Revised Warpriest Discussion


Class Discussion

401 to 450 of 847 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Dark Archive

nohar wrote:
can a warpriest select a feat at first lvl with a prereq of bab +1 if the feat applies to their sacred weapon?

As written right now no, because the BAB increase only applies when they're attacking. But personally I would allow it.


Slacker2010 wrote:


Can it be both?

I agree with the MADness, also I don't see why you would give it increased weapon damage regardless of weapon AND allow them to use any weapon as their sacred weapon. I would prefer to force favorite weapon and give a static d8, (19-20 x2) to the weapon. As it stands now it favors 1 hand weapons, and promotes people to try and use crit builds to abuse it.

"I would prefer to force favorite weapon..." And then every Warpriest of Gorum, Shelyn, Pharasma is exactly the same. Warpriests of Abadar are the absolute worst to play.

It does not favor 1hand weapons because 2handed 1.5 STR is very much a powerful option still. And Crit builds are the best damage builds in the game anyways. Saying people are going to try to use the best options and wanting to punish them for it, or simply make it so that option is unavailable is an awful balancing point.

The point is the scaling damage dice makes it so the Sacred Weapon is useful. Notice how you automatically make your Favored Weapon Sacred without weapon focus. This is awesome because it means you can keep the Favored Weapon as a sidearm if it makes a good one. The Pharasman Warpriest who gets grappled by the life sucking vampire finds itself plunging a knife into it's throat with his bad ass (Swift action) holy silver dagger.


Vastlyapparent wrote:
The main problem I have with your comparison is that you're comparing a non spellcasting melee class to a spellcasting melee class. You're really just underlining the power gap between mundane classes vs spellcasting classes, and not whether the warpriest is too MAD or just MAD enough(which I assume is the point of your post).

All I tried to post was a generic comparison between a typical fighter and a war priest with similar goals. There was discussion earlier in the thread about war priests being better than fighters, so having a comparison should help... so the thought went.

I find it interesting that your interpretation of the comparison is decidedly that the comparison was pro War Priest.

Vastlyapparent wrote:
Once a warpriest runs out of his spell/special abilities, he'll always fall short of the fighter.

The example was built to showcase the War Priest NOT running out of spells by purposefully limiting himself. It's hard to run out of 44+ rounds from the swift action buffs plus another 20+ rounds from the standard action buffs. This "limitation" goes away more and more and becomes extremely advantageous eventually.

Vastlyapparent wrote:
The other issue I have with your comparison is that the warpriest build is really just show casing how good that trait is. You take out that trait, and they're very comparable, even with scared weapon.

Take out that trait then and... "they're very comparable".

What does that tell us?

...Fervor worked okay using CHA
...the War Priest being MAD didn't hurt that much
...Blessings are optional to retain
...Channel Energy is optional to retain

I'm sure there is more conclusions you can draw and that some people will disagree with the conclusions above.


Could you do a comparison with some other classes? I'd like to see how it would stack up with an inquisitor, a bard or a magus. The class should really be compared to partial casters.

It would also be interesting to see other levels and other builds - wp doesn't offer all that much for archers.


If you're going to be comparing switch hitters, you need to be using Rangers as they make the best switch hitters.


Jason Bulmahn wrote:

Interesting discussion folks.

I personally find it interesting there that the discussion swings back and forth between "this class is too good" and "this class is to MAD and that is going to cripple it".

That said, I think there are some valid points on both sides that I am going to be looking into for the final version of the Warpriest.

Jason Bulmahn
Lead Designer

I suspect that's a gap between people who use the recommended 15 point buy for modules and people who do PFS 20 point buy and people who roll stats.

If the desired balance point is the 15 point buy it may be too MAD. If the desired balance point is 20 point buy it's probably okay.

Stat rollers will tend to have better than average stat arrays because poor stat arrays die faster and GMs are generally more willing to let someone who rolls unusually poorly reroll than force someone who rolls unusually well to reroll.

I think, though, that this class isn't as MAD as claimed.

Spoiler:
Strength is life for most builds.

You don't need much dexterity because you're a heavy armor class. It's bad to dump, but 12 should be fine.

You need moderate con, but fervor will help you there.

You don't need int. With 2+int skill points a 7 is as good as an 8.

You need only moderate wis. A 6 level caster whose primary role is combat can get away with 12.

You don't need much cha. The 1 use of fervor per level should be adequate. With Sacred Weapon giving pseudo-BAB you won't need to buff just to be adequate like a pure cleric does.

As a human or half-human under 15 point buy I'd go

str 16+2 (10)
dex 12 (2)
con 14 (5)
int 7 (-4)
wis 12 (2)
cha 10 (0)

I'd like more dex, con, and cha; but I don't think I need them. I really wish I didn't have to dump int, but that's part of playing a cleric. I think some atheist at WotC wanted them to reflect their poor opinion of religion. The low levels will be a bit of a nuisance, but they always are. At level 2 I can swift cast divine favor a couple combats which puts me near a dismounted cavalier. At level 3 I pick up power attack and probably a second weapon focus for backup archery and am a slightly fragile martial from here on out.

TWF is harder, but that's a flaw in the TWF feat prerequisites, not the class. If the TWF prerequisites were 2 points lower it would work out adequately, though the inability to meet the BAB prerequisites would hurt. The three level delay on your second off-hand iterative compared to a fighter, ranger, or cavalier may ruin TWF anyhow, which is a bummer for followers of deities with light favored weapons that are actually favored for combat rather than ritual (eg. possibly Desna).

Classes only working well for humans or humans, half-humans, and certain aasimar and tiefling heritages and with a stat dump to 7 is pretty common for 15 point buy.

