Warpriest Discussion


Class Discussion

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Have the devs considered giving the warpriest its own spell list comprised of offensive divine spells picked from the cleric, druid, and ranger list?


Far as I know, only the bloodrager getting its own spell list is being discussed. That doesn't preclude Warpriest from getting one though. IMO, the only classes in the playtest that don't need their own spell list are the Arcanist and *maybe* the Investigator.


I agree, I think cutting out the majority of support spells would really help this class quite a bit.

Dark Archive

>tfw_no_pf wrote:
Why do we all jump to the conclusion that all deities favor weapons for the same reasons, and why do we assume that reason is always combat?

Mechanically, it does not matter what their reason for favoring a weapon is. The system at large treats Pharasma's favored weapon as a dagger for all purposes, not just for rituals. While I will agree that some favored weapons are more... yeah than others, I am also inclined to believe some deities simply should not have warpriest representation. If its weapon will gimp the class, don't use that deity!


Michael Warren 719 wrote:
Have the devs considered giving the warpriest its own spell list comprised of offensive divine spells picked from the cleric, druid, and ranger list?

We have no idea - the only information we have on where the Warpriest is going is Jason's post on page 4 (about 1700 posts ago), and the blog post. I hope they do take the time to read and reply to this thread even though it's pushing 2000 posts - If you see past the favored weapon debacle there's been a lot of good feedback and suggestions.

Liberty's Edge

Michael Warren 719 wrote:

I agree, I think cutting out the majority of support spells would really help this class quite a bit.

I disagree. The spell list is fine if this is a fighter first caster second.

You just need to make sure it can fight effectively.


Kudaku wrote:
Michael Warren 719 wrote:
Have the devs considered giving the warpriest its own spell list comprised of offensive divine spells picked from the cleric, druid, and ranger list?
We have no idea - the only information we have on where the Warpriest is going is Jason's post on page 4 (about 1700 posts ago), and the blog post. I hope they do take the time to read and reply to this thread even though it's pushing 2000 posts - If you see past the favored weapon debacle there's been a lot of good feedback and suggestions.

I noticed that the favored weapon has turned into a giant clusterF


ciretose wrote:
Michael Warren 719 wrote:

I agree, I think cutting out the majority of support spells would really help this class quite a bit.

I disagree. The spell list is fine if this is a fighter first caster second.

You just need to make sure it can fight effectively.

I'm more suggesting making this class a blaster caster+fighter just a pure war machine

Liberty's Edge

Michael Warren 719 wrote:
ciretose wrote:
Michael Warren 719 wrote:

I agree, I think cutting out the majority of support spells would really help this class quite a bit.

I disagree. The spell list is fine if this is a fighter first caster second.

You just need to make sure it can fight effectively.

I'm more suggesting making this class a blaster caster+fighter just a pure war machine

I know. And I'm disagreeing with you.

I think this should be a fighting class that can also cast spells and heal.


ciretose wrote:
Michael Warren 719 wrote:
ciretose wrote:
Michael Warren 719 wrote:

I agree, I think cutting out the majority of support spells would really help this class quite a bit.

I disagree. The spell list is fine if this is a fighter first caster second.

You just need to make sure it can fight effectively.

I'm more suggesting making this class a blaster caster+fighter just a pure war machine

I know. And I'm disagreeing with you.

I think this should be a fighting class that can also cast spells and heal.

Fair Enough, though I'm sure everyone has their own opinions of how this class should look and ultimately it either goes with majority opinion or Dev Opinion


The Beard wrote:
>tfw_no_pf wrote:
Why do we all jump to the conclusion that all deities favor weapons for the same reasons, and why do we assume that reason is always combat?
Mechanically, it does not matter what their reason for favoring a weapon is. The system at large treats Pharasma's favored weapon as a dagger for all purposes, not just for rituals. While I will agree that some favored weapons are more... yeah than others, I am also inclined to believe some deities simply should not have warpriest representation. If its weapon will gimp the class, don't use that deity!

This is what I most readily disagree with because why limit the class like that? If the better option is to limit the choices of the player rather then simply sever the ties to any single weapon then I'm gonna go with the severing.

Why should we have to choose our deity based on a weapon? Shouldn't we be making that choice based on what the deity stands for?

