Revised Warpriest Discussion


Class Discussion

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Change the BAB to Full. Change the Channel Energy dice to d4s. Done.

Shadow Lodge

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Arcanemuses wrote:
Change the BAB to Full. Change the Channel Energy dice to d4s. Done.

Changing BAB to Full will reduce caster level to 4 for some reason, and the channel energy dice reduction will pretty much make the ability completely and utterly useless aside from prerequisites ("Hey look, I can heal the group!"the warpriest then quickly expends all of his uses of fervor healing the group"Oh wait, I could have just used spells for that..."warpreist then facepalms.)

I'd rather they just give the ability to treat themselves as having channel energy and channel smite feats for the purposes of prerequisites, and then the ability to use the healing fervor ability as channel smite (or even better, let them do that much holy/unholy/anarchic/axiomatic damage that always applies instead). Lets you access guided hand for those builds, and lets you have a slightly more useful ability. Of course, YMMV.


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I really don't get the insistence on making this a full BAB class. With all the boosts they get, plus the BAB boost from sacred weapons, there is no need to make them a full BAB class. sure, a d10 hit die would be nice, but that's what fervor is for. Do a swift action heal on yourself like the paladin does. with how hard you can spike defenses with swift action defense spells and sacred armor, an average of 1 hp per class level isn't that big of a deal. making fervor WIS based and giving more skill points would be a much better change.


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Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber

Feat qualification would be the biggest boon. I have trouble picking up useful combat feats for a combat focused character that qualifies late for most combat feats that nonfighters can pick up while also juggling the MAD aspects. The MAD seems intended to balance the spellcasting while the bonus feats feel like they're there to fix part of that for combat modifiers, but acccesing the desired feats is currently problematic.

Grand Lodge

Jason Bulmahn wrote:

So, question for the crowd concerning Sacred Weapon and crits...

A. All sacred weapons have a standard crit range and multiplier (19-20/x2 or maybe 20/x3)?

B. Whenever a sacred weapon scores a crit, all of the additional damage is based off the original weapon damage?

C. It works as is (weapon damage scales, crit stats are drawn from the weapon, which means some will crit more often, but only for x2, others rarely but for x3)

So....

1. Which is easiest to use?
2. Which is the most balanced?
3. Which is the most fun?

Jason Bulmahn
Lead Designer

1. A or C will be easiest to use.

2. C is probably the most balanced. It also does what is needed - it gives weaker favored weapons a damage boost. If you use A, then you will see a lot of Warpriests selecting high dice weapons, or looking at the special abilities, and damage type. If I worshiped Sarenrae, I would be gutted if my scimitar received a crit range if 19-20/x2. C gives a boost to the weaker favored weapons of a deity, such as a dagger, which is the purpose of the change. Conversely, giving a sacred weapon high crit range would result in making Warpriests possibly the best archers and unarmed class, as one of the big drawbacks of both archery and IUS strike is their bad crit range.

3. I think C will generally be more fun. A is no fun if I worship Sarenrae or another god with a high crit range favored weapon.

One of the biggest problems of Warpriests of Pharasma is that the dagger is not a bashing weapon. This means they cannot fight skeleton undead when they are low level with it. Maybe an ability to change the damage type would be nice.

On the other hand I am happy with the concept that a Warpriest of Pharasma who hunts skeletons can just use an Earth Breaker instead.


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Well, feat qualification I feel is a better limiter on the class then making it incredibly MAD. I feel the MAD aspect harms role playing since there are very few ways to spread stats on a point buy budget and unless you are playing an assimar or human, you will really be hurting in the stat department since you probably lowered something with your racial penalty that is important to the class.


Ashram wrote:


>Implying warpriest won't have a line in their description saying that they need to be within one step of their deity's alignment, just like cleric

Scavion wrote:

They only need to not "Grossly violate the code of conduct required by their god." They also already have the alignment restrictions clerics do now.

I wish they continued to omit that. I like the idea of Warpriest differing heavily from Clerics in dogma.

I’m not Implying anything.

We were talking about the Warpriest vs Paladin.
A Warpriest can be of any alignment a Paladin can’t.
The Warpriest class in itself doesn’t come with a restriction or Code, you can have any alignment you want although you may (or may not) have to pick a God that match that alignment within one step, and that God may or may not come with a code (although there are actually no such codes in the Core Book).

Unlike a Paladin you can still be LG and use poison and lie, but you be Chaotic or evil. So the “only need to” is just a hyperbole. Hey, I’m a LG Warpriest and it really sucks I can’t rape and torture. Seriously, does anyone find that to be a problem?

