Advanced Class Guide Preview: Warpriest

Tuesday, June 17, 2014


Illustration by Subroto Bhaumik

Many years ago, back in the days of the Advanced Player's Guide, there were plans to open up the paladin class to characters of any alignment. Unfortunately, the constraints of the class and its many alignment-based abilities made it too much of a challenge to fit in the pages of that book. Fortunately, the Advanced Class Guide gave us the opportunity to revisit the idea in the form of the Warpriest.

Blending together the powers of the fighter and the cleric, the warpriest is a class that allows you to represent the ideals of your deity, but to back them up with cold, hard steel. The class had 6 levels of divine spellcasting, combined with an ability called blessings that work like domains, but grant combat focused abilities. It seemed like a perfect blend, but the first version of the class that we put forth to playtest did not go over very well. The powers and abilities, as initially designed, just did not give the player enough martial ability to get the job done. It had some the spellcasting and some of the combat skill, but the two just did not work well together as initially presented. Fortunately, in round 2 of the playtest, we got it right (or maybe a bit too right). We added an ability called fervor that allows the warpriest to channel energy to heal his allies similar to a paladin's lay on hands, but it also could be spent to cast warpriest spells as a swift action, as long as those spells only targeted the warpriest. We also changed an ability called sacred weapon, which allows the warpriest to designate a weapon (or the favored weapon of his deity) and use that weapon to greater effect, increasing the damage and attack bonus.

Unfortunately, that caused a bit of a problem. The class was a bit too good.

The second round of playtest showed us some really interesting data. Everyone seemed in love with the class, which is certainly good, but our surveys also showed us that the class was now at the top of the power curve. After a number of internal playtests, it became clear that attacking with the full attack bonus of a fighter, combined with swift-casting a number of "buff" spells made the class a juggernaut. Since we really liked how the fervor mechanic worked, the sacred weapon rules had to change. Sacred weapon still increases the damage of weapons and it can still be used to grant special abilities to the weapon, but it no longer increases the attack bonus of the warpriest when using the designated weapon. Just like that, everything seemed to fit.

We also took another look at a wide number of the blessings, bringing them all in line with one another and making them a more seamless part of the class. Take the community blessing for example. The major version of the blessing did not fit really well and was outright useless to a warpriest of Erastil. It got changed to the following.

Fight as One (major): At 10th level, you can rally your allies to fight together. For 1 minute, whenever you make a successful melee or ranged attack against a foe, allies within 10 feet of you gain a +2 insight bonus on attacks of the same type you made against that foe—melee attacks if you made a melee attack, or ranged attacks if you made a ranged attack. If you score a critical hit, this bonus increases to +4 until the start of your next turn.

There are a lot of other exciting changes in the blessings as well, but for those, you will have to wait until the book arrives in stores and at Gencon in mid-August. Come back on Thursday to unleash your inner rage, now improved with magic!

Jason Bulmahn
Lead Designer

More Paizo Blog.
Tags: Igor Grechanyi Pathfinder Roleplaying Game Warpriest
551 to 600 of 1,041 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Rynjin wrote:
Scavion wrote:
SR has never been an issue for any caster with a brain past very low levels.

Unless you're playing in an evil campaign.

Celestials OP pls nerf Piazo

Seriously between nearly everything having a g!$ d#+n Lesser Globe of Invulnerability and SR higher than average for evil creatures of the same CR and them having rad saves on top usually it's pretty annoying.

I believe the Celestial beings were intended to be more powerful than their evil counterparts because the evil ones out-number the good ones.


From a fluff perspective, yes.

From a mechanical perspective I'm pretty sure the reason they felt justified doing it was because they never factored in PCs using Evil options though.

Like, the evil versions of spells are always weaker as well.

Look at Holy Smite vs Unholy Blight, or Holy Word vs Blasphemy.

They seem to have balanced the game with a pretty lopsided view of the power scheme, it's kinda disappointing since it makes you want to steer away from the Evil counterparts of other wise good Good spells.