As an aside, for Pathfinder 2nd edition whenever it comes out it might be a good idea to tie stat bumps to the source of hit dice instead of hit dice in general. It would make it easier to balance MAD classes with SAD classes and possibly make the relative value of different kinds of monster hit dice closer together.

On the scaling damage, what about shifting the table down 5 levels and penalizing 5 levels per point of crit multiplier or range?

Spoiler:

(-4)-0_1d6
0-4____1d8
5-9____1d10
10-14__2d6
15-19__2d8
20_____2d10

The 18-20x2, x4, and 19-20x3 weapons fall off the bottom and get no benefit until level 5. The x2 weapons get bigger dice faster. This also opens up the possibility of penalizing reach. I don't think any of the other weapon abilities really merit a die size penalty, but reach seems to be consistently treated as valuable in the weapon tables.


Note that fervor is half level + cha mod, not level - I'm guessing that's why you're underselling charisma. I also think 12 wis is very low for a caster, even if you're just using those spell slots for buffs.

I'd probably swap con and wis, either swap dex and cha or cannibalize str to get at least 12 cha, ideally 14. Fervor is the lifeblood for this class, 1/day at level 2 is painful.


3 people marked this as a favorite.
Kudaku wrote:
Could you do a comparison with some other classes? I'd like to see how it would stack up with an inquisitor, a bard or a magus. The class should really be compared to partial casters.

This. Complaining "This class out-fights the Fighter!" is a non-starter because, well, it's other parent class already out-fights the Fighter. It's the Investigator problem again. If anything the class actually comes up kinda sub-par (but still perfectly functional) when compared to an Inquisitor, Bard, or Magus.


did we ever get an answer as to whether fervor counted as lay on hands for the purpose of qualifying for feats?


Wally the Level 5 War Priest of Erastil

S: 14 D: 16 C: 12 I: 10 W: 14 Ch: 14 (20 pt human, +1 CHA @ 4th)

Feats: Point Blank Shot (human), Rapid Shot (1st), Weapon Focus Great Sword (WP 1), Precise Shot (3rd), Toughness (WP 3), Deadly Aim (5th)

Traits: ??? (+1 to luck bonuses from Ultimate Campaign), Reactionary (+2 Init)

Special Abilities:
- Blessings x 2
- Sacred Weapon
- Fervor (4 / day)
- Channel Energy
- Sacred Weapon +1 (4 rounds per day)
- Spells (4x0th, 5x 1st, 3x 2nd)

Spells Prepared: 6x Divine Favor, 1x Cure Moderate Wounds, 1x Bull's Strength

Items: +1 longbow, +1 great sword, +1 chain shirt

Izzie the Level 5 Inquisitor of Erastil

S: 14 D: 18 C: 14 I: 10 W: 14 Ch: 7 (20 pt human, +1 WIS @ 4th)

Feats: Point Blank Shot (human), Rapid Shot (1st), Precise Shot (3rd), Precise Strike (I 3), Deadly Aim (5th)

Traits: ??? (+1 to luck bonuses from Ultimate Campaign), Reactionary (+2 Init)

Special Abilities:
- Domain - swap for the thing that adds WIS to CHA skills
- Judgment (2/day)
- Monster Lore
- Stern Gaze
- Cunning Initiative
- Detect Alignment
- Track
- Solo Tactics
- Bane (5 rounds per day)
- Discern Lies

Spells:
Oth (-): Detect Magic, Guidance, 4 more
1st (5/day): Cure Light Wounds, Divine Favor, Shield of Faith, 2 more
2nd (3/day): Cure Moderate Wounds, Bull's Strength, 1 more

Items: +1 longbow, +1 heavy mace, +1 chain shirt

It is meant that these two characters have the same goal in mind. That is to be a premiere archer and a decent switch-hitter. The feats were picked with this in mind to keep the variables in check for the comparison.

Slight Difference Notes: The Inquisitor is a power house for skills. The Inquisitor is +3 Init. The Inquitor is +1 Fort save. The Inquisitor is +1 AC.

*****************************************************

BBEG Combat: Izzie Uses Bane, Wally Uses Sacred Weapon

Round 1:

Wally swift action casts Divine Favor (+2/+2 due to trait) with Fervor.
Izzie swift action uses Bane.

Wally:

Longbow Attack = +8 (+5 BAB, +3 DEX, +1 bow, +2 spell, -2 rapid shot, +1 PBS, -2 Deadly Aim)
Longbow Damage = 1d8+10 (+2 STR, +1 bow, +2 spell, +1 PBS, +4 Deadly Aim)

Great Sword Attack = +11 (+5 BAB, +2 STR, +1 sword, +1 WF, +2 spell)
Great Sword Damage = 2d6+6 (+3 STR, +1 sword, +2 spell)

Izzie:

Longbow Attack = +8 (+3 BAB, +4 DEX, +1 bow, -2 rapid shot, +1 PBS, -1 Deadly Aim, +2 Bane)
Longbow Damage = 1d8+2d6+8 (+2 STR, +1 bow, +1 PBS, +2 Deadly Aim, +2 Bane)

Heavy Mace Attack = +8 (+3 BAB, +2 STR, +1 sword, +2 Bane)
Heavy Mace Damage = 1d8+2d6+1d6+6 (+3 STR, +1 mace, +2 bane)

Round 2:

Wally swift action casts Sacred Weapon.

