Jadrenka the Maiden

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138 posts. Alias of The Dragon.


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I'd be interested on hearing the reasoning behind the limit on number of wondrous items. It strikes me as odd.

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 4) + 6 = 15


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So the unchained monk is probably different enough from the standard one to merit a guide. I kind of want to make one, but I'm sure I'd miss a lot of things if I just started writing. So here's a brainstorming thread, where I'm hoping people will share their thoughts.

Things that should probably be in there;
-This thing actually combines flurry and mobility fairly well. Color me surprised.
-It is also really good at hitting stuff. Multiple attacks! At full base attack! Without penalties! Means that you are more accurate than for example a brawler.
-This extra accuracy should be traded in for damage, as you lack that. Power Attack, Pirahna Strike or Deadly Aim* are all golden, depending on your setup
-That said, if you want pure unarmed melee power, go grab the brawler or the sacred fist warpriest instead, probably with a dip into master of many styles. The guide will be for people who want the sweet wuxia flavor offered by actual monk class monks, not for filthy optimisers.

*Though if you like ranged attacks with your monk, pick the zen archer instead. It kills things really, really well.

Ki powers:
-Slow fall is for chumps. Grab a ring of feather falling instead, it's almost free.
-The ones costing 4 ki points are almost never worth it.
-Formless mastery is like having Favored Enemy(Humanoid: Strix). Do not pick this for PFS, nor for an AP, unless your GM likes to rebuild all the creatures and NPCs. Some GMs like style feats though. If yours is one of them, it might be more like having a holy weapon.
-Wind Jump is awesome. Having a ring of feather falling gives more mobility with it. Taking slow fall does not. See a theme here?
-Ki Visions: Divination is a powerful spell. This is not a bad ability.

Style Strikes
-Flying Kick. Take this. This is borderline mandatory.
-Shattering Blow. I wonder how this interacts with Pummeling style. If it lets you

That's all I have at the moment. I'm especially looking for feats and magic items I might not know of.


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Ha. Am I the only one that finds it funny that pathfinder changed flurry, essentially making it two-weapon fighting?

Then there was the whole faq thing.

"It's not two-weapon fighting"
"Is too!"
"Is not!"
"Is!"

Aaand now they've changed it... Into the 3.5 version of flurry. Heh. It's even got the old extra attack on 11th level and everything.

Still, they've fixed the accuracy loss. This is good. It only took what, 7 years?

Seriously though, this version of the monk I can see myself playing, although I will remain annoyed that Brawling is an armor property, that 'Greater' combat maneuver feats require Combat Expertise while not being on the 10th level feat list, and (the new one) poor will saves. But these relatively minor inconveniences I can deal with. The loss of archetypes perhaps less so. They were actually quite interesting.

Well done. Kudos.


Mainly your gnashing, though.


Hmm. I can't decide if I want to change my bonus feat into mounted combat, or maybe point blank shot.

Also, I kind of feel I backed myself into a corner gonig dex, to a point that I'd be unlikely to work with anything that isn't either ranged or finesseable. On the other hand, I'm not seeing her as a strength based warrior. Also, for narrative reasons, her int and wis shouldn't go lower than 12 or her cha 16, and that leaves precious little points left for combat stats, so dex is a neat solution there.

On the plus side, I'll be good with thrown weapons. Maybe I should see about getting Returning on that transformative weapon once were let loose.


http://www.d20pfsrd.com/path-of-war/feats

ctrl+f, then write "deadly agility"


The continent(Empire? Country?) of Tian Xia has tons of eastern culutre


I cracked it! That took a while. On the plus side, I now have a paladin concept I won't tire of for the next few years, I think.

Background is still a little bit WIP. I have the hard part nailed down, though. The rest is history, as they say.

(The Dragon)


This class makes it out with fever dump stats than the monk.

This is pretty impressive.


I agree, oh yes indeed.


Balgin wrote:
Arae Garven wrote:
Tanks don't quite work like that. If your character don't do damage....

