Warpriest Archer


Advice


A long time ago I knew far more than I know now about what is out and errated in pathfinder but Having not played in a long time I need some guidance on building

We are using 20 PB, 2 Traits, Standard/uncommon races allowed for a home game.

I love warpriests but in light of the gutting of sacred fist it leaves me few options.

Spoiler:

Warpriest Archer Human
STR: 14 DEX: 18 (+2) CON: 12 INT: 12 WIS: 14 CHA: 7

Skills: Perpception, Sense Motive, Spell Craft, Knowledge Religion

Traits: Fate's favored, Reactionary
Blessings: Ragathiel -> Destruction + Good
Feats:
BF) WF Longbow
1) Point Blank shot
1H) Precise shot
3rd Combat Bonus) Deadly aim
3) Rapid shot
5) Improved Initiative (?)
6th Combat Bonus) Many shot
6th Human Bonus Combat Feat) Weapon Specalization
7) Point Blank Master (?)
9) Clustered Shots
9th Combat Bonus) Greater Weapon focus
11) Quicken Blessing (Good)
12B) GWS
12HB) Improved Precise Shot
13) ?
<Reckless Aim>?

3rd Level Hit/Damage
+9/+9 to hit BAB +2, Weapon Bonus +1, Dex +4, Point Blank Shot +1, Weapon Focus +1, Divine Favor +2, -1 DA, -2 RS

1d8+8 Damage +2 Deadly Aim, +2 Str, +1 Weapon, +2 Divine Favor, +1 PBS

6th Level Damage

+12(2 arrow)/+12 BAB +4, Weapon Bonus +1, Dex +5, PBS +1, Weapon Focus +1, Divine Favor +3, DA -2, RS -2

1d8+13 +4 DA, +2 STR, +1 Weapon, +3 Divine Favor, +1 PBS, +2 WS

I want to play a ranged character with spell casting which a warpriest is well suited for since it get's manyshot on point with other martial classes. I was going to play a ZAM but the group has already seen what it does and thinks it's too much.

I could use advice on feats and possibly traits if something is better than reactionary. Additionally other stat buys could be considered but I honestly am pretty set on 16/14/14/12/12/7 as the total array.

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It looks pretty top-shelf as-is. I would suggest swapping out Improved Initiative for Toughness, since a d8 HD, 12 Con, and no FCB makes you rather fragile. Plus, with your swift action casting, going first isn't as crucial as it is for someone who needs a round to cast Divine Favor.

As for traits, Deadeye Bowman is sweet for archers, but of course requires you to worship Erastil.


Maybe it is because you know your GM better than us, but good feels like a bit of a gamble since the bonus damage only works on evil creatures. Sticking with that deity, Nobility seems like a better choice to me. That is the only potential problem that I see.


There's kind of a silly Warpriest Archer combination that's available, if you're wanting to be silly. The damage output isn't hugely less than your human build, but it does have one almost abusive advantage:

Strix Warpriest (Alignment Neutral)
Deity: Apollyon
Blessings: Air and Destruction

You get normal movement speed and a 60' (Average) fly speed. They're one of the few races that come with both low-light and darkvision. You get a bonus to Dex (which is good for a ranged character) and a penalty to Cha, which largely doesn't matter. (You could have pretty much the exact same stat array, except with Cha 5.)

Flying gives great maneuverability right out of the gate, and the basic Air Blessing eliminates range penalties on your bow attacks. So, you can operate at ranges that make you largely immune to counter attack while still making your attacks as if you were at close range. When you get iterative attacks, take Hover to allow full attacking while flying.


Nohwear wrote:
Maybe it is because you know your GM better than us, but good feels like a bit of a gamble since the bonus damage only works on evil creatures. Sticking with that deity, Nobility seems like a better choice to me. That is the only potential problem that I see.

All of my level 1 blessings are destruction more or less. There's little reason to use the good blessing except as excess. The +2/+4 to hit are moral bonuses and heroism doesn't stack with bard stuffs.

It's for the summoning major blessing. When the low level blessing works its cool but very unimportant. The major summoning blessing is very strong when quickened.

Scarab Sages

Undone wrote:
he +2/+4 to hit are moral bonuses and heroism doesn't stack with bard stuffs.

Morale bonuses does stack with Inspire Courage. Inspire Courage provides a competence bonus to hit and damage, not morale.


Undone wrote:
Nohwear wrote:
Maybe it is because you know your GM better than us, but good feels like a bit of a gamble since the bonus damage only works on evil creatures. Sticking with that deity, Nobility seems like a better choice to me. That is the only potential problem that I see.