Wally:

Longbow Attack = +9 (+5 BAB, +3 DEX, +1 bow, +2 spell, -2 rapid shot, +1 PBS, -2 Deadly Aim, +1 sacred weapon)
Longbow Damage = 1d8+11 (+2 STR, +1 bow, +2 spell, +1 PBS, +4 Deadly Aim, +1 sacred weapon)

Great Sword Attack = +12 (+5 BAB, +2 STR, +1 sword, +1 WF, +2 spell, +1 sacred weapon)
Great Sword Damage = 2d6+7 (+3 STR, +1 sword, +2 spell, +1 sacred weapon)

Izzie:

Longbow Attack = +8 (+3 BAB, +4 DEX, +1 bow, -2 rapid shot, +1 PBS, -1 Deadly Aim, +2 Bane)
Longbow Damage = 1d8+2d6+8 (+2 STR, +1 bow, +1 PBS, +2 Deadly Aim, +2 Bane)

Heavy Mace Attack = +8 (+3 BAB, +2 STR, +1 mace, +2 Bane)
Heavy Mace Damage = 1d8+2d6+1d6+6 (+3 STR, +1 mace, +2 bane)

Izzie is smoking using Bane... no doubt about it. Bit of trouble hitting in melee but damage is thru the roof!

********************************************

2x Judgment Combats: Izzie Uses Judgment

Round 1:

Wally swift action casts Divine Favor (+2/+2 due to trait) with Fervor.
Izzie swift action uses Judgment

Wally:

Longbow Attack = +8 (+5 BAB, +3 DEX, +1 bow, +2 spell, -2 rapid shot, +1 PBS, -2 Deadly Aim)
Longbow Damage = 1d8+10 (+2 STR, +1 bow, +2 spell, +1 PBS, +4 Deadly Aim)

Great Sword Attack = +11 (+5 BAB, +2 STR, +1 sword, +1 WF, +2 spell)
Great Sword Damage = 2d6+6 (+3 STR, +1 sword, +2 spell)

Izzie:

Longbow Attack = +8 (+3 BAB, +4 DEX, +1 bow, -2 rapid shot, +1 PBS, -1 Deadly Aim, +2 Judgment)
Longbow Damage = 1d8+6 (+2 STR, +1 bow, +1 PBS, +2 Deadly Aim)

Heavy Mace Attack = +8 (+3 BAB, +2 STR, +1 mace, +2 Judgment)
Heavy Mace Damage = 1d8+1d6+4 (+3 STR, +1 mace)

Wally wins the Judgment combats, but not by that much.

********************************************

Rest of the Combats:

Wally has one more Fervor, but Izzie has more spells. I'm calling it a draw as it is too complicated to forecast.

********************************************

The War Priest and the Inquisitor are pretty close in combat capability. The Inquisitor wins the BBEG. Wally wins the next two. It is fairly equal from that point, with a potential slim edge to the War Priest based on no spells or abilities.

The Inquisitor ROMPS on skills and out of combat. No contest. At. All.

I completely ignored Blessings. However, in this comparison, they can't be ignored as easily as they can with the fighter. There aren't that many blessings that would be beneficial to the ranged Inquisitor, so they might as well be ignored as the Inquisitor has good buffing pre-combat too.

Posterity Note: War Priests were as good or better "to hit" than Inquisitors in all segments. If I missed an applicable bonus to hit, it was accidental. Inquisitors were better damage with Bane (no surprise) and competitive with damage assuming Precise Strike always applied.

(apologies for typoes, mistakes, etc., ran out of time to proof it better)


I think we have moved in a better direction. I think we are 70% there. I often think of this class as the 70% class. 70% fighter, 70% cleric, now 70% Monk and Paladin. I really don’t think this has formed into 100% of a single class. I still believe it is suffering an identity crisis. However, I have great hope that the final version will polish up and make it work.

I think the largest critique I have of this class is that everything it does can be done with money by an actual cleric. Give me a few rods of quicken, cast magic vestment and greater magic weapon. Now it does have more feats but I could pick up crusader archetype and not be too far off.

I was really hoping for a more outside the box approach to the Warpriest. Clerics have been buffing and fighting for years. Now we have a class that can do it cheaper, it seems to be lacking the pizazz of the other classes presented.

I do like the Sacred Weapon thing you have going, I think this could lead somewhere great.... I think there are obviously some problems that have been pointed out for high crit range weapons. I think the easiest fix is that if you use that weapon progression you have a 20x2 crit range for a 1 handed weapon and maybe 20x3 for a two handed weapon. The other concern I have is that it is more rewarding to low damage weapons than it is to say a greatsword. It would be awesome for this to work with thrown weapons (not ammunition) so a quick drawing Desna worshiper can throw a bunch of star blades and each is enhanced then suddenly they can be similar to a person wielding a bow.

The Iconic is a Warpriest of Gorum… Which is really truly iconic and the right choice. Gorum being the default setting god of war, the lord of blades it is a perfect thematic fit. But as for scaling weapon damage…. They do not receive a benefit till 20th level and depending on the crit range it may never have an actual benefit. Anyway I know that you are aware of the issue and will find a solution.


Fervor… I like the name and the base idea but I’m having trouble with the execution of the abilities. You can swift action cast a spell on yourself, or “lay on hands”….. I feel that this just made the d6 healing “lay on hands” superfluous because a warpriest can spontaneously convert Cure spells. The d6 healing will not be better than a swift action cure light till 8th level and by then you could be using Cure Moderate. The Cure Moderate will be better than the healing of fervor until 17th level when you get up to 6d6 so you can switch to Cure Serious. Drop the current D6 healing and the implementation of channeling. Change the number of times per day to use wisdom instead of charisma. Remove the only affects you clause so that if you cast Bless all your allies benefit as well, it must still include you but not only you. The exception to that may be Conjuration Healing spells so you can swift heal an ally (or this could be a feat or Healing blessing). This completely takes away the need for channel and removes the d6 healing progression. The D6 healing is just not enough and it competes with itself. To me this option is less cluttered and more focused.

