
Umbranus |

The warpriest's intended role, as I understood it, is to be the holy warrior of the faith. Killing enemies and healing followers.
The class tries to archieve that through 3/4 BAB, feats and special abilities that buff the weapon and/or armor.
The Shaman is 3/4, by taking the battle spirit and the Battle Master hex he gets a couple of neat feats including weapon specialization.
And the spirit ability to cast maximised cure spells at +2 CL.
Later he can give his weapon the bane ability a couple of times per day as a swift action.
Via wandering spirit and wandering hex he is very versatile.
Level 10 human Shaman
Point buy 20
Str: 20 (+2 racial, +2 level increase)
Dex: 10
Con: 14
Int: 10
Wis: 14
Cha: 10
Spirit: Battle
Hexes:Battle master, Battle ward
Spirit ability: Healing Spirit
Greater spirit: Enemie's bane
Wandering Spirit: Life
Wandering hex: Enhanced cures or life link
Spirit ability: Channel energy
Bonus feats:
Weapon Specialization, greater weapon focus, Alertness (through familiar)
I did not spend the standard feats or the gold because every pc would have them. One drawback of the shaman is that he has only simple weapon proficiency and only medium armor proficiency.

Umbranus |

What might even be better than life as the wandering spirit might be flame with cinder dance as wandering hex. But flame's main spirit benefit only comes into play at level 11 (flaming for every melee weapon).
But as you can change your wandering spirit each day that's no problem.
Any opinion on how this guy compares to the warpriest in the latter's role?

Scavion |

What might even be better than life as the wandering spirit might be flame with cinder dance as wandering hex. But flame's main spirit benefit only comes into play at level 11 (flaming for every melee weapon).
But as you can change your wandering spirit each day that's no problem.Any opinion on how this guy compares to the warpriest in the latter's role?
Keep in mind that Spirit Magic also adds the bonus spells to the ones you can prepare. So you could prepare a bunch of a fireballs and cast one spontaneously as well. Spirit Magic is wayyyy better than Domains.

andreww |
Pretty much yes. The Warpriest gives up 3 levels of spells, severely delayed access to higher level spells and fewer overall spell slots.
In return it gets a bunch of bonus feats and saves some money on a weapon and armour. I am not sure you can even count the Blessings as class features given how weak many are and the fact that lots of them don't scale or require standard actions to activate when you would be far better off doing something else (although 13 SMIX per day is pretty good).
Anyone who thinks a big pile of feats is better than access to level 7-9 spells hasn't been paying attention.

Dasrak |

Part of the problem is that the 3/4 BAB divine spellcaster club is getting a bit crowded. This was already one of the better-developed class groups to begin with (cleric, druid, oracle, inquisitor) and now the ACG is adding three more such classes. The Warpriest would probably be fine if it weren't for the fact that his niche is already overcrowded, and he's competing with some of the most powerful classes in the game. This means that for almost any build, there's someone else who does the job better.
Unless he's seriously reworked, the Warpriest seems destined to be an upgrade to the Adept for an NPC rather than an alternate to the Cleric for a PC.