It's like the CR system was based off of the evil version of stuff and you may as well chuck it out the window for good creatures because a CR 10 Demon and a CR 10 Angel are in a whole different league.


Rynjin wrote:

From a fluff perspective, yes.

From a mechanical perspective I'm pretty sure the reason they felt justified doing it was because they never factored in PCs using Evil options though.

Like, the evil versions of spells are always weaker as well.

Look at Holy Smite vs Unholy Blight, or Holy Word vs Blasphemy.

They seem to have balanced the game with a pretty lopsided view of the power scheme, it's kinda disappointing since it makes you want to steer away from the Evil counterparts of other wise good Good spells.

It's like the CR system was based off of the evil version of stuff and you may as well chuck it out the window for good creatures because a CR 10 Demon and a CR 10 Angel are in a whole different league.

Ghaele Azata can kick the crap out of most evil counterparts (demons, devils, daemons) up to the CR 17 range or so.


Looking forward to breaking the new version of warpriest like i broke the test play version. Lol
i would like to see the weapon buffs last longer than a round and want to see the new versions of the blessings.


I'm glad weapon damage scaling stayed, it was actually my favorite aspect of the warpriest. In my mind there are a lot of weapons that don't get much use in play. With this we can see characters using weapons not normally used and still be able to catch up.

Which means I'm probably going to abuse the scythe. Go warscythe!


magnuskn wrote:
Undone wrote:

This isn't even hard. 13/13/13/13/8/3 BAB to hit with Arrows smiting evil at 13 is +13, +6 STR, +5 Weapon, +1 PBS, +8 Deadly aim, 7 (Holy from bonded weapon average) 4.5 average D8. Without awesome optimization it's averaging 44.5 (you get better bonded weapon im just lazy) self buffs, LoR(Which doubles damage output to the 600 range). Barbarians get way more damage with Come and get me.

You literally only out shown them because of system mastery. I could make a rogue who gets upward of 200 damage.

For starters, I doubt that you can get a +5 weapon and +6 Strength at normal WBL without lacking much of everything else you would want to have. Divine Bond is an option, but given that we have been talking about self-buffing efficiency, it will not always be applicable. I am assuming that you are including self-buffed haste in your six attacks above. And Litany is overpowered BS and will not be available very often.

Let's see, my Inquisitor had a +1 Holy Composite Longbow, upgraded to +3 via Greater Magic Weapon, Greater Bracers of Archery and, due to budgetary constraints to WBL, only a +4 DEX enhancer. And I think that's it, outside of judgements. Let's assume that the Divine Bond goes off and nets you much of the same effect, making your bow +4 Holy. 15 point buy. Meaning that you are severely lacking in building points to build a strong + dexterous + charismatic Paladin. I'd say that puts you more at 14 STR, 22 DEX and 20 CHA, or less if you go for Unsanctioned Knowledge.

So, not even taking into account to-hit numbers, we get 40 damage per hit, for 240 damage per round, on the right targets, maybe doubled for one or two enemies. So, yeah, maybe you are right and I was above the level of optimization of the group. Since I've now "downgraded" to a Swashbuckler, it'll be more equal from now on.

Spoiler:
1) Starting with a 16 STR allows for a +4 str item and a +4/6 charisma item. Angelkin gives +2 str and cha. That's +6 str for 16k. The dexterity item is unneeded at all. Charisma (which should be +5 to +6) to attacks in addition to your respectable +3 starting dex mod is higher than the to hit. If you're having issues with a +5 weapon that's fine reduce it to +4. That's still 43.5 and I'm not yet trying. With 140k gold a +5 weapon seems completely in line to me. Assuming a standard 20 point buy STR: 15 DEX: 16 CON: 12 INT: 7 WIS: 10 CHA: 14 bump STR 1 time then bump cha 2 times, add a +6 cha item and a +4 str item, bracers of falcons aim or if cheesy greater bracers of archery. To hit is easy to come by. I can go up damage easily if I wanted to assume the target was no resists but that is rarely the case. Additionally the build approaches hit on a 2 territory for most attacks. As such you should account for a 38% increase in damage from a 19-20x3 crit range. (9.5% for x2 hit on a 2, 19% for x3, 38% for 19-20) which averages 331.2 damage. Double for litany to 662.4 Congrats the only things that survive that damage are >CR 25. I don't think you factor crits into anything when doing DPR which you really have to its why falcata is the superior weapon.