Or

Fervor – this ability may be used .5 level + Wisdom times per day to cast a spell that includes themselves as a target or in the area effect as a swift action or Channel Energy. The Warpriest’s commitment to war allows it to Heal and Harm equally well. All Warpriests regardless of alignment may channel positive or negative energy as a cleric of equal level as well as spontaneously cast cure or inflict spells.

Note: if the spell cast as a swift action requires a saving throw to avoid a negative effect you automatically fail that save and pierce your own SR if you possess any.

Yes this means you could flame strike as a swift action but you would have to include yourself in the damage I think that is okay.

Liberty's Edge

I think a good guideline for determining if it is MAD is if you can make an effective character using the Heroic Stat Array (15, 14, 13, 12, 10, and 8). Before racial adjustments I ended up with :

STR 15, DEX 10, CON 13, INT 8, WIS 14, CHA 12

That is entirely workable. Now admittedly, there is only one possible dumpstat - Intelligence. Having only a 10 Dex makes me a little twitchy, but considering this character will likely have heavy armor that minimizes his effective Dex anyways, that's an acceptable score.

Alternately, a Dex based Warpriest has a bit tougher time. They can't sacrifice Strength as far as Dex, because they still need to be able to carry armor and equipment and depending on their weapon, may still rely on Strength for damage.

STR 13, DEX 15, CON 12, INT 8, WIS 14, CHA 10

Again, workable, although the Warpriest has to sacrifice a use of Fervor in order to work both physical stats.

Now one thing that I think will hit Warpriests hard is when it comes time to get stat bump items..they will frequently have to choose between buffing a single stat higher or going for a lesser bump to several. I think most characters would probably get a single stat belt depending on their primary attack mode, but I think that headbands of mental prowess (Wis and Cha) will be more common than just +Wis or +Cha headbands at higher level.


@Rory: " There aren't that many blessings that would be beneficial to the ranged Inquisitor"? (assumedly meaning Warpriests)

...Uh...

Air Blessing: No Range Penalties (Major: Fly)
Animal Blessing: Nat Weapons (threaten for AoOs/last ditch melee) (Major: SNA to have melee bodyguards running interference)
Charm Blessing: Super high DC Sanctuary (Major: Swift high DC Command)
Destruction Blessing: Morale bonus to DMG (Major: +4 Crit Confirm, Medium Fortification)
Glory: High DC Super Sanctuary (Major: Attack Spells trigger Intimidate, Magic Weapon on Arrows->Fear)
Liberation: Freedom of Movement (Major: @Allies)
Healing: Swift Self Cures (Major: Fast Healing)
Knowledge: Touch for super Knowledge check (Major: Succeed at any Knowledge check (not just the touch one from the Minor power) and get +2 to Attack, Saves, Skills/any Checks, and AC. Sounds great vs. common enemies like Humanoids with low DCs.)
Luck: Swift Debuff to adjacent enemies (Major: Swift Forced Reroll for enemy attacks/saves/checks)
Madness: Confusion stuff (ranged/melee agnostic AFAIK)
Nobility: +2 morale bonus to attacks, saves, checks (Major: +4 bonus as swift action, THIS APPLIES TO YOU IF YOU REPEAT YOUR ACTION NEXT TURN)
Plant: Swift high DC Entangle (Major: SNA bodyguards/etc with plant type immunities)
Protection: AC or Save bonus (Major: More AC bonus and Resistance)
Repose: Staggering Touch Attack (equalizer for maneuvering vs. melee?) (Major: Dual Heal Living/Harm Undead Channel )
Rune: Blast Rune (Major: Spellstoring Weapon works with Ranged/Ammo)
Strength: Strength Surge bonus to melee (actually nice for last ditch melee even if you didn't optimize for STR) (Major: Ignore Armor/Load Penalties (such as when STR drained), Bonus vs. Entangle/Paralysis/etc)
Sun: Blinding/Dazzling Touch (Major: Undead Bane works on Ranged/Ammo)
Travel: Ignore Difficult Terrain (Major: Teleportation Hop)
Trickery: Mini Mirror Image (Major: Swift Greater Invis)
War: Move Speed/Attack/AC/Save bonus (Major: Vicious Melee, +4 Crit Confirm on Melee and Ranged)

All the other abilities that only effect melee weapons can AFAIK be used with Arrows since Arrows can be used as melee weapons, you lose any long duration once you shoot it as you can't apply it to the Bow itself (as a Bow which imparts it's bonuses to the arrows, vs. as a Blugeoning Improvised Weapon), but it's still another buff you can use.

Grand Lodge

TheSideKick wrote:
just remember that how you invision your character does not need to corrispond to whats on the paper. even when i play pfs i will use something like a great sword, and call it a dagger if im playing a rogue. mechanically its a great sword, but in my RP its a big ass dagger, and i dont give a squirt of piss if its "allowed in PFS" or not

So you're pretending that your weapon is not the thing that you're pretending it to be? That level of skinning is not role-playing by any reasonable standard any more than I'd be making sense if I were to go out to the farm and insist that a Jersey cow is really a Siamese cat.

Silver Crusade

Rory wrote:
Posterity Note: War Priests were better "to hit" than fighters in all segments. If I missed an applicable bonus to hit, it was accidental.

You did; Weapon Training also applies to hit, not just to damage.


