Warpriest guide. Fight for your god.


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Melkiador wrote:
It's a little unclear if you even need mad magic to cast spells with fervor.

Mad Magic is for casting while in a bloodrage...


Haster wrote:
Melkiador wrote:
It's a little unclear if you even need mad magic to cast spells with fervor.

Mad Magic is for casting while in a bloodrage...

Yes. But it's unclear if bloodrage prevents casting with fervor. Fervor casting is a swift supernatural ability. So you can probably do it while blood raging without mad magic.

Dark Archive

I respectfully disagree. Fervor is a suoernat ability that allows you to use one of its uses to cast a spell (not an SU) as though it were quickened.

Its an SU ability that allows you to use another, non- SU ability.


I think Artifice's minor blessing could be put up a notch. It's OK to be able to use offensively, but the real prize is being able to slice through anything and everything standing in your way at level 1. It's the ultimate lockpick. A sacred fist can even use it to rip open a metal door with his bare hands.

Unlike Adamantine weapons, this works on hardness over 20, so NOTHING the GM pulls can shut down your lightsabering.

I'd absolutely take it over the plus 1d4 damage options.

Grand Lodge

Undone wrote:

Or drink if it's Cayden

docs.google.com/document/d/1fAITTzF0hu2mCB-_5vSJGw697JGdSXIOWy9VMp5wyzY/pub
Warpriest Guide
Its my first guide so be honest about it. If there's anything to fix or major issues please feel free to mention it.

NOTE: I tried to air on the side of "It never works" on any questionable rules when writing the guide for all rules questions. (There are a fair number the ACG could have used another editing pass).

I stopped reading when I got to this line "Weapon of the Chosen, Improved Weapon of the chosen, Greater weapon of the chosen - I was mistaken on this. At first it appeared to be good because it could be used on a charge. Unfortunately this was not to be. The wording makes this feat line as bad as vital strike."

You obviously haven't realized how powerful GWotC combined with VS is. Especially since you get VS at level 6 with your bonus feat a whole two levels before you get your first iterative attack. You'll never want to charge again since you're rolling 2d20 and picking the better, which is far better than + 2. On a weapon that only crits on a 20, you have a 1 in 10 chance of critting. On something like a scimitar, you've got a 3 in 10 chance of critting. (not including confirmation rolls) That's not even including keen (or other similar abilities).


with unchained, imo, a lot of things change (depending on systems from the book run)

for starters, i don't know how flurry translates for a group that runs unchained, if the DM decides that the flurry is the new flurry from the unchained monk, then sacred fist is strictly worse than regular WP.

if the group runs VMC's regular WP got a huge buff, since he has enough feats to spare to easily get abilities outside his class.

stamina system is also neat, since he gets a ton of bonus feats and they are not an action to activate

on the flip side, the new action economy severly hits both regular wp and sacred fist, albeit regular got it a little bit better since he doesn't have as many iteratives as SF.

new action economy though, MAY (not sure, but it seems like?) put TWF warpriest in a REALLY solid position.


I'm making a new character and have decided to pull the trigger on playing the Pummeling Charge Sacred Fist build. But I can't bring myself to play a melee character with AC 15 (13 on a charge) and 12 Con. Plus since I can't play a Tiefling I would be playing the Duel Talent Human and putting the Favored Class bonus towards the 1/6 extra feat.

Can anyone offer an alternate build that will still be powerful but will also have a better chance of survival?


Hi, I'm trying to get into Warpriest SF, but I can't understand how the SF can survive with such horrible HP-AC.
I can't focus on WIS, because is not my main stat, how can I go around having only 12 Armor at best? Maybe 14 with some DEX?

Can WP be decent healers or something like that?


Wisdom should be your second stat after str/dex. Get a wand of mage armor for pfs or get your arcane caster to cast mage armor on you in home games.

With a str build you should start with something like 18 ac with mage armor and with a dex build something like 21.

If you don't want to have either wis or dex, grab a fighter level or something and wear heavy armor since the only thing you lose is wis to ac


shroudb wrote:
If you don't want to have either wis or dex, grab a fighter level or something and wear heavy armor since the only thing you lose is wis to ac

Indeed, you can make an argument that the sacred fist can flurry in any armor... if your group doesn't object to some serious cheese-lawyering.


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What cheese? Sacred Fist can flurry in armour for the exact same reason that a Sohei can. And Sohei was already FAQ'd to explicitly say that it can flurry in armour.


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Sohei flurrying in armor wasn't the original intent of the designer, but after a long evaluation they decided to allow it - with the caveat that it only works in light armor. You can certainly lawyer through to the conclusion that a Sacred Fist can flurry in heavy armor, but it's a little disingenuous to act like its an obvious, intended thing that fits the concept. Hence, cheese.

Scarab Sages

Sohei was only faqed to allow flurrying in light armor because they have light armor proficency. Since sacred fist has no armor proficency, expect the official response if it comes to land on the side of no flurry in armor for the sacred fist. And since the second printing errata is coming before the end of the month, it might be very soon.


oh don't get me wrong, i'm just saying that as "raw".

imo, the best thing is to go dex based, high wis, and go snake style and etc, NOT heavy armor shenanigans, it also kinda loses all flavor. If you want to be zealous divine armor clad thingy go wp, if you want to be monkish zealot divine thingy go sf, is my own personal taste.

Shadow Lodge

I wouldn't say it's even RAW at all for the SF, as much as what some people want it to be.