I've seen some very good diplo tanks (hey, I even played one of them), some interesting nuissance tanks (mostly monks). There's different ways of doing things. The warpriest just doesn't really have what it takes to do a diplo-tank/intimi-tank style 'though. I honestly don't know why the player base suddenly got all obsessed with damage builds as soon as 3rd ed hit (and then the 3rd ed squishy damage heavy monster & npc builds didn't help reduce the problem either). Damage is not the only method of battlefield control. It certainly helps keep the attention on you 'though.

Quote:
If you want party support tank, you're far better off just going cleric.

I'm inclined to agree with you but this thread is asking how we might build the warpriest class :p.

If I really wanted to do it I'd probably be looking at a fighter build with step up, stand still and other control feats like that to really ruin my enemy's day. Or an inquisitor. Or a paladin.

Your first point is absolutely true. Your original post didn't seem to be about making a bfc/diplo/nuissance tank, however. It concerned itself with a support character, which I believe is a wrong direction to take a warpriest build, as Clerics Do It Better.

Now, that's not saying the Warpriest is a Bad Class. It just needs to realize that it isn't a cleric. I can see it doing a couple of things well:

Self buffing: It get swift action self-buffs. This translates to
a) good defenses: Shield of faith, protetion from X, etc.
b) good offense: Divine Favor, Bull Strength, etc.
c) Battlefield control: Enlarge Person.

Feats: This translates to letting them do things wich requires lots of feats well.
AoO focus: Combat Reflexes, step up, etc.
Maneouvers: Improved trip, improved Disarm. I'd be relunctant to venture into things they can't use with their weapons, though.
Archery: This eats feats for breakfast.

Odd weapon choices: sacred weapon means they can use oddball things to greater effect tha usual.

These tings lead me to thinking that I'd make a BFC whip-user.

Multiple ability depenancy is pretty horrible, tough.


master_marshmallow wrote:
Xaratherus wrote:

Limits on my suggestion would probably be something like: Maximum increase to 2d8 damage; threat range and multiplier capped at 15-20 for x2; 17-20 for x3; and 19-20 for x4; and no more than 4 features or damage types (total, not added) per weapon.

I like the idea of having each deity's sacred weapon do something specific. It would take quite a bit of text space though to cover every deity, though.

It would be easier to do it by blessing rather than by deity, Fire Blessing gets flaming -> flaming burst

Good Blessing gets Holy
etc.

But if we do that then the ability fails to do what it was put in there for: It exists in order to allow you to use your deitys favored weapon even though it would normally be a terrible idea: unamred strike, armor spikes(as a primary weapon), dagger, whip etc.

Or rather: it might help. But then again, it might not:

Maybe strength blessing winds up being better than death. Now we have made Gorum-following warpriests stronger, while the intent was to help out dagger-wielding pharasmans.


Kudaku wrote:
Channel Energy progresses as the same pace as the Fervor heal, so 2D6 at level 5, 3D6 at 8th level, 4D6 at 11th level and so on.

I hadn't realized that. The ability just went in my mind from something interesting that I'm probably not going to use, to something extremely horrible.

I could have had two quickened spells in exchange.


Joe M. wrote:
Kudaku wrote:
Some people are always going to optimize and min-max and get the most mileage out of whatever options they have available.

Yes, that's true. But what does it change? The question on the table is how far we optimizers will be able to run with that when playing a Warpriest.

Question for the Option C crowd: What do you make of the suggestion to drop the scaling damage altogether? (Basic boost to make less-martial weapons viable, leave it at that.) Let's call this the Non-Scaling Boost option. (That's for my own sake, it helps me to tag it with a name.)

I'd like that. I still get to feel awesome with my armor spikes, and it still won't really matter in the long run.

I'd put it at d8 or d10.


Tanks don't quite work like that. If your character don't do damage, and there's a tasty lightly armored arcer right there, the badguys of mediocore intelligence isn't going to stand around your longsword while they get killed by the archer.

If you want party support tank, you're far better off just going cleric.
Maybe with HAP.