2) "Overpowered BS" is always taken into account when optimizing or wizard/cleric/druid/shaman/witch wouldn't count almost anything. Litany is a spell which can be recalled for 4000 gold/recall. It can be spammed at higher levels after smites from Oath of vengeance.

3) The to hit of the paladin dwarfs the to hit of the inquisitor.


Quote:


Deadmanwalking wrote:
Tels wrote:
Undone wrote:
-Ranger-Good utility spells, animal companion requires a single feat to be as effective as about 75% of a barbarian(The bring it to druid level feat).
HAHAHAHA!!! Yeah... No. An Animal Companion is *not* 75% as effective as a Barbarian. If they are in your games, it's either due to obscene wealth, or, more likely, s@#*ty Barbarians.
I read that as Ranger + Animal Companion = 75% of a Barbarian...perhaps incorrectly. I agree with your statement if you're right about the intended meaning.
I read it as an animal companion + 1 feat = 75% of Barbarian.

Spoiler:

Assuming a ranger invests in an amulet of mighty fists +2 or 3 or if you really want optimization a Vicious, Holy amulet of mighty fists by level 13 and invests in the feat that improves their effective druid level by 4 (Up to hitdice) for animal companion purposes then the full AC as a lion does Bite (2d6) 2 Claws (1d8) 2 Rake (1d8) (Increased natural weapon dice feats) on a pounce with to hit bonuses a STR score of 22 without any magical items is +6 str, +6 PA, +7 vicious damage, +7 holy damage. At this point you have to spend more gold than just an AoMF If you are unwilling then for 36000 gold you improve your damage by 173 points. So I was slightly off. It's about 55-60% of a barbarian, more if they don't take beast totem.


Could someone link me to the current version of Warpriest that we're all talking about?


Duboris wrote:
Could someone link me to the current version of Warpriest that we're all talking about?

It's not currently available but we know it doesn't have the full BAB effects charisma appears 0 times in the class and that the very minor buffs from domains are reviving slight improvements.


So they made everything based on wisdom, then? Splendid, I'm okay with that sacrifice.

Liberty's Edge

Undone wrote:
Assuming a ranger invests in an amulet of mighty fists +2 or 3 or if you really want optimization a Vicious, Holy amulet of mighty fists by level 13 and invests in the feat that improves their effective druid level by 4 (Up to hitdice) for animal companion purposes then the full AC as a lion does Bite (2d6) 2 Claws (1d8) 2 Rake (1d8) (Increased natural weapon dice feats) on a pounce with to hit bonuses a STR score of 22 without any magical items is +6 str, +6 PA, +7 vicious damage, +7 holy damage. At this point you have to spend more gold than just an AoMF If you are unwilling then for 36000 gold you improve your damage by 173 points. So I was slightly off. It's about 55-60% of a barbarian, more if they don't take beast totem.

Well, first off, Rangers can't get Big Cats. Their Animal Companion choices are sharply circumscribed. There's at least one Archetype that fixes this, but it's still worth noting.

Second, the lion you list above has a +11 to hit (it would be +10 with the Str you list, but a 13th level Big Cat has a 25). At 13th level. You can improve that somewhat, but it's probably gonna max at +17 or so. And that's a at least 5 and maybe more like 10 points or so below the amount a Barbarian that level would have on their primary attack, and they probably have only half the HP. And likely Saves that are, say, half as high. Less on Will Saves.

So...calling it even half a Barbarian is not gonna fly. I love Animal Companions quite a bit, and they're one of the single best damage enhancers in the game, but they aren't the equal of having another martial PC in the party. Not even close.


