
Scavion |

An interesting option but cleric buffs typically scale with caster level - at level 1 the cleric and the warpriest would get the same bonus from, say, divine favor (also a luck bonus) but at level 3 the cleric would get a +2 bonus, level 6 a +3 bonus and so on.
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).
Level 3 you still have a +1.

>tfw_no_pf |
Trogdar wrote:Especially combat feats, because they seem to be balanced with the assumption that only Fighters will be taking them. Notice how much more powerful in general caster-oriented feats are than combat-oriented ones?The most obvious being that feats, no matter how many, will never overcome slow casting progression and the loss of the top three spell levels.
Feats are not good. You can't replace good magical class features with feats and expect some sort of equilibrium. If this class got two feats a level for every level I would still choose a cleric. Better spells at earlier levels that will, in some instances, outstrip a feat by several orders of magnitude cannot be so easily stripped off the cleric chassis.
While I agree that feats can never match the flexibility of full-casting, I think restricting the warpriest's bonus feats to combat feats wouldn't be too big a deal. It would help to emphasize his martial talents, and he still has all his normal feats to pick up channeling/casting related things. Besides, we've established that the warpriest's casting is gimped and feats aren't that great; it might not even be worth taking casting-related feats in the first place.
I see the war priest as being targeted at the player who would play a crusader cleric, but gets bored having to spend rounds out of combat buffing. For a limited buff/melee class, buffing just takes too long if it has to be done before combat. The cleric and bard are buffer primary. They too suffers from this, but at least their buffs are powerful enough to turn a battle more or less on their own.
I agree with this 100%. I'd like to see something for the warpriest's buff spells like how the summoner gets improved summoning spells, as well as some way to apply them to himself as either a series of swift actions (meaning he can ramp up his buffs while in combat) or a single swift action (set it and forget it for the player who gets bored constantly buffing). As for buffing others, do you think people will be relying on the warpriest for buffs? I think it would make him much more useful than just another martial damage-dealer, but he'll need a way to do that quickly too. Maybe a feature that lets him cast buff spells on x number of allies within y yards?
On another note, is anyone else hype to see the revamp of this class? I'm really, really hoping the blessings have gotten some love and that channeling is no longer CHA-based.

RJGrady |

Count me also as wanting this class to be Wisdom-based, as they are already wanting Strength and maybe Dexterity. Basing channel energy off uses of another (Wisdom-based) ability, in the way a paladin's postive energy channel plays off lay on hands, is still my preferred approach.

Kudaku |

Kudaku wrote:An interesting option but cleric buffs typically scale with caster level - at level 1 the cleric and the warpriest would get the same bonus from, say, divine favor (also a luck bonus) but at level 3 the cleric would get a +2 bonus, level 6 a +3 bonus and so on.
Divine Favor wrote:Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).Level 3 you still have a +1.
Argh, that's what I get for going off memory instead of looking up the spell description - I could have sworn it was +1 with an additional +1 per three caster level. Thanks for the correction :)

Tels |

For those unaware, there was a podcast last night by Know Direction with Jason Bulmahn as a guest and they talked about the Advanced Class Guide and the playtest and spoilered some of the upcoming changes to the classes.
There is a thread with mine, and others', notes here: Podcast Notes.

Scavion |

Scavion wrote:Argh, that's what I get for going off memory instead of looking up the spell description - I could have sworn it was +1 with an additional +1 per three caster level. Thanks for the correction :)Kudaku wrote:An interesting option but cleric buffs typically scale with caster level - at level 1 the cleric and the warpriest would get the same bonus from, say, divine favor (also a luck bonus) but at level 3 the cleric would get a +2 bonus, level 6 a +3 bonus and so on.
Divine Favor wrote:Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).Level 3 you still have a +1.
No problem mate. It validates that idea though a bit more. 4th level the Warpriest pulls ahead then again at 7th. The Cleric would only break even with the Warpriest at certain points with the Warpriest ahead on other points. Not to mention it caps at 9th level with everything after that just being better. Comparable to Divine Power which gets up to a +6 at 18th level. This ability would be comparable but capping at 16th level. Now if it were a Sacred Bonus and stacked with Divine Favor THAT could be REALLY great.
Food for thought.

