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My goal is to have a Warpriest that fights well, heals and buffs "well-enough" and has some actual RP skills, since that matters in PFS and people look to a "Cleric" to be able to lead.
When I say heals and buff "well-enough" I mean he can do the job if a dedicated Cleric or Bard isn't around, but the build won't focus on it. Thus far (Level 3) I've been essentially using CLW/Bless/Guidance and then hitting things hard.
Here is my problem, I feel like I'd be better off with a Paladin. So I'm trying to find a way to make this character more than just a thuggish, weaker, paladin.
I chose Greatsword because Sacred Weapon only seems useful if you go with a poor weapon (dagger spec?) or sword and board through high-levels (Scimitar and shield). Even then it is horribly limited to 1 round/level [/end rant]
Level 12 plan so far:
M'Doch
Half-orc Warpriest of Cayden Cailean
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 27 (3d8+9)
Fort +6, Ref +3, Will +7; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist fortified drinker
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Offense
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Speed 20 ft.
Melee
. . mwk cold iron greatsword +7 (2d6+4/19-20)
. . warhammer +5 (1d8+3/×3) (with a Heavy Shield when needed)
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Statistics
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Str 21 (includes racial +2)
Dex 12 (Dex enough for Plate)
Con 14
Int 10 (I want some skills)
Wis 16, (Considering dropping to 14)
Cha 8 (Makes Diplomacy tough, but otherwise dumpable)
Base Atk +9; CMB +14; CMD 25
Feats Improved Initiative, Power Attack, Toughness (Is there a better choice?), Weapon Focus (greatsword)
I really need help with feats! I get 4 bonus fighter feats + 6 regular
Alt Racial Traits City-Raised, Sacred Tatoo
Traits fortified drinker, seeker
Skills Diplomacy +14, Intimidate +16, Knowledge (local) +3, Knowledge (religion) +4, Perception +10, Sense Motive +11; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
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Special Abilities
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Are the Domains OK?
Travel Domain: Agile Feet (Su) As a swift action, ignore difficult terrain penalties (even magical ones) for 1 rd.
Good Domain: Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Fortified Drinker +2 save vs. mind-affecting for 1 hr after drinking alchohol.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Formatting borrowed from Hero Lab