Conclusion: The class doesn’t have the same alignment restrictions and Code as the Paladin class.


I agree with most posters on here and I hope the devs listen. Fervor tied to CHA is just a poor design, especially considering WIS is the prime spell casting stat.

Hopefully something else will add some sort of out of combat utility skills... Like a skill boost usable 1/2 times your War Priest lvl per day as a divine blessing (limited to class skills and only offering a +2 bonus or something could help keep this controlled, also this could come at a later level than first to avoid too strong skill boost at low lvl)

I don't believe the BAB progression to be a problem as long as our sacred weapon BAB can be used to access feats (which are only usuavle while wielding that sacred weapon). We should also have a stipulation that we can access feats listed as fighter only when we qualify so that RAW doesn't have to address this indefinitely.

I really hope that channel energy stays in, even though this isn't a huge bonus it is thematically in line and I think the class would be worse for wear without it.

Had we more time I would also suggest that blessings have 3 (lvl 1, lvl 10, lvl 20) powers and include some sub domains for more options. (Balancing domains with sacred weapons of those Gods should also be a priority)

The lvl 20 Capstone class ability seems redundant when considering sacred weapon BAB progression, so maybe we could come up with something cooler like the other class capstones?


Rynjin wrote:
Look you can't keep listing the same ability multiple times to pad your list.

Calm down Rynjin. That was just bad editing.

I'll answer the rest of your post later.

Grand Lodge

I know everyone has their own opinions about balance, but in regards to the future of the ACG Classes, I would like to point out there has been very little discussion as to the possible inclusion of Archetypes in the future. In regards to the Warpriest, this does allow for diversity to be built in later.

With that said, I have both played and GM'ed a Warpriest. I thought the Alpha was too weak and had some construction issues, which were discussed and addressed in the Beta. I do feel the Beta has gone too far. I see very few players ever playing Paladins, Clerics, or Fighters again. For the simple reason... The Warpriest can do it all. Maybe not off of it as well, but pretty darn close and very often it actually outshines the core class in combat ability.

I would suggest the following adjustments to bring the class more in line with the 50-50 Hybridization I (IMHO) think would be more balanced, while still being unique and rewarding to play.

1. Remove the Sacred Weapon special ability.
2. Having Blessings, Fervor & Channel Energy (uses/activations) come from the same pool of Divine Energy rather than 2 separate pools. I think in this instance; the amount of uses per day should be equal to 3 + Wisdom Mod + 1/2 level per day. Keeping the use of the Channel Energy ability as '2 charges'.

My reasons, which were discussed at length above, is that the Sacred Weapon Ability does mimic the abilities of the Paladin Class and with the blessings of Good, Chaos, Evil, Earth, Fire, Law, Water and Weather you can give a deity inspired damage type.

These are just my thoughts... But I have played a Warpriest in a Traditional Style Campaign to 5th level, and upon my own reflection, the Beta Version needs to be toned down to maintain balance.


on the topic of capstones, since it does need some updating, why not allow for the use of fervor without expending a charge be part of it? Thematically, it fits, given that it seems to be a power that supposed to be activated during the fight with a big bad, and it makes sense for them to go ham with self boosting during a really climatic fight.

*edit* While I disagree with the notion that warpriests will be overshadowing clerics and paladins, I do think making fervor and blessings running off the same "Sacred Pool" with a size of 3 + WIS mod + 1/2 warpriest level is not a bad idea, since is centralizes the stats needed, though I would often question why a warpriest would opt to use a blessing (for the exception of some really good blessings) over a swift action spell.

Dark Archive

Fervor does not have a minimum once a day usage. This means people who dump stat or roll below 10 will have the ability denied to them for several levels. Great to have a bonus available but not so sure you need to take one or two uses per day away.

Have you considered making more pal archetypes or alternate classes with less alighnment restrictions or addition alignment options?

Perhaps it is better to scrap the focused weapon altogether. If you want to return to it, make it a feat, or line if feats so clerics can make use of it also. I really do not think you can come up with something good enough to prevent players from choosing gods with the right weapon/blessing combo anyway. On the other hand, something that breaks the trend of having to choose between mediocre one handed damage with good defense of heavy armor & shield versus no defense but meaningful damage of useing both hands for offense would be wonderful. Increased damage on a one handed weapon helps with that but too late in the character career at too high of a level.


The focused weapon is part of what makes this class fun to play though. If you take that away, then people may as well go to multiclass cleric/fighters for the higher spellcasting progression. Unless you're doing a really specialized build, you can achieve a lot of fighting styles by using a cleric dipping into fighter to get a couple bonus feats.