master_marshmallow |

I would like to see this class stay a prepared caster, I can feasibly see them switching the casting stat to CHA, but would prefer they didn't.
On the Arcane side of things we have the Bard and the Magus, one spontaneous 6/9 caster based on one stat, and a prepared 6/9 caster based on another.
I would like to see some parallelism here with the warpriest being to the Inquisitor what the Magus is to the bard.
I feel it will need it's own spell list, and some kind of spell combat is almost necessary for this class.

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Kudaku wrote:An interesting option but cleric buffs typically scale with caster level - at level 1 the cleric and the warpriest would get the same bonus from, say, divine favor (also a luck bonus) but at level 3 the cleric would get a +2 bonus, level 6 a +3 bonus and so on.
Divine Favor wrote:Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).Level 3 you still have a +1.
Correct me if I'm wrong, but the number of spell levels you have access to does not influence your caster level. The warpriest has spells from level 1 and continues to gain them as it goes, never skipping progression. It simply has slower progression. As a result of this, it would still be considered as having full caster level progression, would it not? At no point does it say that it does not increase in caster level. Likewise, it does not state it is at a disadvantage in terms of caster level. Only getting up to 6th level spells does not a reduced caster level make.
The paladin suffers from a reduced caster level as a result of not getting spells until it has a few levels already under its belt. Warpriest has no such weakness.

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Count me also as wanting this class to be Wisdom-based, as they are already wanting Strength and maybe Dexterity. Basing channel energy off uses of another (Wisdom-based) ability, in the way a paladin's postive energy channel plays off lay on hands, is still my preferred approach.
Reducing the Multiple Attribute Dependency was suggested by Jason in looking to replace Channeling.
I do really like the blessings tying into the God that they serve. Extra flavor for a character is nice.
The real problem is that a cleric is a excellent spell caster (second only to wizard) and a decent melee as well. The paladin is an excellent melee (defensively the best), decent spell casting (reduced spell levels ftw), and excellent support abilities. The inquisitor is great on skills, a decent spell caster, and a decent melee as well.
The WARpriest needs to be an excellent offensive melee below fighters and barbarians with decent spell casting to fit in. Otherwise, the other divine classes overshadow it. Currently, a paladin is simply better at fighting and healing.

Scavion |

Scavion wrote:Kudaku wrote:An interesting option but cleric buffs typically scale with caster level - at level 1 the cleric and the warpriest would get the same bonus from, say, divine favor (also a luck bonus) but at level 3 the cleric would get a +2 bonus, level 6 a +3 bonus and so on.
Divine Favor wrote:Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).Level 3 you still have a +1.Correct me if I'm wrong, but the number of spell levels you have access to does not influence your caster level. The warpriest has spells from level 1 and continues to gain them as it goes, never skipping progression. It simply has slower progression. As a result of this, it would still be considered as having full caster level progression, would it not? At no point does it say that it does not increase in caster level. Likewise, it does not state it is at a disadvantage in terms of caster level. Only getting up to 6th level spells does not a reduced caster level make.
The paladin suffers from a reduced caster level as a result of not getting spells until it has a few levels already under its belt. Warpriest has no such weakness.
I meant the Cleric still has a +1 from Divine Favor at level 3. It has a minimum bonus of +1, but only grants you a +1 for every 3 caster levels you have. Maximum +3. So at level 6 it goes up to +2 and caps at level 9, same as a Warpriest.

Cthulhudrew |
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I am going to remind folks here one last time to knock off the sniping and personal attacks. I am seeing way too many posts that are getting flagged or deleted by staff. If it keeps up, some folks are going to get a time out.
I blame the Skald. Clearly, his Raging Song has piped out of his own thread.
Though that makes me think- as much incense as the Warpriest discussion raises, maybe one of his abilities should be (or be renamed) Passion of the Faith?

