Warpriest Sacred Weapon (Ray)


Rules Questions

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Codanous wrote:

Is there anything stopping a warpriest from having weapon focus (Claws) and thus sacred weapon claws. Would make a great way for a small beast barbarian to increase their claw damage or a normal barbarian to enhance their claw attacks beyond what an Amulet of Might fisticuffs could do.

No, that works fine. He could even add skill focus for other natural weapons he has. But you need some levels of warpriest until that nets any relevant bonus. Remember that small warpriests deal less damage with their sacred weapons.


Bored to read everything:
The problem of a no-damage ability was reported with the net. I don't remember they answered to that.

IMO, the grapple can deal the unarmed damages, not grapple damages, but that's another question we can argue on a new thread.

For Thrown weapons, I hope the warpriest will still cover that.

For the ray stuff, because they were designing how to handle critical hits, it can be even more mindhammering.

I hope they'll cover that in Advanced Class Guide.


blackbloodtroll wrote:

Can a Warpriest choose his Sacred Weapon, to be a Ray, such as one from Scorching Ray, or Ray of Frost?

Seeing as Weapon Focus(Ray) is an option.

How does this effect damage?

Isn't this the same problem as a while back with being unable to wield rays? Since you can't 'wield' them you can't get the Sacred Weapon dice.


^ +1

Grand Lodge

Okay, ACG is out, and I am curious if this has been addressed.

How does Weapon Focus(Ray) interact with the Sacred Weapon ability?

Grand Lodge

Here is the problem I see. While you can Weapon Focus rays they are not actually weapons they are spells. Sacred Weapon only applies to Weapons.

Grand Lodge

If you look here, and here, you will notice they do count as weapons.


The Sacred Weapon ability contains this text:

This increase in damage does not affect any other aspect of the
weapon, and doesn’t apply to alchemical items, bombs, or
other weapons that only deal energy damage.

Unless there's a ray that does non-energy damage it's not going to help. Thrown and Ranged weapons are fine, however; the above is the only limitation given in the text, beyond that it must be either:

1. The favored Weapon of your Deity; or
2. A Weapon you have a Weapon Focus ability for.

Sczarni

Are there any Rays that don't "only deal energy damage"?

Admonishing Ray comes to mind, but its damage is superior to anything on the Sacred Weapon chart already.

Liberty's Edge

Nefreet wrote:

Are there any Rays that don't "only deal energy damage"?

Admonishing Ray comes to mind, but its damage is superior to anything on the Sacred Weapon chart already.

PRD wrote:

You blast your enemies with rays of nonlethal force.

...
This is a force effect.

Not energy, but it doesn't deal B/P/S damage.

Or maybe they do B damage:

PRD wrote:


The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.

I would limit the sacred weapon bonus to things that do B/P/S damage.


Still, the net/lasso, or at least the snag net, got a huge powerup.
I'm too interested on how it works for the grapple and the unarmed strike damages.


Nefreet wrote:

Are there any Rays that don't "only deal energy damage"?

Admonishing Ray comes to mind, but its damage is superior to anything on the Sacred Weapon chart already.

Yes there is! I happen to know of a way to make a cantrip that "creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage"!

Runs off to make a cantrip wielding warpriest! This make change my mind about the class! :)

Also you can use it on a bomb with the Scrap Bomb Discovery!

Grand Lodge

graystone wrote:
Nefreet wrote:

Are there any Rays that don't "only deal energy damage"?

Admonishing Ray comes to mind, but its damage is superior to anything on the Sacred Weapon chart already.

Yes there is! I happen to know of a way to make a cantrip that "creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage"!

Runs off to make a cantrip wielding warpriest! This make change my mind about the class! :)

Also you can use it on a bomb with the Scrap Bomb Discovery!

It specifically does not apply to Bombs

What is this cantrip that does piercing? I'm guessing it isn't on the Cleric list.


Drake Brimstone wrote:
graystone wrote:
Nefreet wrote:

Are there any Rays that don't "only deal energy damage"?

Admonishing Ray comes to mind, but its damage is superior to anything on the Sacred Weapon chart already.

Yes there is! I happen to know of a way to make a cantrip that "creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage"!