Liberty's Edge

Craft Cheese wrote:
Far as I know, only the bloodrager getting its own spell list is being discussed. That doesn't preclude Warpriest from getting one though. IMO, the only classes in the playtest that don't need their own spell list are the Arcanist and *maybe* the Investigator.

The Devs have said individual spell lists are non-starter for space and editing reasons.

Your best best for special spells would be the blessing mechanic or if my wish comes through a "mystery" style mechanic.

You don't need a spell to have spell like abilities. Casting spells is only one way to access special abilities, and a large part of the intent of this class is for it to be less spell focused than the Cleric.

I think the spell list is fine, I think the problem is some people want a divine caster who also fights and this is more a fighter who can cast some cleric spells.

In the action economy of this class, hitting with a weapon should be the more traveled path, given they will always lag behind full casters.

So I think the question is "How do we get them to do that well?"

Liberty's Edge

Scavion wrote:
The Beard wrote:
>tfw_no_pf wrote:
Why do we all jump to the conclusion that all deities favor weapons for the same reasons, and why do we assume that reason is always combat?
Mechanically, it does not matter what their reason for favoring a weapon is. The system at large treats Pharasma's favored weapon as a dagger for all purposes, not just for rituals. While I will agree that some favored weapons are more... yeah than others, I am also inclined to believe some deities simply should not have warpriest representation. If its weapon will gimp the class, don't use that deity!

This is what I most readily disagree with because why limit the class like that? If the better option is to limit the choices of the player rather then simply sever the ties to any single weapon then I'm gonna go with the severing.

Why should we have to choose our deity based on a weapon? Shouldn't we be making that choice based on what the deity stands for?

Can we not go back here? It's as if having to take a feat to not follow the flavor of the deity you choose is kicking a puppy for some people on here, and further we have not seen the revisions that may be coming that the blog said would address the imbalance.

If the only bonus to sacred weapons is the sacred weapon bonus, and all other abilities apply to all weapons...who cares?

The question to be looked at is what bonuses they are getting and from where. The choice of blessing is far more limiting that anything from weapon.


ciretose wrote:
Scavion wrote:
The Beard wrote:
>tfw_no_pf wrote:
Why do we all jump to the conclusion that all deities favor weapons for the same reasons, and why do we assume that reason is always combat?
Mechanically, it does not matter what their reason for favoring a weapon is. The system at large treats Pharasma's favored weapon as a dagger for all purposes, not just for rituals. While I will agree that some favored weapons are more... yeah than others, I am also inclined to believe some deities simply should not have warpriest representation. If its weapon will gimp the class, don't use that deity!

This is what I most readily disagree with because why limit the class like that? If the better option is to limit the choices of the player rather then simply sever the ties to any single weapon then I'm gonna go with the severing.

Why should we have to choose our deity based on a weapon? Shouldn't we be making that choice based on what the deity stands for?

Can we not go back here? It's as if having to take a feat to not follow the flavor of the deity you choose is kicking a puppy for some people on here, and further we have not seen the revisions that may be coming that the blog said would address the imbalance.

If the only bonus to sacred weapons is the sacred weapon bonus, and all other abilities apply to all weapons...who cares?

The question to be looked at is what bonuses they are getting and from where. The choice of blessing is far more limiting that anything from weapon.

I'm not going back here. I hope you are of a similar mind that we should be able to make Warpriests of whatever deity we want viable. That is the forefront of what I said.


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ciretose wrote:
Can we not go back here? It's as if having to take a feat to not follow the flavor of the deity you choose is kicking a puppy for some people on here, and further we have not seen the revisions that may be coming that the blog said would address the imbalance.

You can't say lets not go there, then bring up the imaginary feat, infer other people are trying not to roleplay, and compare something to kicking puppies. That tends to agitate people.


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It should have more beat-down.
Whether by spell, by channeling or by (favored weapon), it matters not.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Michael Warren 719 wrote:

Have the devs considered giving the warpriest its own spell list comprised of offensive divine spells picked from the cleric, druid, and ranger list?

i suggested an easy fix for the warpriest spells that i feel would help them a good deal:

1: 1st level cleric spells
2: 2nd level cleric spells + 1st level paladin and/or antipaladin spells
3: 3rd level cleric spells + 2nd level paladin and/or antipaladin spells
4: 4th level cleric spells + 3rd level paladin and/or antipaladin spells
5: 5th level cleric spells + 4th level paladin and/or antipaladin spells
6: 6th level cleric spells

yes it tapers off at the end a bit but i feel this gives them spells designed for a front line fighter.


ciretose wrote:
The Devs have said individual spell lists are non-starter for space and editing reasons.