Kudaku |

So the podcast Tel referenced stated that the names of the classes are locked in except the warpriest and the bloodrager as these names are portmanteus, but they haven't really thought of anything better. So let's brainstorm a little, maybe we can come up with some good alternate names for the Warpriest? Looking up some synonyms I found a few names to get us started:
Templar
Crusader
Champion
Visionary
Devotee
Zealot
(Knight) Militant
What do you think? Do you have a better suggestion? Post it here!

Excaliburproxy |

Renegade Paladin wrote:Yeah I'm dumb. I've actually played an Inquisitor too. @_@Scavion wrote:The Inquisitor called, he says hi. ;)
Plus there aren't wisdom based spontaneous casters.
Ooooooooor
You could give the Warpriest Arcanist style casting mechanics. That way she could ready her buffs and cast them like a spontaneous caster but also not completely throw away the utility of her Cleric heritage.
I also just want to see what an arcanist style chart looks like in 6 levels.

Cthulhudrew |

I'd still prefer Crusader (1st) or Templar (2nd), but Warpriest has kind of grown on me, so I wouldn't be horribly disappointed if it stays as is.
The "it's already the name of an archetype/prestige class" argument doesn't really hold a lot of weight, I don't think: witness the classes that already duplicate such names (Skald, f'rinstance), not to mention archetypes that duplicate each other (Buccaneer- gunslinger and bard, etc.).
Personally, I wish there were more name duplication in such instances, myself. I'd love to have a Buccaneer Wizard. I think it gets to a saturation point where you just simply run out of words in the Thesaurus to describe an archetype that fills the same niche but with/for a different class. Then you either start making up names, using names from other languages, or just ending up with some really odd, out of the depths of obscurity names.

LadyWurm |

What the class needs is more ways to do damage with a weapon in combat.
This would definitely help. What about using channeling to buff damage? That might feel too much like Smite Evil though...
1. d10 Hit Die
This. Keep the middle BAB, raise the hit die.
So long as the class has the ability to heal, there will be people expecting you to spend the entire combat standing behind them and curing them each round instead of, you know, having fun. Short of removing healing capability altogether, nothing they can do with the class's design can help with this.
What about the ability to heal passively? Like, they can activate a power as a free action a certain number of times per day, and it slowly regens everyone in a radius around the Warpriest?

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There's nothing wrong with "warpriest" as a name. Hell, it was a prestige class in 3.0 D&D (in the Defenders of the Faith paperback splat; I just dug out my old copy to look at it, in fact). It isn't made up out of whole cloth, here.
Oh dang, I'm not the only one that caught this? I am surprised, I will admit. Surprised as well as impressed.
I can't say I would be able to think of anything more fitting than warpriest. They better reflect what a paladin (historically speaking) would have been than the paladin class, but I somehow don't see them swapping the two names. Thus, warpriest seems good to me. Well, unless it were simply called templar.

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Renegade Paladin wrote:There's nothing wrong with "warpriest" as a name. Hell, it was a prestige class in 3.0 D&D (in the Defenders of the Faith paperback splat; I just dug out my old copy to look at it, in fact). It isn't made up out of whole cloth, here.Oh dang, I'm not the only one that caught this? I am surprised, I will admit. Surprised as well as impressed.
I've been at this a while, yeah. ;)

Scavion |

Jason Bulmahn wrote:I am going to remind folks here one last time to knock off the sniping and personal attacks. I am seeing way too many posts that are getting flagged or deleted by staff. If it keeps up, some folks are going to get a time out.I blame the Skald. Clearly, his Raging Song has piped out of his own thread.
Though that makes me think- as much incense as the Warpriest discussion raises, maybe one of his abilities should be (or be renamed) Passion of the Faith?
Faithful Passion sounds nice. Could be a Will bonus.
I like the names Champion, Templar, and Zealot.
But Warpriest I dig even though its a portmanteau.