Runs off to make a cantrip wielding warpriest! This make change my mind about the class! :)

Also you can use it on a bomb with the Scrap Bomb Discovery!

It specifically does not apply to Bombs

What is this cantrip that does piercing? I'm guessing it isn't on the Cleric list.

"doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage." So it doesn't apply to alchemical items that only deal energy damage, bombs that only deal energy damage and other weapons that only deal energy damage. It should work fine with a bomb that deals something other than energy damage.

At base, no cantrip deals piercing. One can be modified to do so however and yes it's not clerical. You'd need the two worlds trait to snag it.

Liberty's Edge

AFAIK, a metamagiced cantrip isn't a cantrip anymore and he can't be cast an unlimited number of times, even if it stay a 0 level spell thorugh the usage of some trait or ability.

Grand Lodge

Then how many times can it be cast?

Since it's level zero, it doesn't take up a first level slot to cast it.

I think you may be confusing the ruling that said you couldn't reduce a normally first level spell (such as magic missile) to cantrip. (Followed by the clarifying ruling that the level reducing powers were only for offsetting metamagic, and no spell could be reduce below it's starting level.)

Grand Lodge

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Well, there is always Weapon Versatility(Ray).

Sczarni

That seriously made me laugh out loud.

Grand Lodge

Which Metamagic feat alter damage to deal Piercing?

I do not recall such a feat.

Sczarni

Perhaps they saw the feat "Piercing Spell" and just didn't read it?

Grand Lodge

Sigh...

Guys, he even put quotes around it so you could search it.

That said, I'm not convinced 40 gp per shot makes this a viable option.


Alchemical power components, Alchemist's Ice and Ray of Frost.


FLite wrote:

Sigh...

Guys, he even put quotes around it so you could search it.

That said, I'm not convinced 40 gp per shot makes this a viable option.

False Focus feat + Holy Tattoo trait = 100gp of free material components.

Liquid Ice (1d3 points of piercing damage and 1 point of cold damage)=40gp
Black Powder (+1 damage) = 10gp
Total = 50gp. Well within limit.

So 2 traits and a feat to use it. Seems viable to me. Oh, and you need to cast arcane spells too. Looks like you'll need a race with spell like abilities also. (Or a third trait)

Sczarni

Reading through Archives of Nethys regarding Alchemical Power Components, it does not appear that you can apply the benefits of multiple components for a combined effect.

Grand Lodge

FLite wrote:

Sigh...

Guys, he even put quotes around it so you could search it.

That said, I'm not convinced 40 gp per shot makes this a viable option.

Aw, was what he was referring to, not a feat?

Was it something else?

Was it suggested that it was Metamagic feat?

Are we just too stupid to automatically know something so obvious?

Grand Lodge

Nope. But given the precision of the effect he described, it was pretty clear he was quoting something, and given that, implying that he misread other feats without going and looking first is a little bit rude.

graystone, It is not clear to me that false focus allows you to add power components to your spells. While they are consumed "as material components," they are also something seperate. I would need to do some more reading before I felt comfortable with that.

Silver Crusade

I don't think the False Focus feat works with alchemical power components because they are not considered material components for the spell. When you look at ray of frost you see "Components V, S". No material components required to cast the spell, therefore False Focus does nothing when casting this spell.

Grand Lodge

I implied only that I lacked knowledge.


Nefreet wrote:
Reading through Archives of Nethys regarding Alchemical Power Components, it does not appear that you can apply the benefits of multiple components for a combined effect.

You can't stack effects but the ones I listed shouldn't be an issue. One alters the base damage and one is a bonus damage. They don't alter the same thing.

FLite wrote:


graystone, It is not clear to me that false focus allows you to add power components to your spells. While they are consumed "as material components," they are also something seperate. I would need to do some more reading before I felt comfortable with that.

The Alchemy manual says you use them as additional material components. No matter how you parse that, they are material components and False focus covers up to 100gp of them.

Bigdaddyjug wrote:
I don't think the False Focus feat works with alchemical power components because they are not considered material components for the spell. When you look at ray of frost you see "Components V, S". No material components required to cast the spell, therefore False Focus does nothing when casting this spell.