Is it intentional that the War Priest be able to cast spells with a longer than 1 round casting time as a swift action using Fervor?

A friend playing a War Priest wants to cast Lesser Restoration and Restoration using Fervor. They are 3 round and 1 minute casting time spells. We looked at Fervor, no where does it indicate that the casting time of the original spell matters where Fervor is concerned.

Is this considered a feature of the class to be able to cast greater than 1 round casting time spells with a swift action?


Hmmm...considering the hedging wording of "If used in this way, the spell can only be cast on the Warpriest even if normally it can target other people yadda yadda" wording I would assume it IS intended.

That's actually pretty cool, and something I hadn't cottoned on to. Being able to restore ability damage and stuff mid combat is a pretty neat ability for the Warpriest to have.


If that's what Buhlman intended, we'll roll with it. It will be a first allowing the casting of a spell with a casting time greater than 1 round with a swift action. It won't come up that often. If it does, pretty powerful ability.


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I think we should all post our agreement that the class is spread too thin on attributes and is quite MAD, so fervor should be changed to being focused on Wisdom. Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.


Khazadune wrote:
I think we should all post our agreement that the class is spread too thin on attributes and is quite MAD, so fervor should be changed to being focused on Wisdom. Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.

Seconded.


I'd love to see it less MAD.

I'm willing to bet, though, that since it's using the same ability spread as the average combat Cleric who tries to remain somewhat efficient in spellcasting and channeling, that it's unlikely to happen.

(I'll probably get griped out for pointing that out though :P)

Liberty's Edge

Khazadune wrote:
Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.

I'm sure that polling folks for a change that would make the class more powerful won't produced biased results at all.

That said I don't find the class to be cripplingly MAD.


Khazadune wrote:
I think we should all post our agreement that the class is spread too thin on attributes and is quite MAD, so fervor should be changed to being focused on Wisdom. Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.

Agreed


Tels wrote:
Idward Evanhand wrote:

Can we stop having these sometimes full BAB classes?

Why does War Priest only have full BAB when wielding their deities favorite weapon? Can they just be a full BAB class and be done with it?

In order for the Warpriest to be full BAB, his spell casting has to drop down to 4 spell level progression, like Ranger, Paladin and Bloodrager.

Something to note!

Warpriests should be far more wary of antimagic effects than other classes, as their Sacred Weapon ability is Supernatural. So in an Antimagic Fiel, the Warpriest loses full BAB and his scaling damage, instead of just magical enhancement and buffs, like other classes do.

The problem is that the warpriest is already 99% a full BAB classes, as long as they are using a weapon they have weapon focus in (I think they meant deities favored weapon). The only time you don't apply the full BAB is if they are getting tripped or bull rushed. They would apply full BAB to sunder and disarm attempts.

So why not just go ahead and make it a full BAB class and not have to deal with questions such as 'am I a 3/4ths or a full bab for this situation?'

Also antimagic fields are really rare, how often do you run across them in any average game?

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I wish I had the chance to continue the playtest with this second version of Warpriest as I had with the earlier version but time hasn't permitted it. That being said, I've spent a fair amount of time trying to build this character over various levels and here are my findings:

It is really hard to choose stats. I need somewhat moderately good strength to be unencumbered / be good at melee. Dex is at least important to not dump. Con is more important than it is for a Fighter/Paladin as I will be lower on hp. Int seems to be the only dump stat, however with 2+Int skill points, it leaves it to only 1 skill point per level, really reducing out of combat usefulness. Wisdom needs to be moderately high to be able to cast spells. Charisma needs to be moderately high to be able to use fervor.

The obvious answer would be to change Fervor to use Wisdom rather than Charisma. In my opinion this is probably the best option, and in the end would be relatively balanced. As it is, Lay on Hands is already a small amount of healing initially, and really only gets it's legs up for a paladin around level 6 (when it hits 3d6). For a Warpriest this is delayed until level 8 and comes at very precious uses of Fervor, making me think that tying this to Wisdom will not overpower the class, even if this lets a character use Charisma as a dump stat potentially gaining 1-2 more uses of Fervor per day. With Charisma for Fervor I see Channeling happening only once in a blue moon; with Wisdom for Fervor I imagine that it would happen about twice in a blue moon - even higher level clerics tend to use it only as outside healing and a Warpriest will almost never want to use two swift spells for a channel energy that is about 2/3 capability.