Deadmanwalking wrote:
Undone wrote:
Assuming a ranger invests in an amulet of mighty fists +2 or 3 or if you really want optimization a Vicious, Holy amulet of mighty fists by level 13 and invests in the feat that improves their effective druid level by 4 (Up to hitdice) for animal companion purposes then the full AC as a lion does Bite (2d6) 2 Claws (1d8) 2 Rake (1d8) (Increased natural weapon dice feats) on a pounce with to hit bonuses a STR score of 22 without any magical items is +6 str, +6 PA, +7 vicious damage, +7 holy damage. At this point you have to spend more gold than just an AoMF If you are unwilling then for 36000 gold you improve your damage by 173 points. So I was slightly off. It's about 55-60% of a barbarian, more if they don't take beast totem.

Well, first off, Rangers can't get Big Cats. Their Animal Companion choices are sharply circumscribed. There's at least one Archetype that fixes this, but it's still worth noting.

Second, the lion you list above has a +11 to hit (it would be +10 with the Str you list, but a 13th level Big Cat has a 25). At 13th level. You can improve that somewhat, but it's probably gonna max at +17 or so. And that's a at least 5 and maybe more like 10 points or so below the amount a Barbarian that level would have on their primary attack, and they probably have only half the HP. And likely Saves that are, say, half as high. Less on Will Saves.

So...calling it even half a Barbarian is not gonna fly. I love Animal Companions quite a bit, and they're one of the single best damage enhancers in the game, but they aren't the equal of having another martial PC in the party. Not even close.

I may as well point out that the one archetype that gives Rangers access to pouncers causes them to no longer give their pets their favored enemy bonus.

I think the feat that can give a ranger a gryphon is an option that works with favored enemy bonuses though.


Matrix Dragon wrote:
Deadmanwalking wrote:
Undone wrote:
Assuming a ranger invests in an amulet of mighty fists +2 or 3 or if you really want optimization a Vicious, Holy amulet of mighty fists by level 13 and invests in the feat that improves their effective druid level by 4 (Up to hitdice) for animal companion purposes then the full AC as a lion does Bite (2d6) 2 Claws (1d8) 2 Rake (1d8) (Increased natural weapon dice feats) on a pounce with to hit bonuses a STR score of 22 without any magical items is +6 str, +6 PA, +7 vicious damage, +7 holy damage. At this point you have to spend more gold than just an AoMF If you are unwilling then for 36000 gold you improve your damage by 173 points. So I was slightly off. It's about 55-60% of a barbarian, more if they don't take beast totem.

Well, first off, Rangers can't get Big Cats. Their Animal Companion choices are sharply circumscribed. There's at least one Archetype that fixes this, but it's still worth noting.

Second, the lion you list above has a +11 to hit (it would be +10 with the Str you list, but a 13th level Big Cat has a 25). At 13th level. You can improve that somewhat, but it's probably gonna max at +17 or so. And that's a at least 5 and maybe more like 10 points or so below the amount a Barbarian that level would have on their primary attack, and they probably have only half the HP. And likely Saves that are, say, half as high. Less on Will Saves.

So...calling it even half a Barbarian is not gonna fly. I love Animal Companions quite a bit, and they're one of the single best damage enhancers in the game, but they aren't the equal of having another martial PC in the party. Not even close.

I may as well point out that the one archetype that gives Rangers access to pouncers causes them to no longer give their pets their favored enemy bonus.

I think the feat that can give a ranger a gryphon is an option that works with favored enemy bonuses though.

I was actually not using the FE bonuses. If you want to use those just use the feat that gives you a griffon.

Liberty's Edge

My response did not use Favored Enemy bonuses either (and those certainly help when they apply or you burn the spell)...but that doesn't help the defenses I mention at all.


5 people marked this as a favorite.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

"I don't like the Warpriest because he's not damage op."

Pfft.

listen up you OP lovers, how many people are in your roleplaying group on average per session minus the DM?