All of my level 1 blessings are destruction more or less. There's little reason to use the good blessing except as excess. The +2/+4 to hit are moral bonuses and heroism doesn't stack with bard stuffs.

It's for the summoning major blessing. When the low level blessing works its cool but very unimportant. The major summoning blessing is very strong when quickened.

That makes a lot of sense.


Imbicatus wrote:
Undone wrote:
he +2/+4 to hit are moral bonuses and heroism doesn't stack with bard stuffs.
Morale bonuses does stack with Inspire Courage. Inspire Courage provides a competence bonus to hit and damage, not morale.

I specifically meant Heroism, Greater Heroism, and Good Hope.


If you're going to swift action cast Divine favor every battle, you might consider the Fate's favoured trait.

Edit: nevermind, just looked at your build.


Pathfinder Adventure Path Subscriber

For a warpriest archer, to hit will never be a problem.
The usual spells like divine favor and later divine power are great to hit and damage boosts, but there is also channel vigor, what can give you a +4 on ranged attacks.

When you play a good warpriest, you can make your weapon holy later on, so the good blessing isn´t as needed.
While the summoning can be a nice boon, i dislike it, because in many games it topples power balance quite a lot. Most warpriests are already heavy killing machines.

Air is a really nice blessing on level 1 and 10 for ranged characters.
You can also consider the healing blessing, it´s a rather nice boost too.


Hayato Ken wrote:

For a warpriest archer, to hit will never be a problem.

The usual spells like divine favor and later divine power are great to hit and damage boosts, but there is also channel vigor, what can give you a +4 on ranged attacks.

When you play a good warpriest, you can make your weapon holy later on, so the good blessing isn´t as needed.
While the summoning can be a nice boon, i dislike it, because in many games it topples power balance quite a lot. Most warpriests are already heavy killing machines.

Air is a really nice blessing on level 1 and 10 for ranged characters.
You can also consider the healing blessing, it´s a rather nice boost too.

I know what spells to prep from ACG back Only newer spells are things I need to be told about.

As for toppling the balance of power I have 0 concern about that. I am considering retraining II to summon good monster later on for Djhinns and Pixies.

As for other blessings not selecting destruction is wrong. It's such a huge contribution to your long term damage.


Blessings -
Good Blessing: I like this one as it helps you by-pass DR and can apply a bit of extra damage. Plus the level 10 summoning can be very useful.

Destruction Blessing: Am not a fan of, reason why is - Takes a standard action to use the ability and only last 1 minute. The potential damage you loose for not full round attacking is a lot greater then the damage you would gain for applying this buff. Same for the level 10 part of the Blessing.

Nobility Blessing: I feel is one of the better blessing that warpriests can get. Inspiring Word (minor) works best with skill checks or that need to make saving throw (ongoing damage). Lead by Example (major) takes a swift action to use. While Warpriests have crazy amounts of swift actions they can do, this still allows a full attack action.


Matt2VK wrote:

Blessings -

Good Blessing: I like this one as it helps you by-pass DR and can apply a bit of extra damage. Plus the level 10 summoning can be very useful.

Destruction Blessing: Am not a fan of, reason why is - Takes a standard action to use the ability and only last 1 minute. The potential damage you loose for not full round attacking is a lot greater then the damage you would gain for applying this buff. Same for the level 10 part of the Blessing.

Nobility Blessing: I feel is one of the better blessing that warpriests can get. Inspiring Word (minor) works best with skill checks or that need to make saving throw (ongoing damage). Lead by Example (major) takes a swift action to use. While Warpriests have crazy amounts of swift actions they can do, this still allows a full attack action.

There is literally no standard action blessing which I would ever use in combat except for the repose auto kill. Destruction blessing would be used before opening the door or entering a room. Lead by example provides 0 bonus in my group so its a swift action for literally nothing. The Lesser blessing also doesn't work with basic heroism.


I'd switch from a longbow to an orc hornbow, maybe by being a half orc? You like the lesser Blessing of Destruction. As a Half Orc, you can get a Bite Attack as an Alternate Racial Trait. Be a Warpriest that worships Dahak: Dahak has the Destruction Domain, and his Favored Weapon is Bite. Now you can use your Blessing of Desctruction to put a +1 on your hail of arrows, and you can do Sacred Weapon Damage with your Bite without having to take Weapon Focus.

You probably don't need to be told this, but the Adaptive is crucial for your bow for when you cast Bull Strength on yourself as a swift Action.


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