>tfw_no_pf |
Naw, Zealot implies a disconnect for whats appropriate.
Templar is nice, or Hospitaler (since theyre supposed to heal as well)
Hospitaller is already a paladin archetype, though, and we're trying to distance the class from the paladin if possible (and it would just create confusion). Crusader is a cleric archetype, so naming a hybrid class the same thing as an archetype for one of its parent classes will probably get confusing.
I think Templar should be avoided too, considering they were a real world order (also like Hospitaller) with a lot of connotations (which isn't to say paladins weren't as well, but they are much less widely known; then again, that might be a nice parallel).

PathlessBeth |
Was DotF a OGL book? Can't remember if those splat books were or not (though I think they were, since Tome and Blood is where Dragon Disciple came from, iirc)
I don't think it was not OGL.
However, simple phrases of common words (e.g. "war priest") are protected from copyrighting.That isn't particularly relevant, though, since as far as I can tell the PFDT hasn't used any of the 3.0 warpriest's mechanics in their warpriest base class (except for stuff from the core rules, of course). The only things similar about 3.0 warpriest and ACG warpriest are
a)the name, which is a common phrase and cannot be copyrighted,
b)the general theme, which is highly generic, thousands of years old, and certainly not something WotC (or anyone else, for that matter) owns IP on, and
c)Some OGL mechanics taken from the 3.0 Player's Handbook, which Paizo is free to use if they reference it in their OGL.
So, since it's been brought up, I actually love the idea of the warpriest as a divine barbarian.
Think about it, what's a barbarian? Someone who lives separated from so-called "modern" civilization, in a hunter-gatherer tribe or in their ancestral village, in the tradition of their ancestors, who is fiercely willing to defend his ancestral life with the oldest means of conflict resolution: rage and violence.
The warpriest is someone who follows the traditions of their faith like a cleric, and can defend it with the combined ferocity of a barbarian and training of a cleric. Thanks, whoever suggested thinking of it this way, I am now far more interested in the warpriest than I was when I thought of it as a cleric/fighter. It may not have the rage class feature, but it can definitely fit the flavor of a cleric/barbarian.

Arae Garven |

That's alot like how the ordained champion PrC worked. Burnt spell slots for bonuses.
The Ordained champion isn't a bad place to be, come to think of it. Its smite thing was fun, ad it had the same "too many feats" thing going, although 3.5 feats where always worth having more of, regardless of how much BaB you had (with enough splatbooks, that is).
One of my favorite characters ever was in fact a cleric/fighter/ordained champion/prestige paladin. It was a blast, and If I can make something like him I'd totally play a warpriest.

Craft Cheese |

The Ordained champion isn't a bad place to be, come to think of it. Its smite thing was fun, ad it had the same "too many feats" thing going, although 3.5 feats where always worth having more of, regardless of how much BaB you had (with enough splatbooks, that is).
One of my favorite characters ever was in fact a cleric/fighter/ordained champion/prestige paladin. It was a blast, and If I can make something like him I'd totally play a warpriest.
I liked Cleric 3/Church Inquisitor 1/Ordained Champion 1/Prestige Paladin 1/Ordained Champion +2/Fist of Raziel 2/Contemplative 1/Fist of Raziel +8/Church Inquisitor +1
Gets BAB +18 (with fractional BAB), CL 18, War Domain, Inquisition Domain, and 3 other domains of your choice (I like Law, Knowledge, and Spell, substituting Law and Knowledge for their respective Devotion feats, then taking Domain Spontanaeity (Spell Domain).) Take Holy Warrior, Awesome Smite, and DMM: Persist.

Arae Garven |

Arae Garven wrote:The Ordained champion isn't a bad place to be, come to think of it. Its smite thing was fun, ad it had the same "too many feats" thing going, although 3.5 feats where always worth having more of, regardless of how much BaB you had (with enough splatbooks, that is).
One of my favorite characters ever was in fact a cleric/fighter/ordained champion/prestige paladin. It was a blast, and If I can make something like him I'd totally play a warpriest.
I liked Cleric 3/Church Inquisitor 1/Ordained Champion 1/Prestige Paladin 1/Ordained Champion +2/Fist of Raziel 2/Contemplative 1/Fist of Raziel +8/Church Inquisitor +1
Gets BAB +18 (with fractional BAB), CL 18, War Domain, Inquisition Domain, and 3 other domains of your choice (I like Law, Knowledge, and Spell, substituting Law and Knowledge for their respective Devotion feats, then taking Domain Spontanaeity (Spell Domain).) Take Holy Warrior, Awesome Smite, and DMM: Persist.
Mine was decidedly less casty and more fightery(Read: less powerful). Cloistored cleric1(for the aditional domain)/Fighter2/CC+1/Ordained Champion1/Prestige Paladin3/Ordained Champion+3 was as far as I got. 3rd level spells, but the DM ruled Battle Blessing to work with my spells, so it wasn't really an issue. Practised Spellcaster took care of the CL.