Overall I think there is room to drop or weaken some things, albeit some areas might even be beefed up.
Overal combat prowess doesn't seem a problem, I would rather see Domains/Blessings amped up
because that is something that gives this Class more uniqueness vs. Inquisitors (only 1 Domain) and Paladins and Clerics (Domain vs. Blessing differences)
Domain Spells via Domain Slots is simplest, but I don't think they need extra spell slots,
and I think it would create more intriguing difference vs. Clerics if in fact they lost Spontaneous Cure/Inflict
and replaced it with Spontaneous Domain Casting (with Domains associated to Blessings - of course Sub-Domains of the Deity also work).

Domain Channeling would also tie in there, although most people seem readier to drop Channeling completely,
and I can see why it's overload, especially since it's pretty easy to add on Channel Smite for more melee nova-tude.
Weakening it further might be possible for balance, although the question would be to weaken only dice, or also weaken DC?
Not weakening DC leaves that full STR and perhaps to strong (w/ rest of package), weakening the DC might make it so marginal it's not worth it.

Switching Casting to use CHA might normally create too much of a power-up/optimization option if both Casting and Channel focus on one stat, but if Channel is removed then that is no longer a problem. (and there would still be build pressure to have a 'decent' WIS just for Will Saves)


Golo wrote:
Fervor… I like the name and the base idea but I’m having trouble with the execution of the abilities. You can swift action cast a spell on yourself, or “lay on hands”….. I feel that this just made the d6 healing “lay on hands” superfluous because a warpriest can spontaneously convert Cure spells. The d6 healing will not be better than a swift action cure light till 8th level and by then you could be using Cure Moderate. The Cure Moderate will be better than the healing of fervor until 17th level when you get up to 6d6 so you can switch to Cure Serious...

My assumption when reading Fervor is that it can only be used to cast prepared spells, not spontaneous cures. Definitely something that needs to be clarified.


Doesn't sound like much of an assumption you're making there, it's explicitly saying it works with prepared spells, rather than saying "spells", period. More like just understanding and applying what is written.

That's how Spontaneous Casting itself is described, explicitly noting that the spontaneously cast Cure/Inflict spells are not prepared:

Quote:

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy

into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an
orison in order to cast any cure spell of the same spell level
or lower.

Otherwise, the Lay on Hands usage of Fervor (I'm not sure why they don't explicitly call it that in order to retain compatability with Paladin LoH, much less have ANY name for the non-spell usage to easily referenc it) is weaker than the Paladin version solely on a dice basis, not to mention Paladin Lay on Hands has nice things like Condition removal (or Curses for Anti-Paladins). But the Warpriest themself has good reason to use the LoH version for healing becaue it is only using Fervor, not Fervor + Prepared Spell Slot. Certainly many player will prefer using Prepared Slots for other types of spells, knowing they can fall back on a slightly weaker LoH if need be (perhaps grabbing something like Breath of Life mostly for saving allies, but also a good strong last ditch self-heal). If a prepared Cure/Healing spell would heal more damage than the (un-named) LoH usage (at cost of spell slot), then so be it, it doesn't sound like the end of the world... Several other classes get unlimited Swift self-Cures, like Battle/Life Oracles.

Shadow Lodge

1 person marked this as a favorite.

Just a couple of suggestions to throw out:

What if fervor had 1+1/2level+Charisma modifier? I mean, the APs written with 15PB in mind would leave your average warpriest with 2-3 uses/day using this method (assuming charisma isn't a large priority compared to needing Str/Con/Wis), and 3-4 in higher PB. I like the idea of MAD being a balancing feature, but reducing the charisma requirements makes the class more playable in lower PB.

What if the class instead of being MAD by needing 5 stats, was MAD by needing 4 stats, but needing more wisdom then it needs other? For instance, what if Sacred Weapon, Fervor, Channel Energy, and spellcasting all were based off of wisdom? Then you would still want a good wisdom, but could dump charisma instead of having to pump it (This isn't intended to work with the idea above, but it could).

And a couple of thoughts on the flavor v. the mechanics:

The flavor suggest you are essentially a deities soldier, a member of your deities military. Not the general who has to exert control over the army, nor the holy figure who should be changing more people to your faith. I don't think flavor says it should need charisma. I have nothing directly against it, but still I think the cleric should be the holy face, the paladin should be the holy general, the inquisitor should be the holy assassin, and the warpriest should be the holy soldier. The inquisitor being more of a divine hunter, doesn't use charisma, and I don't think the warpriest should either. As for where the ranger/druid/oracle lie in all of this, eh, we don't talk about that ;p


2 people marked this as a favorite.

The problem with making MAD a class restrictions is that it becomes one more unnecessary barrier for it to overcome when compared to a cleric. A martial cleric does not need to worry about a charisma, so they need STR, CON, and WIS. They also have full spellcasting. The warpriest not only has fewer spells to overcome the wide stat spread, but also more stats to spread it's abilities across. Fervor should be based on wisdom; the power itself is useful, but it's not really that overpowering.


Scavion wrote:

"I would prefer to force favorite weapon..." And then every Warpriest of Gorum, Shelyn, Pharasma is exactly the same. Warpriests of Abadar are the absolute worst to play.

It does not favor 1hand weapons because 2handed 1.5 STR is very much a powerful option still. And Crit builds are the best damage builds in the game anyways. Saying people are going to try to use the best options and wanting to punish them for it, or simply make it so that option is unavailable is an awful balancing point.

