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

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Tags: Igor Grechanyi Pathfinder Roleplaying Game Warpriest
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Shadow Lodge

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Cheapy wrote:
So quick to dismiss that which they haven't seen...

For me, it's more I'm really bummed about what I do see. That being said, I could be wrong, and willing to give it a look once it comes out, but I kind of have an idea what to expect from the class I was most hopeful for.


RafaelBraga wrote:
And my cleric would need 1 round of buffing at low levels... nothing at high levels.
So, at low levels, at least is equal to Warpriest, but without the option to swift-cast it in emergencies. Point goes to WP. At high-levels... How, exactly? Quicken Spell? Rods of Quickening are also an (expensive) option, but how exactly are you using it while holding a greatsword (or sword and shield, or whatever)?
Quote:
The cleric would get 1 hour/level armor or weapon bonus at level 5, 1 cast each, lasting the entire dungeon/encounter setting.

One nifty and probably overlooked point in favor of the WP: while Greater Magic Weapon doesn't help with bypassing DR, Sacred Weapon has no such language.

Silver Crusade

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Just hoping it can still fulfill the role of "non-lawful paladin equivalent".

I am very glad we can apparently still choose the sacred weapon for each warpriest instead of having to use the favored one. Scythe-weilding Pharasmin grim-reapery paladins and khopesh-weidling Osirian Sarenites FTW.

Liberty's Edge

RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

Yeah, no. I just rebuilt my PFS warpriest as a crusader cleric, and the exchange was almost all bad. The crusader lost 4hp, a round's worth of attacks and was at -1 attack, -3 dam and -2AC by the end of the third round. The crusader's one extra spell - locate object - didn't actually make up the difference.

EDIT: Oh, yeah, and my bull's strength was actually less effective in determining the warpriest's advantage, since I'm playing a Dex-based cleric. For someone like Oloch, it would have been -3 attack, -4 damage and -2 AC...


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I finally thought they'd fixed the Monk, in a roundabout way.

Should've known better than to hope.

Shadow Lodge

Pathfinder Rulebook Subscriber

Really? Once again, that is a big assumption made based on very incomplete knowledge. Especially considering the Warpriest is going to get into buffed, physical combat faster and swing for more weapon dice damage. Given the lower lvl of spells the character can get by with a lower wisdom and pump more into his/ her physical stats. Heck, these things would be beasts duel wielding as is.


Woo... he can burn through all of his spells in 2 encounters.... Also yeah... I was gonna make a Monk Warpriest too...


Kieviel wrote:
Really? Once again, that is a big assumption made based on very incomplete knowledge. Especially considering the Warpriest is going to get into buffed, physical combat faster and swing for more weapon dice damage. Given the lower lvl of spells the character can get by with a lower wisdom and pump more into his/ her physical stats. Heck, these things would be beasts duel wielding as is.

For that, the warpriest would have to focus on Dex as well as Strength, Con, Wisdom, and Charisma. Yeah, that's not going to happen.


if this is the case then i kinda hope they cut out charisma dependency altogether.


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Kieviel wrote:
Especially considering the Warpriest is going to get into buffed, physical combat faster

The only way he can buff fast is by spending Fervor. Which requires Cha to make any use of.

Which means the Warpriest needs the standard martial stats (Str/Dex/Con), along with Wis for casting, Cha for Fervor, and Int to contribute a damn thing outside of combat because he has 2+Int skills.

It was painful when he had effective full BaB, but he could get away with a slightly lower attack stat in that case. Not so now.

Kieviel wrote:
and swing for more weapon dice damage.

Correction: Same weapon dice.

Kieviel wrote:
Given the lower lvl of spells the character can get by with a lower wisdom and pump more into his/ her physical stats.

Incorrect. He can get by with a lower Wisdom because that's the ONLY WAY TO AFFORD ALL THE STATS IT REQUIRES.

Kieviel wrote:
Heck, these things would be beasts duel wielding as is.

Higher damage dice doesn't make up for the other problems. Which were already present, but he was getting a lot (effective full BaB on top of his casting and such) in exchange for the ludicrous stat array required to make one work properly.

The Warpriest is hands down the MADest single class in the game. And he's now lost one of the major things that made that worthwhile.


This is kinda the case i hope they acknowledge the mistake in 2 or 3 months and or revert the change or remove the sacred weapon damage scaling and add full bab again to it.