Virgil Firecask wrote:

Bloodrager is all about your bloodlines. Your heredity. The blood of your ancestors is giving you power both martial and magical. They are the heir apparent of whatever legacy was before them.

The bloodrage is a surge of strength from the gifts of their ancestors. Their magic is a gift of their lineage. Don't think of them as the mindless barbarians of the core rulebook, but rather the heroes of tales from the the Norse and Celtic mythos.

Thor is a mythic bloodrager. He fought mightily in battle and called down the power of the skies upon his foes. This is the class hero we're looking for. His divine bloodline gives him the ability to smash his foes with his fist or with his inherited powers.

That's what I'm looking for. A hero defined by his bloodline, not necessarily the fact he can get really mad for a couple rounds a day. About the most "fantasy RPG" word I can come up with for this type of character is Scion.

I'd like to contest your perception of Thor. He was a Barbarian with magic gauntlets, a magic belt, and a magic hammer which he could throw so hard, it made the sound of thunder: His blood made him freakishly strong, not magic.

He could also ressurect goats, or maybe his goats were magical: this issue is a bit opaque, but from what I remember, I'm inclined to believe the latter.

There is very little magic in norse mythology. What is there either seems to stem from magic items, which, largely, the dwarves make, from the women, who seem to be able to do a variety of things, from Loki, who's big on transformation, or from Odin, who's just boss.

Various Jotun could also do magic. They seem to have far fewer magic items.


Will a survey be denoted as updated if I simply send in another one just like it? My opinion of the hunter hasn't changed in any respect, for example. I want to send in a new survey that says that without it getting marked as 'survey not updated'.


Jason Bulmahn wrote:

So, question for the crowd concerning Sacred Weapon and crits...

A. All sacred weapons have a standard crit range and multiplier (19-20/x2 or maybe 20/x3)?

B. Whenever a sacred weapon scores a crit, all of the additional damage is based off the original weapon damage?

C. It works as is (weapon damage scales, crit stats are drawn from the weapon, which means some will crit more often, but only for x2, others rarely but for x3)

So....

1. Which is easiest to use?
2. Which is the most balanced?
3. Which is the most fun?

Jason Bulmahn
Lead Designer

I'm not sure it is all that big a deal as it is made out to be.

Of course, I haven't played much at igher levels where crit-fishing comes into its own, and the damage increase from SW begind to matter.

Of course, I'm quite invested in the visuals of my character, and I'm not likely to ever go with something as silly-looking as a scimitar or a falchion unless I have a warrior I can envision using them.

As for the questions:
1: A or C, don't care which, but B is a mess.
2: A, obviously.
3: I've only played with option C. All I can say is that rolling 1d8 for my armor spikes was sort of cool, but It didn't really make for much of a difference.

That said, now that we get the freedom to choose, I think it might be reasonable to scratch the damage increase. Since we get to pick what we want, nobody is in a tight spot they can't get out of, unless they put themselves in that spot. The problem with the original class was that it pretty arbitrarily stuck some warpriests in a tight spot, while others got on fine.

This problem only really needed one of two fixes, and I think giving them both is a mistake, as it leads to new problems.


I think it's fine that they can't affect weapons with fervor casting. Those spells are usually either long duration anyway, or they're those spells that don't scale well with CL, and just makes you feel bad for wanting to be a cleric.


Drachasor wrote:
Jason Bulmahn wrote:

Interesting discussion folks,

I think I am starting to settle on the power level of this class. It feels useful, but not overly so and the required ability scores helps to keep it in check. That said, I think there is a fair bit of tuning that needs to happen. I am concerned about the sacred weapon damage scaling and high crit weapons, but I think I want to see more playtest feedback before I move in any direction on that issue.

Jason Bulmahn
Lead Designer

Isn't "required ability scores" (e.g. MAD) a bad balancing point? It dramatically changes how good a class is between a 10, 15, 20, and 25 point game. To say nothing of how it integrates with stat rolling. Other classes benefit from good stats too, but having a class with really high scaling with higher generation seems like a bad idea.