Comment on Warpriest Power Level:
The closest comparison for Fervor is, obviously, Spell Combat and Lay on Hands; power level should be compared against both of these when looking at the Warpriest. It also helps that Sacred Weapon is very similar to both Magus Arcane Pool and Paladin Weapon Bond. When comparing the first ability, Fervor, it is a weaker Lay on Hands and a weaker Spell Combat. This doesn't necessarily mean that it is weaker that both powers, however, because it does combine together to give diversity for the class.

Comparing Spell Combat first, it is usable an infinite number of times per day with any spell. The only restriction is casting defensively; at lower levels casting defensively is a good way of limiting the ability but as levels increase it gradually becomes moot. Once a Magus can cast defensively with a 1 for a 0th or 1st level spell (+14/+16 casting defensively), the negative of spell combat is completely negative. Note that this combined with Spellstrike also effectively gives the Magus a second attack at lower levels and keeps its number of attacks on par with full BAB characters using one weapon. So in comparison to Fervor, Spell Combat is significantly better over the long run, but at lower levels, perhaps levels 2-4, is only moderately better, but still better. With Charisma as the main stat I would expect most Warpriests to only have 14 charisma max, giving 3 uses at 2nd level, then 4 uses at 4th, etc. With this number of uses per day, even discounting any uses for Lay on Hands, makes Fervor significantly weaker.

Comparing to Lay on Hands is much simpler. The healing component is minorly weaker, having a slower progression. This is probably a good idea, as Paladin's should probably be a master of Lay on Hands. Especially with the Mercy ability, I think the power level of Fervor versus lay on Hands is accurate... only accounting for not using Fervor to swiftly cast spells. When this is taken into account, because the two uses comes from the same "pool" the number of uses per day becomes incredibly importantly. Effectively, as charisma is not a main stat for Warpriest whereas it is for Paladin, both the healing amount and the number of uses per day is decreased. This is good. However when combined with the ability to swift cast spells, the number of uses per day is drastically reduced to being nearly unusable.

In conclusion changing the main statistic for Fervor from Charisma to Wisdom and leaving no special ability for the Warpriest based on Charisma is not overpowering. This still does end up with a reduced amount of uses of both "Swift Casting" and the "Lay on Hands" portions of the ability, making it not more powerful than the original two abilities, but does end up with an ability that is diverse with a non-handicapped ability at lower levels. This change would change lower level Warpriest's significantly more than higher level Warpriests, as the number of uses per day becomes more and more dependent on level rather than ability modifer.

Choosing Weapons is alot more fun now. I had alot of fun with the character now knowing that I didn't necessarily have to rely on not only my god's favored weapon but also just one weapon in total. This made me want to take Weapon Focus a second time for having a secondary weapon, usually a ranged weapon, but through some builds a second melee weapon also seemed justified. The damage boost (and BAB boost) to the weapon didn't seem overpowered as the Warpriest isn't able to apply (Greater) Weapon Specialization, Greater Weapon Focus, or Weapon Training to the weapon. Compared to both an Inquisitor and Paladin, both those classes get a significant combat boost with Bane or Lay on Hands, and either can be used with any weapon available, making it seem balanced. Although he can use the weapon, a Warpriest can't just pick up the enemies +2 Frost Burst Mace at level 5 and be wonderful at it. Either the Insquisitor or Paladin can simply use Bane / Smite with those weapons (granted the Inquisitor might not have weapon proficiency, but there are spells for that).

Sacred Weapon (Enhancement Bonus Portion)/Armor is nearly there, but almost forgotten. Compared to the other abilities I basically neglected the enhancement bonus portions of Sacred Armor and Sacred Weapon. Sacred Weapon is usable for so few rounds per day that I barely looked at it, and Sacred Armor really suffers from the fact that you can't change it past the first use per day. A suggestion to fix this would be to change both to being the same ability, sharing the same uses per day and same action to activate. Each use would last 1 minute, but only give the class one minute at 4th level and then every 3rd level thereafter (smite/judgement progression, delayed until 4th level). Near 20th level this would then be in use for every combat, however at 4th, 7th, and 10th levels there would definitely be a choice on whether the ability should be used or not (similar to judgement/smite). Also each use should allow a different combination of enhancement bonuses/special abilities. That being said, if the intent is simply for a minor enhancement bonus bump, then it works fine now.

TLDR; The class is significantly improved from version 1 and while not perfect is nearly there.

Shadow Lodge

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Couple of quick questions. First I love the Warpriest and am really digging how well it fits to the niche it's filling for me. Anyways,

1.) Have they released the blessings for the Void and Scalykind domains yet? Both are pretty prominent in my games and I kind of want to see how they fair.