They did state this early on, but they are "serious contemplating" giving the Bloodrager an individual spell list anyway.

Coincidentally, if they got rid of the blessings and/or replaced them with regular domains and used other mechanics to make the Warpriest stand out from the Cleric they would free up at least five pages of space.

And there is a new blog post up! Link is here.

Seems like the questionnaire feedback lines up with this thread pretty well in that the Warpriest has some issues.


Scavion wrote:


I'm not going back here. I hope you are of a similar mind that we should be able to make Warpriests of whatever deity we want viable. That is the forefront of what I said.

I think Jason B post last week implied you could make a viable Warpriest for any god. I'll wager they even figure out a way to allow other weapons to be used in place of the 'favored' weapon when push comes to shove via some ' with the GM's permission you could substitute x for y weapon".

There are some of the gods I would grant that for in a heartbeat anyway, regardless of the "official rules".

Question for everyone involved in the Great Sacred Weapon debates.. If the Favored Weapon rules came down where you could use any weapon, or a subset of weapons for the god of your choice, is the Sacred Weapon feature broken? (IE not good enough, or to powerful)

Just curious of everyone's thoughts.


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Since the holiday weekend is well over we absolutely should go back there.

If the Warpriest does not support martial weapon use out of the box it's a waste of page space. We already have the cleric and inquisitor for all our simple and favored weapon needs.

And it's a big waste of page space. Making dagger, whip, firearm, light crossbow, longbow, and greatsword balanced is going to take close to a page worth of abilities once formatted into readability. Add in all the other weapons that a third party deity might conceivably favor will rival the CRB's feat chapter in size. Possibly even the spells chapter.

Or Paizo could do the smart thing and acknowledge that favored weapons are mostly empty fluff.

Liberty's Edge

Scavion wrote:

I'm not going back here. I hope you are of a similar mind that we should be able to make Warpriests of whatever deity we want viable. That is the forefront of what I said.

And the point being selection of blessing is every bit as limiting (in my opinion far more limiting...) when considering deity choice, but for some reason not as subject to rage, despite both being bonuses.

Liberty's Edge

MrSin wrote:
ciretose wrote:
Can we not go back here? It's as if having to take a feat to not follow the flavor of the deity you choose is kicking a puppy for some people on here, and further we have not seen the revisions that may be coming that the blog said would address the imbalance.
You can't say lets not go there, then bring up the imaginary feat, infer other people are trying not to roleplay, and compare something to kicking puppies. That tends to agitate people.

Because I was the person who brought it up and people above me didn't make negative comments about other positions...

Selective outrage FTW!


Clectabled wrote:
Scavion wrote:


I'm not going back here. I hope you are of a similar mind that we should be able to make Warpriests of whatever deity we want viable. That is the forefront of what I said.

I think Jason B post last week implied you could make a viable Warpriest for any god. I'll wager they even figure out a way to allow other weapons to be used in place of the 'favored' weapon when push comes to shove via some ' with the GM's permission you could substitute x for y weapon".

There are some of the gods I would grant that for in a heartbeat anyway, regardless of the "official rules".

Question for everyone involved in the Great Sacred Weapon debates.. If the Favored Weapon rules came down where you could use any weapon, or a subset of weapons for the god of your choice, is the Sacred Weapon feature broken? (IE not good enough, or to powerful)

Just curious of everyone's thoughts.

I think it could be tuned a little better. As it stands, the Warpriest needs a lot of time to get in fighting shape. Buffing, throwing up Sacred Weapon and Armor while also being behind from the get go due to BAB. If Sacred Weapon was just a sacred bonus to attack rolls that was always on, I think the Warpriest would have far fewer problems. By applying it only to attack rolls you stay away from copying Weapon Training exactly and you need less time to get into the fight. Heres a suggestion.

Sacred Weaponry Training: At 1st level, The Warpriest gains a +1 Sacred Bonus to Attack rolls when wielding his Focus Weapon or any weapon that shares a Weapon Group(CRB Pg.56) with the Focus Weapon. This bonus increases every 5 levels.