The usual number is four. which means you got four able body adventurers to do the job.

now, the Warpriest is not yet fully revealed and the developers probably changed the numbers a little more than you think. so don't go, "this can't be OP." until you see the final results.

second, the point of an adventuring party is by pooling your strengths together to get a better advantage. if you notice in many of the AP series iconics, at least two of the members are always combat efficient. so unless you have only one player playing a combative class, their is no need or necessity to OP.

In many ways it is the supportive roles that make a difference, the combat ones are just meat shields and slegehammers, the supportive roles can't handle such conditions so the combat ones do it for them.

*exhale* Sorry, had to get that off of my chest.


zergtitan wrote:

"I don't like the Warpriest because he's not damage op."

Pfft.

listen up you OP lovers, how many people are in your roleplaying group on average per session minus the DM?

The usual number is four. which means you got four able body adventurers to do the job.

now, the Warpriest is not yet fully revealed and the developers probably changed the numbers a little more than you think. so don't go, "this can't be OP." until you see the final results.

second, the point of an adventuring party is by pooling your strengths together to get a better advantage. if you notice in many of the AP series iconics, at least two of the members are always combat efficient. so unless you have only one player playing a combative class, their is no need or necessity to OP.

In many ways it is the supportive roles that make a difference, the combat ones are just meat shields and slegehammers, the supportive roles can't handle such conditions so the combat ones do it for them.

*exhale* Sorry, had to get that off of my chest.

My argument is his utility is dwarfed by all 3 of the full BAB 4th level caster classes in addition to his damage being much lower.

Quote:
My response did not use Favored Enemy bonuses either (and those certainly help when they apply or you burn the spell)...but that doesn't help the defenses I mention at all.

you're right about the saves but the AC on the animal companion should be in the 30s easily.

Liberty's Edge

1 person marked this as a favorite.
Undone wrote:
My argument is his utility is dwarfed by all 3 of the full BAB 4th level caster classes in addition to his damage being much lower.

As I mentioned about a page back, this is not correct at all in regards to utility. Which has nothing to do with combat. And is a lot less true in damage than you seem to think.

You still haven't responded at all to those in-depth criticisms of your argument, I'll note.

Undone wrote:
you're right about the saves but the AC on the animal companion should be in the 30s easily.

I never mentioned low AC for precisely this reason. I mentioned HP and Saves.


zergtitan wrote:
*exhale* Sorry, had to get that off of my chest.

While I'm glad you're feeling better about yourself now, I really don't think a post like that is going to improve the mood in the thread.

I'm going to ask you to either edit to make it less antagonistic, or delete it completely.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Undone wrote:
My argument is his utility is dwarfed by all 3 of the full BAB 4th level caster classes in addition to his damage being much lower.

Uh.....He's six levels of spell casting not four.


zergtitan wrote:
Undone wrote:
My argument is his utility is dwarfed by all 3 of the full BAB 4th level caster classes in addition to his damage being much lower.
Uh.....He's six levels of spell casting not four.

I think that was part of his point. That he's arguing that this six-level caster is worse than a lot of 4-level casters.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Kudaku wrote:
zergtitan wrote:
*exhale* Sorry, had to get that off of my chest.

While I'm glad you're feeling better about yourself now, I really don't think a post like that is going to improve the mood in the thread.

I'm going to ask you to either edit to make it less antagonistic, or delete it completely.

I apologize for the rudeness of my post, though it doesn't change the point.

Plus, I can't edit that post anymore.

If it seemed selfish, it was not my intention. when I tend to get irritated by a subject I tend to become "I and Me" in an argument when I'm trying to say "We" in the spur of a moment. I was trying to voice an opinion "bluntly" to try to cease the whining on a class not yet fully released in it's entirety and therefore cannot yet be truly judged.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
MagusJanus wrote:
zergtitan wrote:
Undone wrote:
My argument is his utility is dwarfed by all 3 of the full BAB 4th level caster classes in addition to his damage being much lower.
Uh.....He's six levels of spell casting not four.
I think that was part of his point. That he's arguing that this six-level caster is worse than a lot of 4-level casters.