Yeah. I've seen games at my table that run 5d6 drop 2 for stats generation. There'd be no such thing as 'ability requirements is balance'in there.

The warpriest could end up in 'drastically more powerful than comparable classes while both have high stats' at the same time as it's 'drastically less powerful than comparable classes while both have low stats'

This is just as much of a problem for the warpriest as it was for 3.5e paladin, which is to say, a big one.


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It isn't the attack that damages you. It's the sharp iron stick it is executed with.


RJGrady wrote:
Although it doesn't say it outright, I'm looking for anything that would prevent favored weapon (unarmed strike) from benefitting from sacred weapon. Monk 2/Warpriest X?

I don't think so. It seems you'd use whatever was better.


Lyee wrote:
This revision lets me use a Torch to do lots of damage, correct?

Depends on your level, I'd imagine. But I'm quite sure Alchemist's fire is a weapon. There's some interesting stuff going on there, if we allow warpriests to throw their focus weapon.


Alceste008 wrote:
I would like the class to cover those not so holy warriors of Thor who smash things with their hammers in Thor's name and power without spending multiple rounds buffing themselves. Then proceed to drink and wench long into the night afterwards.

Don't you just want a barbarian? Priesthood can be RP'ed, you know.


1) Why are you assuming spear style for melee hunters?

2) What does this provide to help it hit aside from weapon focus and precise shot?

This looks interesting.


Haco wrote:

Sorry but is not a great revision:

- Sacred weapon feature only helps weapons with low damage and his duration is too low. Possibly one step superior dice for one round would be nice (example: a long sword that makes 1d10 for one round, or scimitar 1d8, or greataxe 1d20?(or 2 other dices)...) With this change the people don't demands the full BAB or the bonus feat and all happy the dagger users and the greatsword user too.

- Fervor class feature based in charisma is a heavy load for a warpriest class. Possibly based on Str or Con improve its use, but is best a feature like oracle's bond would be better or something like: you cure your str/con/wis... bonus to ALL your allies in a 10', 20' or 30' radius This is best than cure 1d6 to only one ally or yourself and is more warpriest than the first fervor feature.

PLEASE Mr Bulhman and developer team change the blessing list for Gorum, Nethys, Torag, Abadar Earth blessing is in wrong deities!!

Thanks for all!!

1) the increased damae die is always active. It's the special abilities that you have to activate.

Also, there's nothing wrong with a greatswords damage at level one. It simply doesn't need to be upped, while the dagger pretty much has to, if you aren't swimming in bonus damage that doesn't care if you wield a light weapon(eg: knifemaster rogue.)

2) I could see it being less MAD. It is pretty strong already, though, so maybe MADness balances it?

3) yeah. It's probably an oversight, though.

@raith: shouldn't a fighter be doing comparable damage?

He'll have more money to buy str gear, and more points to buy str, since he isn't MAD.

Say he dumps cha, dumps int, and has neutral wisdom.
This means he can easily afford doing 20 str, instead of 18. No caster gear means he can afford +6 str instead of +4.

20+6+4(level)=30str.
16 BaB
WF, IWF, WS, IWS, +4 damage, +2 to hit.
weapon training, +3 hit/damage.
PA -5/+15
+26/21/16/11=+16+10+2+3-5/iteratives. 2d6+37 damage.

This compares pretty well to the warpriest, losing +5 to hit and +3 to damage.

The fighter has other things going for him as well, though. If we give him Two anded fighter archetype, the damage race swings back into his favor. He's also been using critical feats since level 11, something the warpriest can't do till 15. In addition, combat manouvers are something he's got both the feats, the BaB, and the ability scores to be good at.

Overall, I'd say that there's room for the fighter still.


Unclejunzo wrote:

I too would like it if Sacred Weapon lasted a minute per level, for the sake of ease of tracking and to make it a more useful ability at lower levels. Would that be too powerful? I don't rightly know.