This replaces Weapon Focus gained at the beginning of the Warpriest's Career.

Liberty's Edge

Kudaku wrote:
ciretose wrote:
The Devs have said individual spell lists are non-starter for space and editing reasons.

They did state this early on, but they are "serious contemplating" giving the Bloodrager an individual spell list anyway.

Coincidentally, if they got rid of the blessings and/or replaced them with regular domains and used other mechanics to make the Warpriest stand out from the Cleric they would free up at least five pages of space.

And there is a new blog post up! Link is here.

Seems like the questionnaire feedback lines up with this thread pretty well in that the Warpriest has some issues.

The Bloodrager is a 4 level spell casting class (takes less space) and the blog all but says they are the exception.

I think we all agree the warpriest has some issues. I think there have been some good (and some not so good) suggestions as to how to improve them.

I made my suggestions on what to do with Blessings. I don't like the blessing mechanic much for this class, to be honest. It is ok for the inquisitor as the meat of that class is judgements and bane. The domains are kind of candy coating.

But here it seems like they are trying to put meat on the bones and they don't really do much toward what you are actually doing.


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ciretose wrote:
Scavion wrote:

I'm not going back here. I hope you are of a similar mind that we should be able to make Warpriests of whatever deity we want viable. That is the forefront of what I said.

And the point being selection of blessing is every bit as limiting (in my opinion far more limiting...) when considering deity choice, but for some reason not as subject to rage, despite both being bonuses.

Because Blessings don't exactly define the very combat style of your character. They grant situational bonuses or benefits like Domains. They are not the keystone upon which your martial ability builds upon. The Weapon is.


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Kekkres wrote:
Michael Warren 719 wrote:

Have the devs considered giving the warpriest its own spell list comprised of offensive divine spells picked from the cleric, druid, and ranger list?

i suggested an easy fix for the warpriest spells that i feel would help them a good deal:

1: 1st level cleric spells
2: 2nd level cleric spells + 1st level paladin and/or antipaladin spells
3: 3rd level cleric spells + 2nd level paladin and/or antipaladin spells
4: 4th level cleric spells + 3rd level paladin and/or antipaladin spells
5: 5th level cleric spells + 4th level paladin and/or antipaladin spells
6: 6th level cleric spells

yes it tapers off at the end a bit but i feel this gives them spells designed for a front line fighter.

That actually isn't a bad idea in some ways, and its easy enough to implement as a one-liner rule. "The Warpriest may prepare also spells from the Paladin spell list. Paladin spells take up a spell slot one level higher."

Still, I think the actual list is fine, the issue is that a Cleric who has earlier access to the better combat buffs will end up being a better fighter than the warpriest because of them.

E.G. At 9th level the Cleric can walk into battle with Righteous Might and Divine Power.

The Warpriest is still pretty much stuck on Divine Favor. Though I guess Deadly Juggernaut is also fairly decent, but luck bonuses don't stack, and you are likely to get a better bonus from Divine Favor unless you are in a combat where you can fight off a bunch of mooks.

So, I would like this clause in the warpriest's spellcasting: "The Warpriest can prepare any spell on the Cleric Spell list with a range of Personal as if it were one spell level lower (minimum 1)"


Lord_Malkov wrote:


So, I would like this clause in the warpriest's spellcasting: "The Warpriest can prepare any spell on the Cleric Spell list with a range of Personal as if it were one spell level lower (minimum 1)"

Heyo! Theres a diamond in the rough! I really really like that.

EDIT: It also gets them some really nice utility stuff!

Liberty's Edge

Scavion wrote:


Question for everyone involved in the Great Sacred Weapon debates.. If the Favored Weapon rules came down where you could use any weapon, or a subset of weapons for the god of your choice, is the Sacred Weapon feature broken? (IE not good enough, or to powerful)

Just curious of everyone's thoughts.

The sacred weapon bonus should be just that, a bonus to your sacred weapon. It shouldn't exclude enhancements applying to other weapons, it should not require activation. You should simply get a bonus to the sacred weapon, starting with weapon focus at first level. If it were me I would make it functionally weapon training with that one weapon.

If you use another weapon, cool. Buff it up with all the features the class should have to self buff. But you are better with that one weapon.

The problem with the class as I see it is that the blessings are to much like domains and not enough like mysteries, and there aren't enough combat focused features for a combat class.

