Wild Elf

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After looking over the class in the playtest document and skimming through the class discussion sticky, it seems to me that the biggest issue with the class is where it fits when compared to the other divine casters. Specifically in relation to the balance between it's martial power, and casting ability.

When compared to a Paladin the Warpriest has looser alignment restrictions, a few extra feats, more spell-casting ability, & both armor and weapon bonds as opposed to one. However the Warpriest loses the full BAB progression, the option for a mount, the Smite class feature, enhanced saves, Lay on Hands, & Auras.

When compared to a Cleric the Warpriest gains a few extra feats, more baked in martial ability as opposed to the optional approach the Cleric has, and the weapon and armor enhancement. However the Cleric has full spell-casting, a better Channel Energy progression, & more options when choosing a playstyle.

When compared to an Inquisitor the Warpriest gains access to combat bonus feats as opposed to teamwork feats, Channel energy, Spontaneous casting, & armor bonds and and a more versatile weapon bond. However the Inquisitor has Judgements, more skill points and features that enhance skills, the Stalwart class feature, and more out of combat utility.

(I'm going to skip the Oracle for this analysis due to the amount of variance between mysteries, and revelations within those mysteries).

Between these three comparisons it's hard to pin down a place where a Warpriest would excel. I'm not saying this class is underpowered, just that because of the strengths and versatility of the other divine casters the Warpriest falls a little short and ends up playing second fiddle. I have some ideas on how to remedy this situation. They are a little unorthodox but I think they would give the class a clear niche and a place to excel while avoiding stepping on the toes of the other divine classes.

1. Increase the Warpriest's BAB progression to full. This solidly puts it in a place where it can compete with the Paladin and other martial classes in combat. Although by doing this the number of bonus feats the Warpriest gets may have to be adjusted for balance.

2. Remove spell-casting and spontaneous casting. In exchange for the combat boost something had to be given-up, and I think spell casting is the best candidate. Yes the spells add a lot of versatility to the class, but the also hold it back when attempting to balance the Warpriest against other divine casters. Now while spell-casting is gone, I strongly believe it should keep its access to Channel Energy, Sacred Weapon, and Sacred Armor.

3. Expand on the Blessings mechanic. There are a few ways this could be expanded, but my thought is to move Blessings closer to Bloodlines or Mysteries. Having a longer and more gradual progression, with both active and passive abilities tied to the Blessings chosen by the Warpriest.

With these changes the Warpriest is a full BAB, martial combatant; they call upon the power of their deity not not through spells, but channeling energy to their surrounding allies, opponents, weapons, and armor. And when things look dire they receive divine Blessings from their god/dess to ensure victory.

Would anyone care to share their thoughts on any of the above?


For a while now I've been unhappy with the current system of magic in D&D and Pathfinder. I'm not really a fan of the "cast and forget" Vancian system. I also would really like to see more of a differentiation between Arcane and Divine casters.

To remedy these perceived shortcomings I've been slowly been trying to a system I would prefer. So far it's only in the theory stage; I haven't begun to fiddle with mechanics, but I wanted to post my ideas here for some feedback. Whether others are looking for something similar, think I'm heading in the right direction, or just think it's an interesting idea.

OK. My first idea is to break casters into three categories based on the source of their powers: Ambient casters, Inherent casters, and Bestowed casters.

Ambient casters will and shape power from the world around them. Wizards and Warlocks would fall into this category. I think a skill-based casting mechanic would reflect their abilities well. Maybe spells have a casting DC; failed spells backfire and may cause damage to the caster, but exceed the DC by enough and add special effects.

Inherent casters contain magical power within themselves. Monk and Sorcerer would fit here. I think that a point based system would work well for Inherents. I also think that their casting mechanic should have less risk than Ambients but sacrifice the wide range of abilities.

Bestowed casters receive their power from an agreement with a deity or other power. Obviously this contains Clerics, Paladins, and Druids( I think they fit better here than in Ambient). I haven't been able to think a good idea for a mechanic to reflect this category yet, suggestions would be greatly appreciated.

Questions? Comments? Words of Encouragement?