I can understand the complaint that nothing has been done to reduce the MADness of this class, but at least now there are worthwhile abilities to account for it. I wouldn't complain if they tied spellcasting, blessings, and fervor to a single stat (preferably WIS to further differentiate the class from the Paladin), but I can also see the multiple stat dependency as part of the price to pay for an effectively full BAB/6lvl caster class that is paladin-like without the alignment restrictions.

It's a price I'd pay gladly. I'd totally play the warpriest as it is right now. I would ignore the blessings completely, but I'd be having a blast while doing so. I'm totally enamoured with the class, yet at the same time I can't really shake the feeling that there's three major problems with it.

-Madness. Str, Wis, Con, Cha, maybe int if you want to do tripping (hint: you don't.)
-Ability bloat. I'm tracking what, five different pools of resources?
In addition to this I get bonus feats, and damage progression.
-Blessings aren't going to see much use compared to all the other cool things you can do. This could be fixed by upping the quality of the blessings. Maybe that's a bad idea, as I could say much the same thing about cleric domain powers, and that has never been a problem.

I'd tie fervor to Wisdom, tie sacred armarments(I like this name) to fervor, and cut blessings altogether.

Although in some ways, I think I'll be happier just having the class as it stands right now.


The number of sswift actions that the warpriest takes has risen to the point that the old calls for making them swift actions make less sense.

Perhaps the weapon buffs should be made to last minutes/level instead? that'd make them useful to slap on pre-combat.


Silverhand wrote:
Arae Garven wrote:


That's a good question.
For one thing, it keeps them from taking feats that require BaB at first level, and delays acquisition of higher feats. This might be a balance thing? We don't want him to overshadow the fighter too much, what with full bab, swift-action buffs and sacred weapon+X?

Fair point.

I'd love to see the full BAB given in exchange for some of the bonus feats. At present, the feats are nice to have but don't add a lot of crunch when compared to full BAB martials.

I'm not quite sure I agree with my own point. Having it 'kinda sorta' full BaB feels funny, altough upping it to straight full might make it the "yeah, the rest of you can just go die in a hole now" of martial classes, so to speak.


Silverhand wrote:
Scavion wrote:
Silverhand wrote:

2) Why is the Sacred Weapon damage an either/or option? Why not just add the damage to the regular weapon damage? It seems a bit off to me.

4) No hope of going to fighter BAB?

2) It'd make greatswords pretty outrageous at first level for one. 3d6 damage? Though I am slightly offput that Sacred Weapon does nothing for better weapons till the end game.

4)They have full BAB when using one of their sacred weapons.

Re: 2) True. But the Paladin's smite and Channel Smite all work with weapon damage first the add extra damage afterwords. Why should this be different?

Re: 4)Ah. Missed that. It should say that the Warpriest has the fighter BAB. Saying that the BAB is the Warpiest level when using the sacred weapon doesn't specifically mention the iterative.

Also - why do this song and dance? If the warpriest has the Fighter BAB for sacred weapon - just give him the Fighter BAB overall and avoid the (seemingly) needless complication. What do it really gain for the class to force the player to keep track of two BABs?

That's a good question.

For one thing, it keeps them from taking feats that require BaB at first level, and delays acquisition of higher feats. This might be a balance thing? We don't want him to overshadow the fighter too much, what with full bab, swift-action buffs and sacred weapon+X?


It makes for a rather heavily armored monk, and one with spellcasting, no?

There are rather a lot of things that does monk better than monk, if we define monk as "unarmed warrior"


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I think I love you.

(small note though; fervor keying off cha and spells off wis seems like regressing back into what was bad about the 3.5 paladin.)


That's actually not a bad idea. Does paizo mind?


THE FILE AS BEEN UPDATED


Hmm. Do you have a timeframe? Because I really should get to... You know what? Screw that. I'll wait.

and then they'll see. And then they'll ALL SE..

Ahem. I'll be waiting up.


magnuskn wrote:
Look at Jason's post, Arae. The PDF isn't up yet.