Ah. well I guess we won't really know until August whether or not their larger amount of spell casting can make the difference to equal them out and if the abilities of the Warpriest are better than we think.


1 person marked this as a favorite.

This thread has made me go back and take a long, hard look at the Inquisitor... man, I forgot how much that class gets! Especially with some of those Inquisition options. I'm starting to hope that the Warpriest was compared against them for balancig. Or failing that, I can build most of the same concepts with a book I already have and would only need to dip into the Warpriest for weird weapon weilders (A WWWW if you will.)

Grand Lodge

1 person marked this as a favorite.

Did it ever get answered how Weapon Focus(Ray), and Weapon Focus(Net) interact with the Sacred Weapon ability?

There are actually a number of Deities that have the Net as their favored weapon, so I ask.


I am still waiting to find out if Sacred Weapon damage can change a nonlethal weapon to lethal. Something tells me that will be unchanged though.


Deadmanwalking wrote:
Undone wrote:
My argument is his utility is dwarfed by all 3 of the full BAB 4th level caster classes in addition to his damage being much lower.

As I mentioned about a page back, this is not correct at all in regards to utility. Which has nothing to do with combat. And is a lot less true in damage than you seem to think.

You still haven't responded at all to those in-depth criticisms of your argument, I'll note.

Undone wrote:
you're right about the saves but the AC on the animal companion should be in the 30s easily.
I never mentioned low AC for precisely this reason. I mentioned HP and Saves.

As I mentioned animal companions, immunity auras, inborn spells and the ability to fly all mimic spells often times important. The difference being these function in all cases and provide allies with valuable abilities (resistances to fear, disease, exct) passively. Nothing the WP gets compares to paladin auras, the AC, <flight> +5 foot reach, free resistances, or 4 levels of arcane spells vs divine spells (The magus being closest with the blood rager being the weakest of the three as printed due to no personalized spell list).

The issue is simple.

The WP has almost exclusively combat passive abilities for class features.
The WP has to use his spells for combat or utility.
The Paladin (what I feel is closest) has utility passively in auras, immunities, and a bond or mount.
The paladin has stronger in combat capabilities.
The cleric has similar combat abilities if you make use of scrying or are at levels >4 or >6 (Depending on the cleric).
The cleric has significantly more utility.

Either it's worse than the paladin or worse than the cleric. That's my problem with it when it hasn't full BAB. When it has full BAB it's closer to the paladin in damage and can focus spells on utility making those spells actually useful instead of shoring up it's shortcomings in combat.


3 people marked this as a favorite.

I'm trying to wrap my head around what your saying...and I'm really really have a hard time doing it.


I was disappointed when I read the initial blog post. I was a fan of the 'crusader' build available in the old Skills and Powers book - essentially a divine buffing warrior.

I'm still eager to see the final class.


4 people marked this as a favorite.
havoc xiii wrote:
I'm trying to wrap my head around what your saying...and I'm really really have a hard time doing it.

It's probably best just to smile and nod and walk away.


5 people marked this as a favorite.

Remember when people played different classes simply because they sounded fun?


1 person marked this as a favorite.
Torbyne wrote:
This thread has made me go back and take a long, hard look at the Inquisitor... man, I forgot how much that class gets! Especially with some of those Inquisition options. I'm starting to hope that the Warpriest was compared against them for balancig. Or failing that, I can build most of the same concepts with a book I already have and would only need to dip into the Warpriest for weird weapon weilders (A WWWW if you will.)

Aye, Paizo did a phenomenal job while designing Inquisitors to be Divine Bards. Yea, it may not have the innate group support of baseline Bards, but the Inquisitor chassis is still extremely versatile and can be built to fill a wide variety of party roles. The sheer number of Domains and Inquisitions it has access to really open up some interesting options for them.


2 people marked this as a favorite.
Kayland wrote:
Remember when people played different classes simply because they sounded fun?