2.) Does the warpriest count as a fighter and a cleric for the purposes of qualifying for feats?

Shadow Lodge

Based on the Podcast interview, it seems like the idea is that (unofficially) the classes will all count as their parent classes for Feats that require specific Class Levels, and that those that require specific class features will probably be on a case-by-case basis (such as Domain Strike and "Blessing Strike" or Fervor and Lay On Hands Feats).


Xaratherus wrote:

I'd love to see it less MAD.

I'm willing to bet, though, that since it's using the same ability spread as the average combat Cleric who tries to remain somewhat efficient in spellcasting and channeling, that it's unlikely to happen.

(I'll probably get griped out for pointing that out though :P)

While I think you have a valid point, a combat Cleric is able to dump charisma and disregard channel energy completely without losing anything apart from Channels. At the moment a warpriest needs Charisma to get Fervor, which is absolutely key to his core class mechanic - swift action self-targeting buff spells.


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Robert Little wrote:
Khazadune wrote:
Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.

I'm sure that polling folks for a change that would make the class more powerful won't produced biased results at all.

That said I don't find the class to be cripplingly MAD.

The change will make the class more powerful yes, but not overpowered. It will stay in line with other class mechanics like Alizor posted above.

That said, the class is cripplingly MAD. Think about it when using a 20 pt buy and a non-human character. My playtest involved a dwarf cleric who i built with Int 13 to access Combat Expertise, one of the key pre-requisite feats for many of the higher fighter feats. I sacrificed my Cha because I recognized that something had to go. After the changes with Fervor I found I have no ability to utilize channel or fervor with any great ability, and that leaves my entire class gutted after the changes.

Stat Breakdown:

Str - Highly important.
Dex - Not dump worthy, but not absolutely necessary. Handy to have, especially for access to many combat feats regarding mobility, but sometimes you cant be everything and in this case you probably leave this at a 10.
Con - Absolutely necessary, especially considering the Hit pt progression.
Int - 13 minimum for many of the combat feats to be accessed. Also helpful for the skill pt progression of 2 to be increased so you have any chance of being helpful outside of combat and OoC heals.
Wis - With a cap at spell level 6 that means you eventually want 16 in this stat but you will probably start lower and progress to 16. Still weird to think that you handicap your primary casting stat because of the cripplingly MAD attribute arrangements.
Cha - Originally only impacting charisma based checks and channel uses this was fine to sacrifice or place lower on the totem. With the new changes to fervor this becomes absolutely necessary to have and people will want to place this among the top three stat choices for the class, even above their primary casting stat.

What are you left with? Being spread too thin, like classes like the Ninja or Monk where you have to have a little investment in everything and are not especially good at anything. Classes like the Barbarian which can pump up their main stats (Str and Con) can easily outpace your character and routinely do. No game I have run has had any character come close to the Barbarians in terms of damage potential... I'm not suggesting that we need to, but it drives people away from choosing a class they know will be crippled by the stat arrangement, and this can be easily mitigated by consolidating some stat arrangements.


Raith Shadar wrote:
If that's what Buhlman intended, we'll roll with it. It will be a first allowing the casting of a spell with a casting time greater than 1 round with a swift action. It won't come up that often. If it does, pretty powerful ability.

That is pretty dang cool. I'm in support of it working.


Khazadune wrote:
I think we should all post our agreement that the class is spread too thin on attributes and is quite MAD, so fervor should be changed to being focused on Wisdom. Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.

The class is too MAD. What needs to be understood is that this does not mean the class is weak or underpowered. The class is overall, capable in what it does; healing a bit, buffing itself and the party, and hitting stuff with weapons. The problem is that being MAD causes the class to require more system mastery and stunts creativity with builds. When a class requires too many stats to do it's job correctly, it emphasizes optimization and power gaming. This hurts new players the most, who are more likely to not have a solid understanding of the system, and generally make sub-optimal choices when making their first character(s).

Let's face it, a roleplayer will focus on roleplay and will make unoptimized choices for the sake of story. But that doesn't mean they want their character to be weak or incapable. Powergamers will optimize, it doesn't matter how MAD or SAD the class is stat wise, they'll make the most powerful choices they can. So lets not penalize our new players (the ones that provide our hobby a healthy future) or our non-powergamers choices as a means to "thwart" the powergamers and optimizers. There isn't really another good reason to keep the class so MAD (that I can think of). If you're worried about balance, then balance around it keying off just wisdom and not wisdom and charisma.