Ahh yes, the chronology got lost to my impatience. I thought all those it's up! post were recent.


Is this suposed to be different for europeans? My download says nothing has updated.


Help a tech-not-so-savant? I can't seem to find out where to download it from?

could someone provide a link?

Thanks a lot.


*Insert rage here.*

Dowant badly.


Sure. But if I were going for True Ultimate Powah! I'd still rather be that than the fighter. Hence, it ranks tier 4, along with the fighter, who's up from tier 5 in 3.5.

It gets sleep at level one, for instace. That's pretty deadly.

Along with web, invisibility, animate dead, bestow curse, minor creation, polymorph, true seeing and baleful polymorph.

That's True Ultimate Powah! right there, in a way that the fighter can't access.


I haven't read enough about pathfinder adepts to comment on that.

Wiser people than me have called the 3.5 version of it low tier four. Its spell list actually wasn't bad, all things considered.


Paladins seem to be extremely over-representated here.


Seeing that 'tier' is actually a concept we have a rather stringent definition of, perhaps it's a bad idea to use it while talking about your own definition?

Hunters seem tier 3, even though they're bland. Slayers are probably tier 4 along with the fighters.


Scavion wrote:

Just a second on the topic of the Fighter.

The Fighter loses a lot for switching weapons. Part of the Fighter's "class features" are the Fighter Only feats, Weapon Focus, Weapon Spec, GWF and GWS. Add in the lowered Weapon Training now.

Thats +3 Attack and +5 Damage. That's pretty painful. And the disparity grows as you get higher level between your other choices than your main weapon. Likely your sidearms don't have as powerful an enchantment.

I think its important to mention that the Warpriest doesn't get a mitigating feature that the Fighter does for switching weapons.

Yep, and that's a big difference. He does not, however, lose anything for choosing to go with a different weapon in the first place.

The warpriest does. He either loses the RP code and dogma of the god the player wanted by picking another one for the favored weapon, or he loses access to sacred weapon and weapon focus.


Axial wrote:

Hey, I have an idea!

Let warpriest cast divine spells while using a shield, kind of like how Bards are able to cast their spells while using a weapon and shield.

If nothing else, it will help balance warpriests whose favored weapons are one-handed.

Yeah, this really needs to happen. As it stands, a warpriest with a one-handed weapon as their favored weapon are pretty much forced to be two-handing with it, or follow Sarenrae and use Dervish Dance.

'Priests with light weapons are screwed, currently, because they can't two-hand their dagger.

The reason they can't just default to a shield in the off-hand or TWF is that somatic or material components can't be used if you are holding something in both hands. Such as two light weapons, or a weapon and a heavy shield.


Lord_Malkov wrote:

Okay, let me try this again. What I am trying to communicate is that the fighter who is choosing to use a rapier, choosing a high dexterity over a high strength, choosing light armor over heavy armor, and choosing to focus his feats on that rapier, is making those choices for roleplaying reasons. These are sub-optimal choices, mechanically speaking, that fulfill his roleplaying concept. i am attempting to draw an analogy here that say that the Warpriest who chooses a Deity with an underpowered favored weapon is also making a sub-optimal choice, mechanically, that fulfills his roleplaying concept (choice of deity).

Perhaps the better example is to discuss other features that are more simple to understand in this sort of analogy like Wizard Schools, Sorcerer Bloodlines, Oracle Mysteries, etc. but either way, same idea. Choice made for roleplaying reasons... mechanical consequences... not all choices are equally optimal.

Probably the best analogy here is to say that Cleric's pick a deity, and based on that choice are forced into a set of domains. They may not like those domains, and some Deities may have domains that they feel are weaker than others. Instead of domains, the warpriest is forced into a weapon type based on his choice of deity. This is all opinion, but I do not see that as any less fair than the choice that a Cleric has to make.

But the real problem is that it manages to clash with the flavor of characters I want to make. The fighter doesn't take class features away from you for picking a rapier over a greatsword. It may be less powerful, but all your class features work.