Consider a Warpriest of Pharasma, since that keeps coming off. Here are my options for blessings.

Death
"At 1st level, as a standard action you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undeadlike protection. You gain a +4 bonus on Disguise checks to resemble an undead and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun."

Healing
"Selfish Healer (minor): At 1st level, as a swift action you can cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity."

Lore Keeper
"(Sp): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your warpriest level + your Wisdom modifier."

Repose
"Gentle Rest (minor): At 1st level, with a successful melee touch attack, you can fill a living creature with lethargy, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature touched is staggered for a number of rounds equal to your Wisdom bonus (minimum 1)."

Water Blessing
Deities: Gozreh, Pharasma.
"Ice Strike (minor): At 1st level, as a standard action you can touch one melee weapon to imbue it with the power of water. For 1 minute, this weapon glows with a bluewhite chill and deals 1d4 points of cold damage with each strike. This bonus damage doesn’t stack with the frost or icy burst weapon special abilities."

One of those adds damage. And that one really doesn't make a lot of sense to have Pharasma a part of. And none of them make a whole lot of sense with the theme. A Warpriest of Pharasma becoming more undead? What?

My suggestion was to change blessings to a list of armor and weapon enhancements for each domain that actually makes sense and let you activate them as a swift action for 1 round per level.

Cleric of Pharasma?

Blessing: You may add one enchantment to your weapon or armor as a swift action from the following list for one round per level.

Death Blessing:

Bane: Undead, Ghost touch, Deathless, Defiant:(Undead)"

Which sounds more like a War Cleric of Pharasma? One that can bane undead or ghost touch for one round a level, or one that can "take on a corpse-like visage for 1 minute"

Liberty's Edge

Scavion wrote:
ciretose wrote:
Scavion wrote:

I'm not going back here. I hope you are of a similar mind that we should be able to make Warpriests of whatever deity we want viable. That is the forefront of what I said.

And the point being selection of blessing is every bit as limiting (in my opinion far more limiting...) when considering deity choice, but for some reason not as subject to rage, despite both being bonuses.
Because Blessings don't exactly define the very combat style of your character. They grant situational bonuses or benefits like Domains. They are not the keystone upon which your martial ability builds upon. The Weapon is.

Weapon focus and a +1 every 4 levels is not a keystone.

It's a bonus.

If nothing worked on anything but your sacred weapon, that would be a keystone.


ciretose wrote:


Weapon focus and a +1 every 4 levels is not a keystone.

It's a bonus.

If nothing worked on anything but your sacred weapon, that would be a keystone.

It is exactly that. The class's sole features revolve around benefiting the Focus Weapon. And for a 3/4ths BAB class it is sorely in need of those bonuses. Without them they're as good as hitting things as a Rogue.

Liberty's Edge

Scavion wrote:
ciretose wrote:


Weapon focus and a +1 every 4 levels is not a keystone.

It's a bonus.

If nothing worked on anything but your sacred weapon, that would be a keystone.

It is exactly that. The class's sole features revolve around benefiting the Focus Weapon. And for a 3/4ths BAB class it is sorely in need of those bonuses. Without them they're as good as hitting things as a Rogue.

Because it doesn't have 6 levels of buff spells...

Look, it is underpowered. We all agree on that point.

But saying that bonus is the keystone is like saying divine bond is the keystone of Paladin.

The issue isn't that warpriests get a bonus to a weapon.

The issue is they don't get anything remotely like smite AND they are starting from 3/4 BaB.

That bonus just brings them up to full BaB attack bonus with a single weapon. That is basically all it does.


Kekkres wrote:
Michael Warren 719 wrote:

Have the devs considered giving the warpriest its own spell list comprised of offensive divine spells picked from the cleric, druid, and ranger list?

i suggested an easy fix for the warpriest spells that i feel would help them a good deal:

1: 1st level cleric spells
2: 2nd level cleric spells + 1st level paladin and/or antipaladin spells
3: 3rd level cleric spells + 2nd level paladin and/or antipaladin spells
4: 4th level cleric spells + 3rd level paladin and/or antipaladin spells
5: 5th level cleric spells + 4th level paladin and/or antipaladin spells
6: 6th level cleric spells

yes it tapers off at the end a bit but i feel this gives them spells designed for a front line fighter.