If you read the rule text, it calls them material components. If you couldn't add them to a ray of frost because it doesn't list M under spell components then the liquid ice entry lists ray of frost twice why?


I was reading the warpriest page on the srd, and I think the scared weapon feature is pretty pointless. For almost half the campaign it either offers a penalty to damage at worst, or no enhancement to damage at best. My character is using a greatsword and won't see any benefit until level 15 if I stay medium size. Even enlarged its still 5 levels away before it becomes useful.


The Greatsword is almost literally the worst possible weapon you could choose as a Warpriest in regard to benefiting from Sacred Weapon.
The main benefits from Sacred Weapon are being able to raise the base damage of unusual weapons with high Crit rates/multipliers, unusual qualities, but low base damage. The greatsword's only notable benefit is its high base damage.

Look at something like the Kukri instead, which is immediately better than a Scimitar in the hands of a Warpriest (same stat line, but lighter weight, and a Light Weapon instead of a One-Handed Weapon) and can eventually become a (2d8 | 18-20/x2) Light Melee Weapon.
Or look at the Dagger Pistol, which becomes both a scaling Melee weapon and a scaling Projectile Weapon with x3 critical, and the ability to target Touch.


dholland wrote:
I was reading the warpriest page on the srd, and I think the scared weapon feature is pretty pointless. For almost half the campaign it either offers a penalty to damage at worst, or no enhancement to damage at best. My character is using a greatsword and won't see any benefit until level 15 if I stay medium size. Even enlarged its still 5 levels away before it becomes useful.

That's because you pick one of the biggest damage weapons...

The feature was meant to give the class a viable weapon option no matter what the base weapon was. Instead of that greatsword, look at some other options:

Favored weapons that get a boost from the 1d6 at 1st.
Shuriken 1d2
whip 1d3
unarmed strike 1d3
dagger 1d4
bite 1d4
heavy shield 1d4
light hammer 1d4
war razor 1d4
Spiked gauntlet 1d4
gauntlet 1d3
Dart 1d4
tekko-kagi 1d3
Scorpion whip 1d4
Kukri 1d4
punching dagger 1d4
hand crossbow 1d4
blowgun 1d2
bolo's 1d4
starknife 1d4

So this means you can take your god's blowgun or tekko-kagi as your main weapon and not feel like a smuck. It's not to make your already good weapon better.

PS: Also note, it can sometimes be useful to use the sacred weapon damage when it's lower than your weapon damage. For instance, your teammate is controlled by a spell [or YOU are controlled], you may not want to do full damage. Same if you want to capture a foe. Not super useful but not useless.


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My preferred sacred weapon is skeleton.


Everybody seems to be ignoring the other large part of Sacred Weapon, the one that DOES benefit those who use a heavy hitting weapon...

Sacred Weapon wrote:

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.


FrozenLaughs wrote:
Everybody seems to be ignoring the other large part of Sacred Weapon, the one that DOES benefit those who use a heavy hitting weapon...

Depending on the game set up, it might NOT be that big a part. The damage dice lasts all day while that power only lasts 1 rd/level. If you have running battles, large numbers of encounters per day and/or unknown monsters, the rounds of use might be minor compared to the total number of rounds you fight. This is especially true if you mainly play in the lower levels [1-10]. Then add to that the fact that it eats up your swift action, locking you out of fervor/swift cast spells and some blessings.

In the end it's ok but not awesome. It's mainly useful for off times a special enchant comes in helpful: disruption, ghost touch, holy and merciful are stand outs for situational goodness.


dholland wrote:
I was reading the warpriest page on the srd, and I think the scared weapon feature is pretty pointless. For almost half the campaign it either offers a penalty to damage at worst, or no enhancement to damage at best. My character is using a greatsword and won't see any benefit until level 15 if I stay medium size. Even enlarged its still 5 levels away before it becomes useful.

a pharasma following( with obedience) river rat tiefling (+ armor of the pit feat) warpriest was one of the most mean thing i ever did.

at level 3 with full plate,haevy shield andarrmor of the pit he wields a dagger with +2 to attack (+1 more for weapon focus) and 1d6+1 for damage. all the while heaving an unbitable armor class. later on iron skin cast as a swift action if anything still is able to touch him.

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