Shadow Lodge

I agree, and just making it Str, Dex, Con, and Wis is still pretty dang MAD, and still a problem for Point Buy, though a more manageable one.


This class makes it out with fever dump stats than the monk.

This is pretty impressive.


Arae Garven wrote:

This class makes it out with fever dump stats than the monk.

This is pretty impressive.

You're correct the monk has more dump stats (Int and Cha) and still the warpriest comes out on an overall stronger position (at least when considering base classes and not archetypes).

However, the monks issues stem back to 3.0 and the legacy of its design, which is better in Pathfinder, but still a weak class. That's a different discussion for a different thread though :)


Vastlyapparent wrote:
Arae Garven wrote:

This class makes it out with fever dump stats than the monk.

This is pretty impressive.

You're correct the monk has more dump stats (Int and Cha) and still the warpriest comes out on an overall stronger position (at least when considering base classes and not archetypes).

However, the monks issues stem back to 3.0 and the legacy of its design, which is better in Pathfinder, but still a weak class. That's a different discussion for a different thread though :)

Ah, nope, it's a Monk thread now. Once you open that can of worms, it can't be closed.


It occurs to me... dual wield scorpion whips as sacred weapons. Add shock.

Play Whiplash.


Jason Bulmahn wrote:
Oceanshieldwolf wrote:
Jason Bulmahn wrote:
Oceanshieldwolf wrote:

If I wield two daggers that are Sacred weapons via Weapon Focus, do I get the Sacred Weapon damage on both of them (d6)?

Basically - is the Sacred Weapon an individual, specific weapon? Or does it apply to wielding two?

It would apply to both.

Jason Bulmahn
Lead Designer

Wow. 5th level TWF Dagger Chaos Blessing Warpriest for the win (1d8 each dagger at +5 BAB, with 1d6 on one for Anarchic Strike Chaos Blessing!)

But the 4th level enhancement and weapon quality stuff only apply to one weapon right? Is a little unclear because it says:

ACG Version 2 wrote:
At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action.

Which seems to indicate Sacred Weapon is only ONE weapon, and therefore doesn't apply to two weapons of the same kind TWF'ed…

Perhaps it needs to say:

ACG Version 2 wrote:
At 4th level, the warpriest gains the ability to imbue a/one sacred weapon with divine power as a swift action.

BTW, I'm quite impressed with this version of the Warpriest. The bonus feats are good, Sacred armor nice and the Fervor is on theme….

It only applies to one weapon.

Jason Bulmahn
Lead Designer

Tels, you would be able to wield both as sacred weapons but you wouldnt be able to enchant both, only the one via the divine ability. This means the second one would need to be magically created as such, but still an interesting and fun combo.

Silver Crusade

Tels wrote:

It occurs to me... dual wield scorpion whips as sacred weapons. Add shock.

Play Whiplash.

Or whip + scorpion whip. Assuming that "If you are proficient with whips, you can use a scorpion whip as a whip" means that feats like Weapon Focus (whip) will apply to scorpion whip too.

Shadow Lodge

As written, I think you could. It would require 2 separate Swift Actions, and both weapons would get the same abilities. They would also both benefit from full BaB and extra Damage. But, it would burn through your Rounds/Level pool at twice the rate.

The one part that might be an issue is "This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed). If the warpriest uses this ability on a double weapon, the effects only apply to one end the weapon."

That kind of implies that it doesn't follow the normal rule and that you are spending a Swift action every single round to keep the Sacred Weapon going. If that is the case, then it's not possible to have it active on two weapons at once.


Khazadune wrote:
Jason Bulmahn wrote:
Oceanshieldwolf wrote:
Jason Bulmahn wrote:
Oceanshieldwolf wrote:

If I wield two daggers that are Sacred weapons via Weapon Focus, do I get the Sacred Weapon damage on both of them (d6)?

Basically - is the Sacred Weapon an individual, specific weapon? Or does it apply to wielding two?

It would apply to both.

Jason Bulmahn
Lead Designer

Wow. 5th level TWF Dagger Chaos Blessing Warpriest for the win (1d8 each dagger at +5 BAB, with 1d6 on one for Anarchic Strike Chaos Blessing!)

But the 4th level enhancement and weapon quality stuff only apply to one weapon right? Is a little unclear because it says:

ACG Version 2 wrote:
At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action.

Which seems to indicate Sacred Weapon is only ONE weapon, and therefore doesn't apply to two weapons of the same kind TWF'ed…

Perhaps it needs to say:

ACG Version 2 wrote:
At 4th level, the warpriest gains the ability to imbue a/one sacred weapon with divine power as a swift action.