And see that's kinda what I think would be a great idea because everyone is talking about what it will fill in the game and just copy and pasting a magus giving it a little more fluff doesn't really give it it's own space in the game.

Digital Products Assistant

Removed an unhelpful post.


ciretose wrote:
Scavion wrote:
ciretose wrote:


Weapon focus and a +1 every 4 levels is not a keystone.

It's a bonus.

If nothing worked on anything but your sacred weapon, that would be a keystone.

It is exactly that. The class's sole features revolve around benefiting the Focus Weapon. And for a 3/4ths BAB class it is sorely in need of those bonuses. Without them they're as good as hitting things as a Rogue.

Because it doesn't have 6 levels of buff spells...

Look, it is underpowered. We all agree on that point.

But saying that bonus is the keystone is like saying divine bond is the keystone of Paladin.

The issue isn't that warpriests get a bonus to a weapon.

The issue is they don't get anything remotely like smite AND they are starting from 3/4 BaB.

That bonus just brings them up to full BaB attack bonus with a single weapon. That is basically all it does.

The fact that both of the possible subpar benefits the Warpriest has to up their BAB are quite limited in duration. So you either burn a spell and act like a full BAB class that lacks the extra umph the others have, or you burn both your resources and lack ability in later fights. 6 Levels of spell casting is actually deceptive in power. Especially the Cleric list.

1st level: Protection from Blank, Bless and Divine Favor.
2nd Level: Grace and Bull's Strength(which gets outdated fast) Thats it. And it competes with your swift action action economy madness.
3rd level: Deadly Juggernaut/Only utility junk for our Warpriest. Deadly Juggernaut is really subpar in that you'll hardly be the one to drop the enemy.
4th Level: Divine Power and Blessing of Fervor. Once per day at 10th level because I highly doubt you've invested 18 wisdom in this MAD character.
5th Level: Finally at 13th Level you can cast Righteous Might.
6th Level: Pretty awful really. Heal is pretty much all you'll use. Maybe Cold Ice Strike. Oh but that competes with your swift action.

And Gods help you if you try to use any of your spells for utility.

On top of all this, unless you know exactly when you're going to fight, you'll waste one or 2 rounds of combat buffing.

Going down the list:
3/4ths BAB
Blessings are worse than Domains fairly universally. And no bonus spells.
Worse than Magus and Paladin Sacred Bond.
6th Level Cleric Casting is deceptive.
Rounds spent doing nothing but buffing yourself.
Reliance on a single weapon. To use other weapons incurs an opportunity cost. And you'll never be good as a Full BAB character when using other weapons.
No Immediate Actions or they'll slow down your buffing phase.
Worse Channeling, No good way of making use of it except by channeling negative. And even then its way better for a Cleric to channel smite.

Liberty's Edge

I think conceptually the bonus feats were supposed to cover the gap.

But when you are 3/4 the gap, and you don't get to waive prerequisites like a ranger or have special access feats along with weapon training, isn't covered.

The blessings don't work at all, IMHO. And they take up most of the pages of the class.


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Pathfinder Adventure Path Subscriber

Well, I got a chance to play test this class over the long weekend. I'll try to write up a longer summary (with build details) sometime this week, but I wanted to get my basic impressions posted in case I don't have any time to write the rest.

Quick background: I tested this class, at level 5, in Trial of the Beast (book 2 of Carrion Crown). Up until now, I've been playing this character as an Inquisitor, so I'm mostly comparing those two classes. There is also a Cleric in the party, so I got a little bit of comparison there.

My overall conclusion is that while the class isn't exactly bad, I would pretty much never choose to play it when I have the option of an Inquisitor. The Inquisitor can cast most of the same buffs, does a similar amount of base damage, and has similar defenses. The Inquisitor also has more ability to buff itself using Swift Actions, and those Swift buffs apply regardless of the weapon being used. The bosses of the section we played ambushed us in a multi-level room; our buffs had worn off and they had a range advantage on us. I ended up having to use some Standard Actions to buff, and had to use my bow for a significant amount of the encounter. The Inquisitor would have handled these obstacles much more smoothly than the Warpriest did, not least because his dex is higher (didn't need any cha), and so he has a higher attack bonus on his bow to begin with. And just to top things off, the Inquisitor has a lot more skill points than the Warpriest. I lost count of the number of times that one of those missing skills would have been very useful.