The cleric desn't take class features away from you for picking a god with a favored weapon and domains. The ones you get might be worse than others, but they're all there, regardless of what weapon you chose to wield.

The warpriest does so.

Take a rapier wielding pious assasin of Asmodeus, who takes down slaves who's run from their chains.
He could be expressed as a warpriest with a splash of ranger, rogue, slayer or maybe vivisectionist.

Except he couldn't, because then he'd be unable to use what I regard as one of his three main class features.

There are other ways to express the concept, of course. Blackguard(based off of slayer or ranger), Inquisitor and cleric with a dip comes to mind.

But I'd like the warpriest, as a base class, to be able to encompass as many character concepts as possible. Because that's one of the goals of a base class.


DM Beckett wrote:
MrSin wrote:
DM Beckett wrote:
MrSin wrote:
Hey, we're on this weapon thing again. How many times is this now?
Yah, probably my fault this time.

Shun!

And darn, wanted a count!

Well, depending on how you qualify them, either once (that spanned 46 pages of this thread, and a few pages of others), 6-8, (same thing).

:)

*Shudders*

We really should get out more.


Yeah, you're right. Sorry. The only thing I can say is that it's an issue I care honestly care about, as I'd love to play a warpriest without that restriction. With it? Not so much.

I'll just go away now.

Back to my far too slow-paced pbp playtest of the slayer. There's a class that works.


Arae Garven wrote:
Tels wrote:

My understanding is he wants Favored Weapon to work with any weapon with which you are proficient if you don't worship a God, instead of only working with simple weapons.

Basically, it makes it more advantageous to 'not' worship a God, than to worship a God, which kind of flies in the face of Clerics.

A Cleric can worship a God, or worship an Ideal. If he worships a God, his domains are limited, but he gains proficiency in the Gods weapon. If he worships an ideal, he gains flexible domains, but doesn't gain a bonus weapon of any sort.

Conversely, if a Warpriest worships a God, he gets proficiency and Focused Weapon with the Gods chosen weapon. If he doesn't worship a God, he gets Focused Weapon with any simple weapon instead.

He wants it expanded...

I'm not sure he does. But I most certainly do.

The thing is, on the cleric, there's no incentive to actually use the favored weapon, regardless of wether you worship the god or not.

In short, I don't really care if I'm using my god's favored weapon or not, except for flavor. I like flavor. But sometimes, my flavor doesn't adhere to the favored weapon of the god. If I'm playing a cleric, and my concept says I need a greatsword, I spend a feat on to get martial weapon proficiency, and rock on.

When attempting to do that as warpriest, I'm told to play a cleric instead, because the martial weapons I'm ostensiably trained to use don't work with my class features. I regard this as a problem, but YMMV, and it certainly has been shown to do so.


Tels wrote:

My understanding is he wants Favored Weapon to work with any weapon with which you are proficient if you don't worship a God, instead of only working with simple weapons.

Basically, it makes it more advantageous to 'not' worship a God, than to worship a God, which kind of flies in the face of Clerics.

A Cleric can worship a God, or worship an Ideal. If he worships a God, his domains are limited, but he gains proficiency in the Gods weapon. If he worships an ideal, he gains flexible domains, but doesn't gain a bonus weapon of any sort.

Conversely, if a Warpriest worships a God, he gets proficiency and Focused Weapon with the Gods chosen weapon. If he doesn't worship a God, he gets Focused Weapon with any simple weapon instead.

He wants it expanded...

I'm not sure he does. But I most certainly do.

The thing is, on the cleric, there's no incentive to actually use the favored weapon, regardless of wether you worship the god or not.

In short, I don't really care if I'm using my god's favored weapon or not, except for flavor. I like flavor. But sometimes, my flavor doesn't adhere to the favored weapon of the god. If I'm playing a cleric, and my concept says I need a greatsword, I spent a feat on to get martial weapon proficiency, and rock on.

When attempting to do that as warpriest, I'm told to play a cleric instead. I regard this as a problem, but YMMV, and it certainly has been shown to do so.