8 ???
CL10 Wrp9 Critical Focus
CL11 Wrp10 Quick Draw
CL12 Wrp11

* Retrain to Slashing Grace at lv2
** Retrain to Improved Critical at lv8
*** Retrain to Piercing Critical at lv11
>> Carry several Katanas with you; When you score a Critical Hit, leave them embedded in the enemy with Piercing Critical and Quick Draw a new one.


Hi all.

This is the first time I have ever seen N Jolly not complete a guide.

Did time to work on it just completely run out?


Has anyone sketched out a Butcher Axe Wielding Vital Striking WP to see how it compares to the classic Vital Strike Warpriest?

The pluses are obvious: it's a 3d6 weapon.

The minuses include:

-Can't ordinarily qualify for EWP at level 1 without dipping in a full BAB class, or being a race that can get you EWP for free (Half-Elf and human notably.)

-The Butcher's Axe is nobody's favored weapon, so you can't get Greater Weapon of the Chosen.

- You're out a feat just for proficiency.

- You don't get access to Gorum's diving fighting style for the "VS on a charge" option.


J4RH34D wrote:

Hi all.

This is the first time I have ever seen N Jolly not complete a guide.

Did time to work on it just completely run out?

I'm guessing that since he became a 3pp author, the time for free guides is diminished.

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