BTW, I'm quite impressed with this version of the Warpriest. The bonus feats are good, Sacred armor nice and the Fervor is on theme….

It only applies to one weapon.

Jason Bulmahn
Lead Designer

Tels, you would be able to wield both as sacred weapons but you wouldnt be able to enchant both, only the one via the divine ability. This means the second one would need to be magically created as such, but still an interesting and fun combo.

Yes, I'm aware. Sacred Weapon makes it cheaper to dual wield thanks to self-enhancement. Instead of buying two +1 Shock weapons, you only need 1.

Silver Crusade

Weighing in on warpriest being too multiple ability dependent as-is. With no less than five stats absolutely required to have at least a 12 in order to function (and personally I'd call it six, since I never dump INT on any character for any reason), this is the most MAD class in the game as presently written. This is not a good balancing factor, since it means the class is directly stronger or weaker than other classes based on the stat generation system used rather than it's kit. Personally I don't think it needs such a balancing factor anyway, since it already comes in much weaker than the cleric (only being better than its divine parent at the bluntly mediocre function of hitting stuff with a big stick in melee). Moving Fervor to use Wisdom as its operating statistic is the obvious fix. I understand why it's Charisma-based (similar abilities all are, after all), but as part of the class's overall ability kit, it just doesn't fit well.


DM Beckett wrote:
I agree, and just making it Str, Dex, Con, and Wis is still pretty dang MAD, and still a problem for Point Buy, though a more manageable one.

I agree, the Warpriest needs to be less MAD and Spellcasting/Fervor should be WIS based IMO.

Grand Lodge

It really just needs to be less MAD, and that's about it.

Grand Lodge

I keep seeing a lot of people saying that you should change ferver from CHA to WIS but i think they should just use Wis for tohit and damage. Now the Warpriest doesn't need STR or DEX like most other fighter classes.
WIS still fits with the Cleric fighter and if your worried about the one dip to get the plus hit then hold it back til say 4th lvl so the Warpriest will not be as strong for a couple levels. You give it to the zen archer. If not WIS then maybe CHA.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber
Tels wrote:
Khazadune wrote:
Jason Bulmahn wrote:
Oceanshieldwolf wrote:
Jason Bulmahn wrote:
Oceanshieldwolf wrote:

If I wield two daggers that are Sacred weapons via Weapon Focus, do I get the Sacred Weapon damage on both of them (d6)?

Basically - is the Sacred Weapon an individual, specific weapon? Or does it apply to wielding two?

It would apply to both.

Jason Bulmahn
Lead Designer

Wow. 5th level TWF Dagger Chaos Blessing Warpriest for the win (1d8 each dagger at +5 BAB, with 1d6 on one for Anarchic Strike Chaos Blessing!)

But the 4th level enhancement and weapon quality stuff only apply to one weapon right? Is a little unclear because it says:

ACG Version 2 wrote:
At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action.

Which seems to indicate Sacred Weapon is only ONE weapon, and therefore doesn't apply to two weapons of the same kind TWF'ed…

Perhaps it needs to say:

ACG Version 2 wrote:
At 4th level, the warpriest gains the ability to imbue a/one sacred weapon with divine power as a swift action.

BTW, I'm quite impressed with this version of the Warpriest. The bonus feats are good, Sacred armor nice and the Fervor is on theme….

It only applies to one weapon.

Jason Bulmahn
Lead Designer

Tels, you would be able to wield both as sacred weapons but you wouldnt be able to enchant both, only the one via the divine ability. This means the second one would need to be magically created as such, but still an interesting and fun combo.
Yes, I'm aware. Sacred Weapon makes it cheaper to dual wield thanks to self-enhancement. Instead of buying two +1 Shock weapons, you only need 1.

Or you burn through the rounds/day twice as fast. There's an answer in either this thread or the previous one where it is clarified that if using a dual weapon or dual wielding you would just have to expend extra uses in order to power up both ends/weapons. So you could do if for free...just not for very long.


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Just recently finished a lvl 7 play test with 4 other advanced class players. 20 point buy (16 10 10 13 16 14), standard starting treasure, human. I played Warpriest and had the following comments.

1. If the warpriest is able to qualify as having fighter levels for the purpose of meeting the prerequisites of feats they would be able to take fighter specific feats, such as weapon specialization, and a lot of options would be opened. Especially since the bonus feats are combat feats only.