Not only do I remember those days, but I regret decisions made those days. Being a Fighter because it sounded fun next to a Barbarian, Archer Ranger, Battle Cleric, and Sorcerer? We all built what we thought was fun. Guess who ended up feeling burned by their choices?

But it was okay! I played a rogue after that because it sounded freaking cool! And boy was I burned for that too.

It turns out that certain classes are by nature unable to support the concepts you have in mind. A class that does a bad job supporting the desired concept (tough tower shield fighter, sneaky assassin dude, religious warrior) is actually the opposite of fun. Is our goal really to make sure that the Warpriest is overpowered, or is it to ensure that future Warpriest players can actually be the character they want to be?


I would love to see the Warpriest get the option to take Domains or Inquisitions instead of his warpriest blessings. Anger Inquisition coupled with some Warpriest buffs and bonuses. What's not to like?


1 person marked this as a favorite.

I find it a little depressing that posters are being ridiculed here for voicing concerns regarding the Warpriest when those same concerns, voiced in the ACG play test, helped make the WP what it is today. If people were happily nodding along to to the original class as put forward by Paizo the Warpriest would be the paladin take on the Warrior NPC class.

Kayland wrote:
Remember when people played different classes simply because they sounded fun?

Do you know what class I played because I thought it sounded fun? The Truenamer! Learning the secret language of the universe! Awesome! Altering the state of things around me by uttering their true name? Woo! Mastering the Lexicon of the Evolving Mind, Crafted Tool and the Perfected Map? Can't wait!

Unsurprisingly, the character didn't work out quite as I had envisioned.

Since then I've come to realize that I'd like classes to have more to them than a catchy name.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Major_Blackhart wrote:
It would be great if they could give us something. Other than the book I mean.

Such as........?

Liberty's Edge

3 people marked this as a favorite.
Undone wrote:
As I mentioned animal companions, immunity auras, inborn spells and the ability to fly all mimic spells often times important. The difference being these function in all cases and provide allies with valuable abilities (resistances to fear, disease, exct) passively.

Almost none of these are utility powers in the sense normally used. They're all almost exclusively useful in direct combat and nowhere else. To reiterate, that's not what utility means.

Undone wrote:
Nothing the WP gets compares to paladin auras, the AC, <flight> +5 foot reach, free resistances, or 4 levels of arcane spells vs divine spells

They have the full Cleric list up to level 6. That's a huge amount of utility if they prep right.

Undone wrote:
(The magus being closest with the blood rager being the weakest of the three as printed due to no personalized spell list).

I...have no idea what you just said.

Undone wrote:

The issue is simple.

The WP has almost exclusively combat passive abilities for class features.

Possibly, but he also has the Cleric list. And going through the Warpriest's shortcomings, while certainly relevant to this thread, is not sufficient for your argument with me, since you made a lot of general statements about all 6-level casters that I was disagreeing with, not just ones about the Warpriest (which I wouldn't have disputed the same way...since we simply don't know enough about the final version to say much about it).

Undone wrote:
The WP has to use his spells for combat or utility.

Yes. And?

Undone wrote:
The Paladin (what I feel is closest) has utility passively in auras, immunities, and a bond or mount.

Those aren't utility. They're very nice, but don't meet the definition of utility abilities that other people are using.

Undone wrote:
The paladin has stronger in combat capabilities.

Possibly. Hard to tell given we lack the full class at the moment.

Undone wrote:
The cleric has similar combat abilities if you make use of scrying or are at levels >4 or >6 (Depending on the cleric).

You can only scry creatures you're familiar with, and Clerics can only scry at 9th level plus...and Warpriests can do the same from 13th if they like.

Undone wrote:
The cleric has significantly more utility.

Yes, he does. But he might have less direct combat capability. We'll just have to wait and see.

Undone wrote:
Either it's worse than the paladin or worse than the cleric.

A 6 level caster is supposed to be a middle ground between a 4 level caster and a 9th level one. I'm not sure I see the problem.

Undone wrote:
That's my problem with it when it hasn't full BAB. When it has full BAB it's closer to the paladin in damage and can focus spells on utility making those spells actually useful instead of shoring up it's shortcomings in combat.