The point is the scaling damage dice makes it so the Sacred Weapon is useful. Notice how you automatically make your Favored Weapon Sacred without weapon focus. This is awesome because it means you can keep the Favored Weapon as a sidearm if it makes a good one. The Pharasman Warpriest who gets grappled by the life sucking vampire finds itself plunging a knife into it's throat with his bad ass (Swift action) holy silver dagger.

I dont think my opinion was properly relayed.

While I would prefer if most of these bonuses were only with their gods favorite weapon, its not a big deal if they allow your sacred weapon to be any weapon you choose. As for as the role play angle, if your honestly that dedicated to your god I would imagination that 95% of a god's followers would want to use the weapon of their god. I can see this not always being a practical choice. If they do allow you to use any weapon, then there is no need for the scaling dice damage. Use whatever weapon you want.

As for the text i bolded. This happens all the time. You say that every Warpriest of Gorum, Shelyn, Pharasma is exactly the same. Yet every cleric of Gorum has set domains to choose from. You cant be a cleric of Gorum with the Good domain. What if I wanted to be a cleric of Gorum with that? Should I say its not fair? What if I want to play an evil paladin? or one that worships Rovagug? I like that their are limiting options. This gives it a better feel for me, but that is a personal opinion. Maybe its not one that everyone shares.

Yes 2handed weapons would still be a powerful choice. By favor I mean you get more out of your class abilities by using 18-20 crit range small weapons. Im all about making a dagger viable, I dont think the dagger needs to do 2d6 like a great sword at level 15. Make it a d8 (19-20) static dice, or give great things to all weapons.


i'm pretty cool with this class, but as noted all over the thread, it needs just a bit of tweaking to get things more comfortable:

-make the weapon base increase more average--I'd be happy with it capping at 2d4 or 1d10 with 19-20 x2 crit (or the base weapon stats if it's better, such as the greatsword's damage or the kukri's crit), have it apply to the warpriest as long as their using/attacking with the weapon, but not while anyone else uses/holds the weapon (so throwing builds work *cough pharasma cough*, but they can't hand out greatsword-daggers to party memebers).
-make throwing weapons work. i know i just said that above, but it bears repeating. throwing weapons have little support as-is, it'd be a shame to lose more for no reason.
-the blessings need a bit of ironing out, but there's a thread for that an i'm sure you'll get that handled
-increase the weapon boost duration to match the armor one, for simplicity's sake
-change the cha-dependencies over to wis (or vice-versa) so you don't have to juggle every stat (str or dex for combat, con for hp/fort, int to mitigate their crippling lack of skill points, wis and cha for class abilities).

also, I wouldnt wish 2+int skill points on my worst enemy. the only folks who i can deal with having it are int-based classes (such as wizard, witch, alchemist, etc. and the alchemist gets more than that), since their core stat covers the difference. Even the fighter shouldn't have to deal with it--it's one of the reasons the lore warden is so well-liked (along with it's ability to actually USE combat maneuvers, unlike most everyone else), but I digress.


Slacker2010 wrote:
Yet every cleric of Gorum has set domains to choose from. You cant be a cleric of Gorum with the Good domain. What if I wanted to be a cleric of Gorum with that? Should I say its not fair? What if I want to play an evil paladin? or one that worships Rovagug? I like that their are limiting options. This gives it a better feel for me, but that is a personal opinion.

TBH, I usually waive alignment restrictions and (for clerics) domain restrictions: I take them as suggestions rather than limitations. If you've got a good reason why a Cleric of Gorum would take the Good domain, or why they'd be Lawful, I don't see any problem with that. Now that's a bit of a stretch, but there's many good (and some very obvious) ideas for cleric concepts that the rules make unavailable.


2 people marked this as a favorite.

+1 on needing more skill points. it's incredibly hard to do anything outside of combat with the meager 2 skill points per level that your average warpriest will be getting. it's troublesome for a paladin who actually cares about finding a peaceful solution to solving problems, and it's just as troublesome for warpriest.

Grand Lodge

I notice that the War priest gets this language ability that is not mentioned on the Chart with the other abilities.

Quote:

Bonus Languages: A warpriest’s bonus language options

include Celestial, Abyssal, and Infernal (the languages of
good, chaotic evil, and lawful evil outsiders, respectively).
These choices are in addition to the bonus language
choices available to the character due to his race.

It feels clunky. Its in the abilities as an additional option for language choices (I don't think it is for Clerics) but doesn't appear with the other stuff in summary. Its a bit wierd.

Should it be kept?

Silver Crusade

5 people marked this as a favorite.
alchemicGenius wrote:
+1 on needing more skill points. it's incredibly hard to do anything outside of combat with the meager 2 skill points per level that your average warpriest will be getting. it's troublesome for a paladin who actually cares about finding a peaceful solution to solving problems, and it's just as troublesome for warpriest.

I'd honestly extend this wish to every 2+INT class that isn't already INT-focused, for the same reasons.

I've honestly never used the favored class bonus for anything other than the extra skill point because of it.


Mikaze wrote:
alchemicGenius wrote:
+1 on needing more skill points. it's incredibly hard to do anything outside of combat with the meager 2 skill points per level that your average warpriest will be getting. it's troublesome for a paladin who actually cares about finding a peaceful solution to solving problems, and it's just as troublesome for warpriest.
I'd honestly extend this wish to every 2+INT class that isn't already INT-focused, for the same reasons.

likewise.


AndIMustMask wrote:
Mikaze wrote:
alchemicGenius wrote:
+1 on needing more skill points. it's incredibly hard to do anything outside of combat with the meager 2 skill points per level that your average warpriest will be getting. it's troublesome for a paladin who actually cares about finding a peaceful solution to solving problems, and it's just as troublesome for warpriest.
I'd honestly extend this wish to every 2+INT class that isn't already INT-focused, for the same reasons.
likewise.