2. Evil warpriests effectively can't use channel energy. To be able to use it well they would need to be able to take the selective channeling feat on an ability that has had it's function already reduced. The class is already more powerful than a normal character, just remove the channeling feature and be done with it.

3. BAB for sacred weapons should state explicitly that the normal extra attacks gained with increased BAB (+6/+1) still apply and feats requiring BAB minimums can be gained for only the sacred weapons. Ex: level 7 normal BAB +5, sacred weapon +7/+2. Level 8 normal BAB +6 but for feat purposes can pick up Keen on sacred weapon only (+8 BAB required).

4. Blessings are too powerful for a first level ability. The chance of multiclassing for one level to get some sweet abilities are too tempting.

5. Ability scores: Leave them as is. The warpriest can wear full plate (little need for Dex), Can heal themself (little need for Con), Int (could be dump stat depending on how the character is built), Str, Wis, and Cha are needed. Having 3 needed stats can easily be done as seen above. I'm sorry you don't get the precious 18 start but it is a compromise that has to be made.

Overall I really liked the build and look forward to the final revision.

ABH


I think channel should be removed and Fervor should become Wisdom based.

Grand Lodge

Khazadune wrote:
I think we should all post our agreement that the class is spread too thin on attributes and is quite MAD, so fervor should be changed to being focused on Wisdom. Everyone who agrees please post something to say so and we will show how much we agree before this playtest closes and they make their final decisions regarding the class.

Currently, one of the balancing aspects of the class is the MADness. Take it away, and the Warpriest will have to lose something.

Also I see enough characters with 7 charisma, and I wouldn't like the Warpriest to go the same way.

Grand Lodge

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I think Channel Energy is an iconic ability of the Cleric, and a Fighter/Cleric should be able to do this. It also allows access to feats such as Guided Hand. You can also use it activate Channel Foci, some of which are quite useful.

In fact, I would like to see it uncoupled from Fervor to make it a more viable option.

Shadow Lodge

Phosphorus wrote:

Currently, one of the balancing aspects of the class is the MADness. Take it away, and the Warpriest will have to lose something.

Also I see enough characters with 7 charisma, and I wouldn't like the Warpriest to go the same way.

While I agree, Str, Dex, Con, and Wis is still pretty MAD.


Phosphorus wrote:


1. A or C will be easiest to use.

2. C is probably the most balanced. It also does what is needed - it gives weaker favored weapons a damage boost. If you use A, then you will see a lot of Warpriests selecting high dice weapons, or looking at the special abilities, and damage type. If I worshiped Sarenrae, I would be gutted if my scimitar received a crit range if 19-20/x2. C gives a boost to the weaker favored weapons of a deity, such as a dagger, which is the purpose of the change. Conversely, giving a sacred weapon high crit range would result in making Warpriests possibly the best archers and unarmed class, as one of the big drawbacks of both archery and IUS strike is their bad crit range...

You dont have to use the sacred weapon damage/crit from the table. Its just an option.

The whole point is to allow those people to use weapons of their gods that are crappy. This can be done by making it a d8/19-20 set (not scaling) damage stat. The longsword is probably one of the best 1 hand weapons in the game (without getting into exotic weapons). Use its stats and then every 1 hand weapon is viable. For 2 handed weapons you can use 2d6/19-20.

This helps bring up those crappy Favorite weapons while not giving the option to abuse already existing good weapons.


ABH wrote:
Just recently finished a lvl 7 play test with 4 other advanced class players. 20 point buy (16 10 10 13 16 14), standard starting treasure, human. I played Warpriest and had the following comments.

Assumeing you applied your +2 to Strength or Wisdom, your still at 23 point buy.

ABH wrote:
4. Blessings are too powerful for a first level ability. The chance of multiclassing for one level to get some sweet abilities are too tempting.

Can you tell us the blessings you used and how they are too powerful?

ABH wrote:
5. Ability scores: Leave them as is. The warpriest can wear full plate (little need for Dex), Can heal themself (little need for Con), Int (could be dump stat depending on how the character is built), Str, Wis, and Cha are needed. Having 3 needed stats can easily be done as seen above. I'm sorry you don't get the precious 18 start but it is a compromise that has to be made.

Im going to disagree on the CON issue. Paladins have a d10 Hitdice and LoH healing is 50% better than Fervor, and most paladins still take 14 CON.

DM Beckett wrote:
While I agree, Str, Dex, Con, and Wis is still pretty MAD.

No more so than Paladins, Rangers, Combat Clerics, Combat Oracles, and Inquisitors. I think those 4 stats is what it should be. Putting another stat attached to class feature does make it fell MAD.

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