I did feel more combat capable than the Cleric, but I think that had almost as much to do with my build as my class. She was built for defense and healing, but she was still dealing reasonable damage.

I also can add my name to the list of people saying this class is too front loaded. Choosing 3 feats at level one is challenging, particularly when you have a +0 BAB and are unlikely to have the int or dex required for some combat feats. I took Improved Initiative because there wasn't much else to fill that slot with. My Inquisitor still had a higher init bonus….

Sovereign Court

Alrighty, Jason Bulmahn, here is a bit of playtest feedback.
(Based on a 4 hour playtest of a level 4 Human Warpriest)

The warpriest (positives):
> Handled/felt like a fighter with some healing spells
> Should keep the swift healing (very fun, useful, convincing, easy to use)
> Made good use of weapons and armor proficiencies
> Enjoyed the number of feats available
> Appreciated having good saving throws

The warpriest (negatives):
> Should change the title from Selfish Healer to Self Healer. (Rationale: the selfish part doesn't necessarily fit with the class. Why should the class fall under the stigma of "selfish"?
> Should change the caster progression for spells. It is a hard, unnecessary hit with too much given up and should be closer to the cleric. Basically, the too slow progression made it feel like the warpriest is just a bad/poor cleric.
> Should not depend on alignment as a basis for blessings/sacred weapons etc. There isn't any need to bias which god a player worships. The whole dagger vs. greataxe bias in terms of damage or weapon power is simply unnecessary.
> Should receive full BAB. The reduction in base attack bonus should be on par with a fighter and would be completely plausible if so.
> Seemed way too limited for channel dice: 1d6 through level 4 is too much of a reduction. Keep channel dice more on par with cleric.
> Blessings are lackluster. They weren't inspired, and seemed unnecessarily underpowered and a bit meh.
> Needs a rewrite of the saving throw verbiage. There wasn't a mention of the type of saving throw (WILL or FORT) that was needed with the in line text for using blessing powers.
> Should be able to swift heal cure light, cure mod, etc. by using a slot even without memorizing those spells that day. Since a cleric can convert any spell slot into a cure spell, why require that a cure spell be memorized?

That's all for now,
Good luck, Jason

-Pax


Well, now that I have suggested limited spell combat or limited spell permanence a dozen times let me suggest something else:

Big dumb damage holy damage boosts. Lean in hard against that Rogue attack progression and let them hit as hard as the Rogue.

Call it Divine Vengeance or something equivalently rad. A number of times per day equal to the 1/2 Warpriest's level + wis modifier allow the Warpriest to declare an attack a "Divine Vengeance" attack, once a round before an attack is rolled. It should be equal to Wis + her full level or 2/3 level if you do not use 1 or both of the optional rules near the end (which I don't advise!).

When activated, this ability makes the weapon attack deal an additional 1d12 damage plus an additional 1d12 damage at level 4 and every 3 levels thereafter to a maximum of 7d12 at level 19 (Expected value of 45.5; compare this to an expected value of 35 from sneak attack at lv 20 or 20 damage from a paladin's smite at level 20; note that divine vengeance has the highest variance of all these abilities).

Starting at level 8, the Warpriest may use this ability twice a round (using two daily uses), and an additional time at level 16.

Starting at level 9, the Warpriest may add her Wisdom as a Holy (or profane) bonus to the Divine Vengeance attack roll (maaaaaaaaaaybe only with her diety's favored weapon).

Optional rule(s):
-You do not need to use daily uses of this ability to combat foes directly in the service of your church.
-You regain a use of divine vengeance when doing something directly in the service of your god (or church's) desires, especially when that thing is inconvenient to the player

Reasons to like this:
1. This limited attack resource gives the Warpriest a reason to divide her turns between spell casting and combat (which is perhaps desirable if we don't like the spell combat approach for some reason).
2. The Wisdom bonus to attack at level 9 mitigates the loss of full BAB for those attacks (in fact if the Warpriest spends one of her precious standard actions to caste a buff she can catch a fighter in terms of accuracy).
3. Optional rules give the class flavor without necessarily locking a Warpriest into a particular weapon (though you still can).