We are 3 then.

Grand Lodge

Why isnt ghost touch one of the armour augmentations? It seems logical.


Pathfinder Adventure Path Subscriber
Nicos wrote:
AndIMustMask wrote:
Mikaze wrote:
alchemicGenius wrote:
+1 on needing more skill points. it's incredibly hard to do anything outside of combat with the meager 2 skill points per level that your average warpriest will be getting. it's troublesome for a paladin who actually cares about finding a peaceful solution to solving problems, and it's just as troublesome for warpriest.
I'd honestly extend this wish to every 2+INT class that isn't already INT-focused, for the same reasons.
likewise.
We are 3 then.

You have my...glaive?


Helaman wrote:

I notice that the War priest gets this language ability that is not mentioned on the Chart with the other abilities.

Quote:
Bonus Languages: A warpriest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus language choices available to the character due to his race.

It feels clunky. Its in the abilities as an additional option for language choices (I don't think it is for Clerics) but doesn't appear with the other stuff in summary. Its a bit wierd.

Should it be kept?

yeah it should be kept, the languages make sense:

you work for powerful outsiders in all likelyhood, so knowing their language is par for course.

Clerics have identical language:

Quote:
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Alright, give me a cookie.


Jason Bulmahn wrote:

Interesting discussion folks.

I personally find it interesting there that the discussion swings back and forth between "this class is too good" and "this class is to MAD and that is going to cripple it".

That said, I think there are some valid points on both sides that I am going to be looking into for the final version of the Warpriest.

Jason Bulmahn
Lead Designer

In a compromise, noone is happy. Maybe that means it's close to finished? :D


1 person marked this as a favorite.

Some seem to use role playing as an excuse to make things a grab bag. 'RP' reasons is not a cogent way to insist on equanimity, quite the opposite. In game characters are alive and should follow some cause and effect rationale (not a players whim).

Roleplaying is acting, actors have directors and play a role!

If your role is "war priest" it is sensible for your director to point you towards focusing on your deities likes/dislikes/drives/favorite weapons..

Otherwise your a bad actor,and so a terrible role player. 4th ed tried to make all things equal. Roles should not be a grab bag of wanty wants, they should assist you in portraying that role.

Narrowing choices to adhere to a part encourages role playing. There are plenty of gods to choose from and plenty of other classes. Make the war priest a war priest - fit it to what it is.

If they have definite gods they should have definite weapons and blessings.

If its 'holy warriors chosen by the gods but beholden to nothing but their own whim' thats cool. Any weapon and blessing should be available.

Muddying the two will make the grabbers AND the role players unhappy. Best to choose one. Its worked before.


insaneogeddon wrote:


Some seem to use role playing as an excuse to make things a grab bag. 'RP' reasons is not a cogent way to insist on equanimity, quite the opposite. In game characters are alive and should follow some cause and effect rationale (not a players whim).

Roleplaying is acting, actors have directors and play a role!

If your role is "war priest" it is sensible for your director to point you towards focusing on your deities likes/dislikes/drives/favorite weapons..

Otherwise your a bad actor,and so a terrible role player. 4th ed tried to make all things equal. Roles should not be a grab bag of wanty wants, they should assist you in portraying that role.

Narrowing choices to adhere to a part encourages role playing. There are plenty of gods to choose from and plenty of other classes. Make the war priest a war priest - fit it to what it is.

If they have definite gods they should have definite weapons and blessings.

If its 'holy warriors chosen by the gods but beholden to nothing but their own whim' thats cool. Any weapon and blessing should be available.

Muddying the two will make the grabbers AND the role players unhappy. Best to choose one. Its worked before.

There are tons of reasons why your argument is a poor one, but the most important one is that the Favored Weapon choice of deity is more often than not chosen for no reason. And for those it makes sense for, do not explain why the deity would want their warriors to focus solely on that weapon to the point of deficiency in other weapons.

Further, allowing options doesn't keep you from Roleplaying. If you need to be restricted to ONE SINGULAR concept to be good at roleplaying then well frankly I can imagine that gets quite boorish. Nothing stops you from only using the Favored Weapon of your deity despite there being being other options because you're just THAT devoted to it.


Somehow the Evangelist Cleric's Spontaneous Domain Casting seems an appropriate precedent for modifying the Warpriest's casting to use Domain Casting in that way, both are connected to Cleric flavor with alternate modifications/additional replacement features.


I've question regarding sacred weapon:
Is it possible to keep your weapons damage and only take the enchantment boni from the sacred weapon? (Thinking of a warpriest of Gorum with a Greatsword who activates sacred weapon and loose one d6 damage^^)


Yes.

Silver Crusade

Yep, you get to choose.

You can also drop down to the lower damage die IIRC(which can be very useful in some cases), but I think it takes some effort to do it? Standard action? Can't recall at the moment.


Craft Cheese wrote:
Slacker2010 wrote:
Yet every cleric of Gorum has set domains to choose from. You cant be a cleric of Gorum with the Good domain. What if I wanted to be a cleric of Gorum with that? Should I say its not fair? What if I want to play an evil paladin? or one that worships Rovagug? I like that their are limiting options. This gives it a better feel for me, but that is a personal opinion.
TBH, I usually waive alignment restrictions and (for clerics) domain restrictions: I take them as suggestions rather than limitations. If you've got a good reason why a Cleric of Gorum would take the Good domain, or why they'd be Lawful, I don't see any problem with that. Now that's a bit of a stretch, but there's many good (and some very obvious) ideas for cleric concepts that the rules make unavailable.