WP is better than cleric at lv 2 and 4, all other levels cleric outshine... faster at every increasing level.

Of course a cleric build like a warpriest, a caster cleric outshine everyone but druid and wizard, but this is another discussion :P


RafaelBraga wrote:

This is kinda the case i hope they acknowledge the mistake in 2 or 3 months and or revert the change or remove the sacred weapon damage scaling and add full bab again to it.

It's a bit late to change anything now. The books are already in print and will be available for purchase in I believe August.


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I know Scavion, this doesnt stop them from listening to feedback, acknowledge a mistake, and errata it to next printings :)


5 people marked this as a favorite.

As with all of these classes I will wait for the ACG to release before judging harshly but things are looking grim for the Warpriest...


I'm sorry to say that it is surely too late to implement any further changes. I would place a hefty wager on the fact that they have finished get printing stage and are simply awaiting shipment to vendors.


RafaelBraga wrote:
I know Scavion, this doesnt stop them from listening to feedback, acknowledge a mistake, and errata it to next printings :)

I truly don't mean this in a sarcastic way. Does anyone know of an example in which they have reprinted a book based on negative feedback on a class, and not spelling errors/rules oversight?


Well at least i think that the brawler will be better than the last test incarnation and now that i can multiclass with the monk i have great expectations on how his flurry will interact with the monk flurry.

And the Slayer will be a great adition to to a fighter/rogue like character.

Shadow Lodge

Maybe its just a very late April Fools. . .

:)

Liberty's Edge

1 person marked this as a favorite.
RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

I think the proper comparison here is Warpriest being the Cleric equivalent of Wizard's Magus. Yes Magi are worse spellcasters than Wizards...but that doesn't make them a bad class. Not at all.

Now, Warpriest does have to use Fervor to do what the Magus does by taking a -2 to attack...but Warpriest also comes with several other rather shiny tricks which we'll see the use of when we get an actual the final version. My bet would be on them being worth it, though we'll just have to wait and see to be sure.


They can multiclass now?


Chaotic Fighter wrote:
They can multiclass now?

Yeah, in a blog post they mentioned that they removed that restriction.


1 person marked this as a favorite.

I also don't see any chance in hell of them errata-ing back the the full BAB. Best case scenario is a archetype which trades away something for full BAB.

I think it's premature to judge a class by a preview. I also think it's impossible for Paizo to scale back anything they have in playtest or in existing books without a contingent of people decrying the act as the WORST THING EVER.


So, the Warpriest requires strength, con, wis, and cha to be viable now? He could do decent I think with a dex of 10, though he won't be winning many races.


WOOHOO!!! Now I can make a Brawler/Brawler.

Also as it stands now I might just have to beg my GM to let me take domains instead of Blessings with my warpriest unless they fix the terrible blessings.


Eh, I'm sure we'll see what's to be seen when it's all said and done.


Deadmanwalking wrote:
RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

I think the proper comparison here is Warpriest being the Cleric equivalent of Wizard's Magus. Yes Magi are worse spellcasters than Wizards...but that doesn't make them a bad class. Not at all.

Now, Warpriest does have to use Fervor to do what the Magus does by taking a -2 to attack...but Warpriest also comes with several other rather shiny tricks which we'll see the use of when we get an actual the final version. My bet would be on them being worth it, though we'll just have to wait and see to be sure.

i told about the magus a lot on my previous post. And by the nature of the magus, it take a diferent role on the group than a wizard, so the magus dont need to be direct compared to the wizard, for example.

The full bab warpriest was around the same. He was a reliable fighter that pick perfect situations to complement his fighting skills with magic spells.

The 3/4 bab warpriest is basic a cleric who trade casting potential for some special abilities, but most of those special abilites can be more than offset by the most powerful progression the cleric has over the warpriest. He doesnt have a role on party.

He is not a reliable damage dealer, not a reliable healer, a reliable tank.

The magus is a reliable damage dealer, the hexcrafter is a reliable debuffer, the myrmidarch can be a reliable fighter or even a reliable tank at higher levels.

The only thing a warpriest can arguably do better than a cleric at some levels is tank... and even that i doubt cant be do better with just 1 level of fighter by the cleric.