Arae Garven |
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Obviously to make this viable we just need a lot of full BAB PrCs to go dipping around in while leaving the actual class empty. I welcome our new useful and tasteful PrCs!
I quite agree with you. But the character was fun, and if the warpriest can do something like what he did, while losing the paladin-ness and gaining more of the warrior aspect, (preferably without being shoe-horned into a combat style, hint hint) I'd love to play it. Swift (or nearly swift) action spells make low level cleric spells both viable and powerful. Standard action low level cleric spells aren't worth my time in combat. Out of combat, sure, but if I wanted to play a character who makes himself viable warrior by buffing beforehand I'd play a cleric, and be better off for it.

Craft Cheese |
1 person marked this as a favorite. |

Obviously to make this viable we just need a lot of full BAB PrCs to go dipping around in while leaving the actual class empty. I welcome our new useful and tasteful PrCs!
If I could have made that character with 20 levels in a base class, believe me, I would have. Requirement juggling sucks and is the worst part of making characters for 3.5.

Kryzbyn |

MrSin wrote:Obviously to make this viable we just need a lot of full BAB PrCs to go dipping around in while leaving the actual class empty. I welcome our new useful and tasteful PrCs!I quite agree with you. But the character was fun, and if the warpriest can do something like what he did, while losing the paladin-ness and gaining more of the warrior aspect, (preferably without being shoe-horned into a combat style, hint hint) I'd love to play it. Swift (or nearly swift) action spells make low level cleric spells both viable and powerful. Standard action low level cleric spells aren't worth my time in combat. Out of combat, sure, but if I wanted to play a character who makes himself viable warrior by buffing beforehand I'd play a cleric, and be better off for it.
I played a similar character, but they were a rogue as a base, and through RP dedicated themselves to the god of theft and murder (it was a homebrew campaign). He was more sneaky/stabby than casty, he also had a level of ranger for tracking his prey...
Was hella fun using the same devine spells to confound inquisitions that they used to try to make me tell the truth...Great fun was had.

MrSin |

MrSin wrote:Obviously to make this viable we just need a lot of full BAB PrCs to go dipping around in while leaving the actual class empty. I welcome our new useful and tasteful PrCs!If I could have made that character with 20 levels in a base class, believe me, I would have. Requirement juggling sucks and is the worst part of making characters for 3.5.
Oh I know, you should see some of my wizard and cloistered cleric builds, lots of PrC names in them. Of course even going straight wizard or cloistered cleric is pretty darn powerful. PrCs were hard to turn down because you lost nothing and gained quiet a bit. In pathfinder its too much in the other direction imo, but that's another topic.
Btw, your name always makes me hungry...