To be fair, there's a cleric archetype for that called Separatist. That's how you get Good domain as a cleric of Gorum, you go against the grain of "generic senseless war for the war god".


2 people marked this as a favorite.

One other thing I've noticed is that Fervor doesn't allow for casting weapon buffs, such as Instrument of Agony, as a swift action. It might not be that big a deal, but it would be nice to be able to cast these kinds of buffs as well as the more iconic Divine favor/power, Righteous Might, etc. This, I don't believe is as important as increasing the skill points or making Fervor a wis based ability, but it should be something to consider.


I think it's fine that they can't affect weapons with fervor casting. Those spells are usually either long duration anyway, or they're those spells that don't scale well with CL, and just makes you feel bad for wanting to be a cleric.

Shadow Lodge

what do people think about adding the domain spells associated with the blessings' counterparts to the warpriest's spell list?...not giving them the bonus spell slot but allowing those spells to be prepared normally?...this would give the class a bit more versatility and give the blessings a bit more meaning

edit: obviously only the domain spells up to 6th lvl of course...

edit 2: maybe as a feat?... if it were a feat would giving it the extra domain spell slot be overpowered?


You don't even need Preparation of Domain Spells.
->Spontaneous Domain Casting instead of Spontaneous Cure/Inflict.
The latter isn't really needed, they already have Fervor mini-LoH and Channel Lite.
You can even pick Healing to get a bunch of healing spells (more than just Cure spells) as Domain Spells.

Healing: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal
Restoration Sub-Domain: 2nd—remove disease, 4th—neutralize poison, 5th—break enchantment
Resurrection Sub-Domain: 5th—raise dead

Perhaps it would make sense for you to choose which of your two Domains/Blessings you are using for each Spell Level of Spontaneous Domain Casting each time you prepare spells, so you aren't choosing from both Domains each time you choose to Spontaneously substitute a prepared slot. If you wanted, you could use a lower level spell from one Domain to substitute for a higher Spell Level (auto-Heightened?) if you liked both Domain's spells of a certain level alot.


Quandary wrote:
Perhaps it would make sense for you to choose which of your two Domains/Blessings you are using for each Spell Level of Spontaneous Domain Casting each time you prepare spells, so you aren't choosing from both Domains each time you choose to Spontaneously substitute a prepared slot. If you wanted, you could use a lower level spell from one Domain to substitute for a higher Spell Level (auto-Heightened?) if you liked both Domain's spells of a certain level alot.

Spontaneous domain casting and the ability to "prepare" your domains, essentially? Mmmmm...that does sound tasty, and very appropriate for a warpriest.


Quandary wrote:

@Rory: " There aren't that many blessings that would be beneficial to the ranged Inquisitor"? (assumedly meaning Warpriests)

...Uh...

The War Priest was a priest of Erastil. Sorry if that wasn't clear.

Your list is well beyond Erastil.

Liberty's Edge

Right now, if the class remains relatively the same, there will absolutely need to be a ranged archetype for the class that provides access to ranged weapon special abilities, allows for thrown favored weapons, and probably allows for unthreatened melee fire for projectile weapons (there is a feat for thrown weapons, but the equivalent feat for projectile weapons, Point Blank Master, is unavailable to warpriests due to its Weapon Specialization requirement).

I'd rather that these issues were addressed in the base class (allow ranged special abilities, allow for thrown favored weapons, and probably allow for Fighter feats, even if at a reduced level) so that they can pursue other archetypes, rather than potentially every Warpriest of Erastil being a Holy Archer archetype.

Scarab Sages

I'd like to see Warpriests given weapon focus with their favored weapon at first level, and keep everything written as is. Blessings could still use some tweaking, as some are a bit lackluster, but the current system allows for cool things like making bite and claw Sacred Weapons, which is cool by me.


Robert Little wrote:
I'd rather that these issues were addressed in the base class (allow ranged special abilities, allow for thrown favored weapons, and probably allow for Fighter feats, even if at a reduced level) so that they can pursue other archetypes, rather than potentially every Warpriest of Erastil being a Holy Archer archetype.

Can you clarify your concern for me?

A thrown dagger as a sacred weapon still does the bonus damage dice though...? It is only the Sacred Weapon +1 bonus effects that are not applied to a thrown dagger as far as I read.

Since Sacred Weapon +1 effects are for so brief of rounds, this really doesn't play a big affect until say... level 8 when you can do a +2 bonus effect for 8 rounds per day.

Is that the way you are understanding it?

My example Holy Archer of Erastil was pretty decent in melee too. Erastil War Priests get Sacred Weapon with longbow naturally, so can go Weapon Focus Great Sword at level 1 to get both a ranged and melee attack with Sacred Weapon. Was that intentional? I don't know.


One major concern, here. That is: a monk is never a class I suggest to new players. Aside from its theme not matching the mechanics (it suggests a wise, dexterous character but you really do need strength instead), it also has this "fluxing BAB."

Fluxing BAB adds book-keeping. In addition, there are so many things tied to BAB that have to be recalculated, aside from number of attacks.

I'm not arguing "math is hard," I'm arguing ease of use and introduction, and time taken recalculating a character sheet. I'd rather see something like a scaled Wis-to-hit than a fluxing BAB...it's easier to explain and handle ingame.

Themewise, I can see flux fitting the class. If there's another option that reduces MAD...and bookkeeping, however, please consider it.

1 to 50 of 847 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Advanced Class Guide Playtest / Class Discussion / Revised Warpriest Discussion All Messageboards