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i seriously wouldn't mind the bab drop if they include
1.count warpriest as fighter levels and bab fro prerequisites
2.either changed fervor to wisdom, or overall increased fervor amounts(thinking at least 4 +charisma+1 for every 4 warpriest levels)
i think maybe even one these could at least make it acceptable if it was implemented. of course who knows what has been added, maybe something even better than these ideas.


It would be great if they could give us something. Other than the book I mean.


9 people marked this as a favorite.

Anyone seen my umbrella? It would appear that the sky is falling...

Dark Archive

Something else definitely needs to have changed for this to be okay. That effective full BAB was the only thing making the warpriest's MADness tolerable. 3/4 BAB and 14 Str isn't going to cut it unless something else changed to compensate. Fervor doesn't have nearly enough uses as-written to pick up the slack.


I am dissapoint when it comes to this class.
I was really hoping that the game would steer towards us getting a divine version of the magus and also getting either multiple archetypes of variable paladins or a singular revision/templar class like the one that was advertised for the APG.

Instead we get this class which is somewhere between a Paladin, Cleric, or Inquisitor.

Oddly it seemed to take more from the monk than it did from the parent classes.


Rathendar wrote:
Anyone seen my umbrella? It would appear that the sky is falling...

Because evidence is incapable of being used to imply something bad will happen later? People are right to post their concerns if they feel concerned. Please don't marginalize them like that.

master_marshmallow wrote:
Oddly it seemed to take more from the monk than it did from the parent classes.

I want to laugh at this, but the truth hurts too much.


Adam B. 135 wrote:
Rathendar wrote:
Anyone seen my umbrella? It would appear that the sky is falling...

Because evidence is incapable of being used to imply something bad will happen later? People are right to post their concerns if they feel concerned. Please don't marginalize them like that.

master_marshmallow wrote:
Oddly it seemed to take more from the monk than it did from the parent classes.
I want to laugh at this, but the truth hurts too much.

It's not laughter, it's disguised sobbing.


2 people marked this as a favorite.

Oddly, all this griping makes me look forward to this class even more.


I am so very disappointed in the execution of the Fervor mechanic. I don't like that it's just trying to mimic Lay on Hands, and I don't like that casting your spell consumes your swift action leaving you incapable of using it for other things like a magus can.

A WIS based divine version of the magus would have been so much more unique and not just a sh*ttier cleric.

A mechanic that uses Fervor like a pool of divine energy similar to the Magus Arcane Pool and Blessings that are selectable at intervaled levels rather than rewrites of the already existing domains (and worse ones from what I read at that) would have gave the class a lot more flavor and would have made me feel a lot less like I'm just trying to be a cleric without being a cleric.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tels wrote:
Insain Dragoon wrote:
Cheapy wrote:

Inquisitor is the skillful counterpart to the warpriest.

Warpriest is the smashy counterpart to the inquisitor.

I dunno, I think an Inquisitor can actually be more smashy than a Warpriest considering they're both 3/4 BAB and the existence of bane/Greater Bane and Judgements.

Not to mention a spell list that was intended to be used for 6/9 casting+more/better skills.

But only for short times. The Warpriest is more 'fightery' in that his smashing goes for longer than the Inquisitor.

Which is irrelevant if the party decides to stop smashing for the day when their limited use abilities run out. Which happens quite frequently with the way Paizo has designed their classes over the years.


Yeah, that would have been cool. But hindsight 20/20 and all that...


Let us all hope for an archetype that trades the improved damage for an attack roll bonus. I guess that's the best we can hope for besides hoping for an errata.


magnuskn wrote:
Tels wrote:
Insain Dragoon wrote:
Cheapy wrote:

Inquisitor is the skillful counterpart to the warpriest.

Warpriest is the smashy counterpart to the inquisitor.

I dunno, I think an Inquisitor can actually be more smashy than a Warpriest considering they're both 3/4 BAB and the existence of bane/Greater Bane and Judgements.

Not to mention a spell list that was intended to be used for 6/9 casting+more/better skills.

But only for short times. The Warpriest is more 'fightery' in that his smashing goes for longer than the Inquisitor.
Which is irrelevant if the party decides to stop smashing for the day when their limited use abilities run out. Which happens quite frequently with the way Paizo has designed their classes over the years.