Craft Cheese |

I like playing with a 3.P variant that works like this:
- All PrCs have a minimum HD requirement usually (but not always) equal to the highest number of skill ranks it requires - 3 (=to the highest ranks for PF-native PrCs). Exceptions are those PrCs where entry is primarily restricted by a high BAB, spellcasting, or feat chain requirements and not by skill ranks.
- All other PrC requirements are gone, unless the class meaningfully advances, modifies, or utilizes that prerequisite. (e.g., it wouldn't make sense to enter Master of Many Forms without wildshape.) Fluff requirements are left up to DM adjucation, but I personally don't think fluff requirements are appropriate for setting-neutral PrCs.
IMO, it doesn't imbalance things any worse than they already are: The best builds to use for each PrC don't change much under this variant (and the ones that do are the crappy ones that need the help anyway), you're just free to deviate from that build more.
Oh right, Warpriest. I still think my Bonded Spells idea is a good one:
Bonded Spell (Su): A Warpriest's connection to their deity is so strong, that the power of the divine does not fade from them so easily. Beginning at 2nd level, once per day, a Warpriest may bond with a spell with a range of personal or touch with a duration of 1 hour/level: The spell is cast on the warpriest with a duration of 24 hours. A bonded spell cannot be easily dispelled: Unless the caster level check to dispel the spell succeeds by 10 or more, the effects are only suppressed for 1d4 rounds, as if the effect were that of a magic item. At 6th, 10th, 14th, and 18th level, the Warpriest may bond with an additional spell each day. At 7th level, a Warpriest may bond with a spell with a duration of 10 minutes/level. At 11th level, he may bond with a spell with a duration fo 1 minute/level. At 15th level, he may bond with a spell with a duration of 1 round/level.

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Should that be "range of personal or touch with a duration of 1 hour/level, or less", or is it only spells specifically with a duration of Hour/Lvl?
If as written, that seems pretty much useless, as off the top of my head the only spells that I can think of are Magic Vestment and Greater Magic Weapon, (both of which basically are already effectively 24 hours for most adventuring days) and something that the Warpriest can not utilize until 7th and then 10th level.
If we where to go this route, I would honestly just allow it for any Warpriest spell that is not instantaneous or Discharged when used (such as Produce Flame or Inflight Light Wounds) .

Craft Cheese |

Should that be "range of personal or touch with a duration of 1 hour/level, or less", or is it only spells specifically with a duration of Hour/Lvl?
If as written, that seems pretty much useless, as off the top of my head the only spells that I can think of are Magic Vestment and Greater Magic Weapon, (both of which basically are already effectively 24 hours for most adventuring days) and something that the Warpriest can not utilize until 7th and then 10th level.
If we where to go this route, I would honestly just allow it for any Warpriest spell that is not instantaneous or Discharged when used (such as Produce Flame or Inflight Light Wounds)
It only works specifically with a duration of 1 hour/level. The ability improves to work with stronger buffs (that have shorter durations) as the Warpriest advances in level (at level 15, they can walk around with Freedom of Movement, Divine Power, and Righteous Might all day). There aren't really any good spells on the cleric list for the Warpriest to use with this ability at 2nd level when they get it, but I wrote the ability assuming that some of the new spells printed in the ACG would be compatible.

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Not trying to be a jerk, then, but the ability seems very useless then. You get it at 2nd level, but cant actually use it at all until about 7th level, and then at 15th levelish, it starts to finally become useful, (it's auto-outside of the level for PFS play, and if you are lucky you might get it for the very, very end of most AP's, maybe).
For the most part, in an adventuring day, once they started getting spells that are Hour/Level, those spells are already pretty much up for the effective adventuring day. A Cleric is already casting those for a min of 5 and 7 hours, where the Warpriest starts out casting them at 7 and 10 hours min already.
On the other hand, if it applied to spells like Bull's Strength, that would be more useful. Or even boosted a spells duration by one increment could work, too. 1 Min or Round/Level -> Min/Level -> 10 Mins/Level -> Hour/Level -> 24 Hours.

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Sorry if this has already been mentioned, but it really jumped out at me when putting together my build.
The Combat Feat at level 1, while the Warpriest is stuck with a +0 BAB, is a real pain. I'm trying to put together a melee build, and what I keep coming back to is that I'm losing feats in my ideal progression because with a +0 BAB I can't grab Power Attack as that first combat feat. Normally I would just grab weapon focus instead... but it's not needed.
Any melee build I put together with an ideal feat progression for Warpriest ends up starting with a dip into Barbarian so that I can grab the Combat feat at CL2 when I have +1 BAB so I can grab something on the Power Attack feat chain, or Step Up, or any of the other great +1 BAB feats.
I feel like the Combat Feat would be infinitely better if I got it at 2nd level instead of first. Any thoughts?