Or it could burn those spells on combat like it was designed to...and maybe be too good in combat. Which would be why the change. Now, we'll have to see if what was gained makes up for that in other ways, but it's very possible.


Getting hyped again looking at this class. Have a half formed idea for a small sized PC using spells and bonus feats for a ridiculous charge hit. Really need a mounted archetype now though.


The art on the post suggests just such an archetype.


:) that's what got me thinking about it in the first place.

RPG Superstar 2008 Top 32

blackbloodtroll wrote:

So, we will actually be able to get a Nightmare Mount?

I am pretty damn hyped about that.

Now, if only there was a way to get an Unicorn mount...

I have a suspicion that that's actually a fiendish warhorse. I say that because it would be much easier to balance a class that gets an animal companion with a template than getting a Nightmare outright.

I suppose if you could get a celestial warhorse it might kinda look like a unicorn.


The artwork above is titled "Divine Commander". Could be an archetype that gives a freebie Leadership feat with a score bonus like the Nobiliy Domain does. From there the mount might just be a cohort.

RPG Superstar 2008 Top 32

Suma3da wrote:
The artwork above is titled "Divine Commander". Could be an archetype that gives a freebie Leadership feat with a score bonus like the Nobiliy Domain does. From there the mount might just be a cohort.

That's true, but I'm not sure 'fancy mount' is the default way I'd want to illustrate that class. (On the other hand, I'm not sure why 'Commander' would get a fancy mount, in particular, either.)

I guess we'll just have to see what happens when the book comes out.


Maybe the fancy horse is related to one of the blessings? A paladin-style mount would make sense for the Animal domain, actually.

In any case, I'm now a little more excited about the warpriest now that it's mechanics are cleared up. I think that removing the restriction for Sacred Weapon to be your deity's favoured weapon could allow for some interesting character concepts.


TerminalArtiste wrote:

Maybe the fancy horse is related to one of the blessings? A paladin-style mount would make sense for the Animal domain, actually.

In any case, I'm now a little more excited about the warpriest now that it's mechanics are cleared up. I think that removing the restriction for Sacred Weapon to be your deity's favoured weapon could allow for some interesting character concepts.

Wait I'm confused. I thought the sacred weapon didn't have to be your deity's favored weapon.

Liberty's Edge

Ralanr wrote:
TerminalArtiste wrote:

Maybe the fancy horse is related to one of the blessings? A paladin-style mount would make sense for the Animal domain, actually.

In any case, I'm now a little more excited about the warpriest now that it's mechanics are cleared up. I think that removing the restriction for Sacred Weapon to be your deity's favoured weapon could allow for some interesting character concepts.

Wait I'm confused. I thought the sacred weapon didn't have to be your deity's favored weapon.

It doesn't. However, it did in the first playtest version, though not the second.

Dark Archive

Ralanr wrote:
TerminalArtiste wrote:

Maybe the fancy horse is related to one of the blessings? A paladin-style mount would make sense for the Animal domain, actually.

In any case, I'm now a little more excited about the warpriest now that it's mechanics are cleared up. I think that removing the restriction for Sacred Weapon to be your deity's favoured weapon could allow for some interesting character concepts.

Wait I'm confused. I thought the sacred weapon didn't have to be your deity's favored weapon.

It did during the first play test but they changed it to any weapon you have weapon focus with.

Edit: Deadmanwalking beat me too it.


That's correct. It's been like that since the 2nd playtest.


Whoops. Double ninja'd.


So many ninjas. Didn't realize the class was that popular.


1 person marked this as a favorite.

Only on the forums. You never see them in play... if they are being played right ;p


Torbyne wrote:
Only on the forums. You never see them in play... if they are being played right ;p

If you think you've seen a Ninja, it was just a fake.

551 to 600 of 1,041 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Paizo Blog: Advanced Class Guide Preview: Warpriest All Messageboards

Want to post a reply? Sign in.