I agree, too many 'burst' abilities in the game.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

I think you are discounting the opportunity cost Clerics suffer of having to pre-buff for every fight. The Cleric player in my campaign complains constantly that his idea of a front-line Cleric is not working in comparison to the other martials, because fights are over too quickly and he can't even compare to the others without his buffs. The Warpriest circumvents this problem with his better action economy for self-buffing.

Dark Archive

The war priest's sacred weapon ability stacks with a magic weapons enhancements. A casting of Magic vestment and greater magic weapon does not stack with armor or weapon enhancements.


magnuskn wrote:
RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

I think you are discounting the opportunity cost Clerics suffer of having to pre-buff for every fight. The Cleric player in my campaign complains constantly that his idea of a front-line Cleric is not working in comparison to the other martials, because fights are over too quickly and he can't even compare to the others without his buffs. The Warpriest circumvents this problem with his better action economy for self-buffing.

The Action Economy is a lie.

Swift action buffs are nice, but not when I have to waste my swift action casting a spell and can't use my buff.

So I have to choose, what's more important? Casting my spell buff, or using my class ability buff? In the end most of the time you're gonna land on casting the spell which essentially nullifies existence of the class abilities in the first place. Consider all of the Domain Powers that require standard actions that you don't bother with because spells are better. Now imagine my disdain when I have to pick between using my buff and attacking, or casting a spell and attacking, but unlike the magus, I cannot use all three in one round which means to get all my buffs going and get my attacks in, I am wasting two rounds.

Swift action casting via class abilities is not that much better than having swift action casting because you have higher level spell slots to prepare quickened spells in.


The biggest concern for me seems to be that this change turns Warpriests into 3/4 BAB divine casters that follow a deity...of which we already have two effective ones.

No matter the effectiveness, having that full BAB made the Warpriest feel different from the classes it was already squeezing into niche-wise.


master_marshmallow wrote:
magnuskn wrote:
RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

I think you are discounting the opportunity cost Clerics suffer of having to pre-buff for every fight. The Cleric player in my campaign complains constantly that his idea of a front-line Cleric is not working in comparison to the other martials, because fights are over too quickly and he can't even compare to the others without his buffs. The Warpriest circumvents this problem with his better action economy for self-buffing.

The Action Economy is a lie.

Swift action buffs are nice, but not when I have to waste my swift action casting a spell and can't use my buff.

So I have to choose, what's more important? Casting my spell buff, or using my class ability buff? In the end most of the time you're gonna land on casting the spell which essentially nullifies existence of the class abilities in the first place. Consider all of the Domain Powers that require standard actions that you don't bother with because spells are better. Now imagine my disdain when I have to pick between using my buff and attacking, or casting a spell and attacking, but unlike the magus, I cannot use all three in one round which means to get all my buffs going and get my attacks in, I am wasting two rounds.

Swift action casting via class abilities is not that much better than having swift action casting because you have higher level spell slots to prepare quickened spells in.

Wow! You know, you're so right! Except when you're wrong.

See, Warpriest can swift action class buff, standard action spell buff, while the Cleric can't really do that until ~10th level depending on item purchases and even then, only with lower level spells.

The Warpriest can buff himself faster than the Cleric. At second level an on, the Warpriest can swift action buff, and then move + attack, while the Cleric can cast and move, or move and cast, but no attack.

At 4th level, he can swift action cast, move and attack, then next round, swift action buff his weapon, and full attack. Cleric can't do this.

The Warpriest destroys the Cleric in action economy when it comes to self-buffing. In the time it takes the Cleric to fully buff before he can smash, the Warpriest has already smashed it and moved on.


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Tels wrote:
master_marshmallow wrote:
magnuskn wrote:
RafaelBraga wrote:

the problem is that whatever you do with the warpriest, your do better with just a cleric, except for very specific things. The magus is much more diverse from a wizard, so they ocupy diferent roles and dont need to be compared with one another, but when they made the warpriest 3/4 BAB, he went down from a reliable combatant to a caster dependent combatant, exact as a cleric.

Since the cleric has access to more spells and faster, the cleric just stomp the warpriest.

I think you are discounting the opportunity cost Clerics suffer of having to pre-buff for every fight. The Cleric player in my campaign complains constantly that his idea of a front-line Cleric is not working in comparison to the other martials, because fights are over too quickly and he can't even compare to the others without his buffs. The Warpriest circumvents this problem with his better action economy for self-buffing.