*drops his microphone and walks away*
B)


The Beard wrote:
>tfw_no_pf wrote:
Why do we all jump to the conclusion that all deities favor weapons for the same reasons, and why do we assume that reason is always combat?
Mechanically, it does not matter what their reason for favoring a weapon is. The system at large treats Pharasma's favored weapon as a dagger for all purposes, not just for rituals. While I will agree that some favored weapons are more... yeah than others, I am also inclined to believe some deities simply should not have warpriest representation. If its weapon will gimp the class, don't use that deity!

And then we have a even narrower class.

Paizo Employee Lead Designer

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Hello Everybody,

Couple of quick notes.

1. Sorry for leaving this thread unattended for a few days. I have been swamped going through the edits of the other classes and full-scale recasting of the Arcanist. I am still getting caught up on this thread and I am turning my full attention to this class now.

2. Some folks need to calm it down a bit. This thread has had far too many posts removed for sniping, rude comments, and troll-baiting. I am not going to lock it, but folks need to know that you are all on warning. Post your thoughts, comments, and feedback. Leave the snark and flame-wars out. Failure to do so will land you with a time out.

3. There are going to be some serious changes to this class. Not quite on the scope of the arcanist, but still big. I think I have some solutions to solve a number of the problems as they currently stand. I think many of you will be quite happy with them, but I guess we will have to wait and see for the PDF rerelease. Here are a few teasers...
- The class is not getting full-BAB, but there are ways to work around that.
- With the rewrite, the favored weapon of your god is going to become something you want to use, not just something you are forced to use.
- This class is going to become the master at self-buffing.

That is all I am ready to share for now. I gotta get back to reading and design.

Jason Bulmahn
Lead Designer


Nice!

Dark Archive

Jason Bulmahn wrote:

Hello Everybody,

- The class is not getting full-BAB, but there are ways to work around that.
- With the rewrite, the favored weapon of your god is going to become something you want to use, not just something you are forced to use.
- This class is going to become the master at self-buffing.

That is all I am ready to share for now. I gotta get back to reading and design.

Jason Bulmahn
Lead Designer

Not going to lie. If this thing turns into a self-enabler, I'm probably going to really enjoy it. Application of the right buffs can easily make it able to fight on par with fighters, and while it might not be a constant effect, it's far preferable to failing in both the niches we had previously believed it was attempting to fill. This looks like a really good direction for the class to take.

Silver Crusade

Looking forward to seeing the next class updates. Hopefully, this will give the class some beef and make everyone relax.


This looks like I might have fun playing it.
That was my original thought when I read about the concept of the warpriest.

I'm still leery about the weapon thing. But if this class ends up letting me play clerics like I've always done, just with mechanics tailored for it, well, you have my dagger. *snickers*


Arae Garven wrote:

This looks like I might have fun playing it.

That was my original thought when I read about the concept of the warpriest.

I'm still leery about the weapon thing. But if this class ends up letting me play clerics like I've always done, just with mechanics tailored for it, well, you have my dagger. *snickers*

And my crossbow!


Jason Bulmahn wrote:

- This class is going to become the master at self-buffing.

This is a tricky wicket.

I do believe this self-buffing is the key to push the class into its proper niche. The challenge will be that the Inquisitor is already a "6 spell levels, divine, 3/4 BAB, master of self buffing".

I think the difference, my guess, will be that the War Priest will be buffing using divine spells (the inquisitor uses non-spell buffs). That niche isn't really developed much.

Another guess, the War Priest will have a higher base of combat reliability over the Inquisitor and that they will count as fighter for feat selection.

The danger will be that the Inquisitor, given a couple buff rounds, will have the best of both worlds. Given that the Inquisitor is a fabulous with skills for in and out of combat flexibility, the War Priest should dominate the Inquisitor in combat, always.

I look forward to the PDF re-write to see how you navigate this. You delivered a most excellent teaser.


I still like my aura idea...

:)


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*peers around*

I'm currently in the process of playing through The Confirmation with a Warpriest. At this point there's one rather small thing I'd like to suggest revisiting; namely, describing the Warpriest's abilities is very awkward right now. I.e. "I'm using the War Blessing's minor blessing." Perhaps rename the abilities themselves to "favors" or something... just to get that redundancy of wording out of the way?

Apologies if this has already been mentioned... I did a quick search and didn't see it, but I also haven't read all 1,998 posts in this thread.

I'll have some more thoughts as we go, I'm sure. That's all for now.


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Looking forward to these changes.

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