The Action Economy is a lie.

Swift action buffs are nice, but not when I have to waste my swift action casting a spell and can't use my buff.

So I have to choose, what's more important? Casting my spell buff, or using my class ability buff? In the end most of the time you're gonna land on casting the spell which essentially nullifies existence of the class abilities in the first place. Consider all of the Domain Powers that require standard actions that you don't bother with because spells are better. Now imagine my disdain when I have to pick between using my buff and attacking, or casting a spell and attacking, but unlike the magus, I cannot use all three in one round which means to get all my buffs going and get my attacks in, I am wasting two rounds.

Swift action casting via class abilities is not that much better than having swift action casting because you have higher level spell slots to prepare quickened spells in.

Wow! You know, you're so right! Except when you're wrong.

See, Warpriest can swift action...

I was more or less referring to the fact that you still gotta waste 2 turns to get buffed regardless.

His class abilities being swift actions conflict with the swift casting the same way the cleric domain powers conflict with standard action casting.

Not to be that guy, but clerics being able to buff and attack in the same round at early levels is not as impossible as you are trying to make a case for. Reach Clerics will still probably be superior to this class unless the Blessings for it are truly stellar. If a Travel Domain Cleric/Inquisitor is better than a Travel Blessing Warpriest, then I will pretty much say this class is a waste of ink.


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

The problem here being that the normal martial classes need 0 rounds to buff and the better action economy of the Warpriest is key in allowing him to act before the fight is already over. You don't need to buff everything you can, only the effective stuff.


Glad they have been brought down a notch. Even now with 3/4 bab all they need is a swift action Divine Favor and they are topping full bab class for hit. And at least now Divine Power is a worthwile spells for them.


magnuskn wrote:
The problem here being that the normal martial classes need 0 rounds to buff and the better action economy of the Warpriest is key in allowing him to act before the fight is already over. You don't need to buff everything you can, only the effective stuff.

It's hard for me to gauge but my current impression is that you require Divine Favor to match full BAB mateys(And only with Fate's Favored) and generally Bull's Strength or Enlarge Person to match for Strength since your stats are all MAD.

Sacred Weapon gives you the slight umph that all full BAB martials get on top of their full BAB, but only lasts maybe 1 or 2 encounters.

The real clincher is going to be how well tweaked the Blessings are since in my opinion, they were real lacking in the playtest. I'd rather pick 1 domain than any 2 of the Blessings.


Scavion wrote:
magnuskn wrote:
The problem here being that the normal martial classes need 0 rounds to buff and the better action economy of the Warpriest is key in allowing him to act before the fight is already over. You don't need to buff everything you can, only the effective stuff.

It's hard for me to gauge but my current impression is that you require Divine Favor to match full BAB mateys(And only with Fate's Favored) and generally Bull's Strength or Enlarge Person to match for Strength since your stats are all MAD.

Sacred Weapon gives you the slight umph that all full BAB martials get on top of their full BAB, but only lasts maybe 1 or 2 encounters.

The real clincher is going to be how well tweaked the Blessings are since in my opinion, they were real lacking in the playtest. I'd rather pick 1 domain than any 2 of the Blessings.

Sadly we have no confirmation of Sacred Weapon's duration. It was in rounds last time.


Adam B. 135 wrote:
Scavion wrote:
magnuskn wrote:
The problem here being that the normal martial classes need 0 rounds to buff and the better action economy of the Warpriest is key in allowing him to act before the fight is already over. You don't need to buff everything you can, only the effective stuff.

It's hard for me to gauge but my current impression is that you require Divine Favor to match full BAB mateys(And only with Fate's Favored) and generally Bull's Strength or Enlarge Person to match for Strength since your stats are all MAD.

Sacred Weapon gives you the slight umph that all full BAB martials get on top of their full BAB, but only lasts maybe 1 or 2 encounters.

The real clincher is going to be how well tweaked the Blessings are since in my opinion, they were real lacking in the playtest. I'd rather pick 1 domain than any 2 of the Blessings.

Sadly we have no confirmation of Sacred Weapon's duration. It was in rounds last time.

Correct. I was considering that in my analysis. Gained at 5th level, it is likely only used 2 rounds a combat till it pans out since Divine Favor is the round 1 buff.

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