Pathfinder Lost Omens, Rulebook Subscriber

Playing a warpriest in friends evil campaign.
He's a warpriest of asmodius.
Trying to make him a one shot pounder, 2 handed weapon style.
Here's what my feats that I am contemplating are.

Power Attack
Furious Focus
Weapon Specialization
Vital Strike
Devastating Strike
Improved Vital Strike
Improved Devastating Strike

I figure since he gets the fighter level for feat prerequisites that getting vital strike chain with lower actual base attack is nice. Add some spell bufferage in with the attacks and he might be wicked.

Anyways, that's kinda what I have in mind. May also throw in Step Up and Lunge ...
What you all think?


you could try to add in weapon of the chosen feat line.

if you are going vital strike it's nice to have


Pathfinder Lost Omens, Rulebook Subscriber

Kinda seems redundant with Sacred Weapon ability.


Doormouse wrote:
Kinda seems redundant with Sacred Weapon ability.

?

The one increases damage and allows enchants, the other gives rerolls, they do two different things?

It stacks well with vital strike builds because it allows you to reroll for a single attack, and with vital you would go for 1 attack either way

Edit: I'm talking about Greater weapon of the chosen if this wasn't clear (no activation, allows the reroll of an attack roll made with the attack action/round)


Pathfinder Lost Omens, Rulebook Subscriber

Ah, didn't consider the rerolls, thanks


A lg warpriest with the paladin vmc seems pretty strong as long as you don't dump charisma. Pick up the divine grace feat,fey foundling and extra lay on hands a few times. extra tanky maybe one or two of the vital strike feats for damage.


I don't particularly like devastating though. +2 damage at 6 lvl and for only vital strike is beyond meh imo.

I would go something like:
Human wp.
Favorite weapon: bastard sword
1:Wf: bastard sword, weapon of the chosen, imp weapon
3:power attack, greater weapon of the chosen
5: craft weapons/wondrous?
6: vital strike, furious focus

At lvl6, with a +1 oversized bastard sword with effortless lace, a starting 19str and a belt+2 you are looking at something like:

+15attack(roll twice keep best) 4d8+19 19-20/x2 with your vital strike

And with an enlarged/lead blades something like:
+15 6d8+20

At lvl 12 you could easily be at something like +~25(roll twice) 12d8+~30 17-20/2 +your choice of critical feat (choosing each day one)

Shadow Lodge

Looks like the Errata is finally out. Not too much on the Warpriest by the looks of it, but it was clarified that the Sacred Fist looses Flurry and AC bonus for wearing

Errata wrote:
Page 131—In the Sacred Fist archetype’s Weapon and Armor Proficiency, before the last sentence, add “When wearing armor, using a shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows.” In the AC Bonus ability, in the third sentence, change “deflection” to “dodge”. At the end of the ability, add the sentence “This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.” In the Flurry of Blows ability, at the end of the second sentence, add “, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.”


Deflection changed to dodge is a slight buff

Luck blessing needed (reasonably so) to only last 1 minute

And pummeling changes are going to affect sacred fists who relied too much on "the first hit" effects


"Devil's Advocate" wrote:

Looks like the Errata is finally out. Not too much on the Warpriest by the looks of it, but it was clarified that the Sacred Fist looses Flurry and AC bonus for wearing

Errata wrote:
Page 131—In the Sacred Fist archetype’s Weapon and Armor Proficiency, before the last sentence, add “When wearing armor, using a shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows.” In the AC Bonus ability, in the third sentence, change “deflection” to “dodge”. At the end of the ability, add the sentence “This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.” In the Flurry of Blows ability, at the end of the second sentence, add “, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.”

I missed it at first too. But the bigger nerf is that you no longer count your BAB as your warpriest level when flurrying.


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Well, now that this is out, I guess I was right all along.

Scarab Sages

Rub-Eta wrote:
Well, now that this is out, I guess I was right all along.

Yep. I knew there was no way that you were intended to be able to flurry in armor when the class has no proficency in it.


Pathfinder Rulebook Subscriber
Melkiador wrote:
"Devil's Advocate" wrote:

Looks like the Errata is finally out. Not too much on the Warpriest by the looks of it, but it was clarified that the Sacred Fist looses Flurry and AC bonus for wearing

Errata wrote:
Page 131—In the Sacred Fist archetype’s Weapon and Armor Proficiency, before the last sentence, add “When wearing armor, using a shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows.” In the AC Bonus ability, in the third sentence, change “deflection” to “dodge”. At the end of the ability, add the sentence “This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.” In the Flurry of Blows ability, at the end of the second sentence, add “, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.”
I missed it at first too. But the bigger nerf is that you no longer count your BAB as your warpriest level when flurrying.

Ouch! That really stings. I never got to play the Sacred Fist, and now I'm not sure if I'll bother.


Is a Sacred Fist worth it if you use the Unchained Monk's Flurry of Blows rather than the Core Monk's?


The sacred fist now isn't any stronger or weaker than the base warpriest. The previous sacred fist was so much stronger that something was bound to change. There was hope that sacred weapon may get buffed instead of flurry nerfed, but I think most of us knew what we got was the more likely result.

Shadow Lodge

The Sacred Fist is still, I think stronger than the normal Warpriest. The Warpriest is stuck trying to accomplish a sort of viability balance between the concept of a battle cleric and an exotic weapon warrior, while the Sacred Fist focuses on a specific set of weapons.

Sacred Fist can benefit greatly from a Monk's Robe, as my understanding is that now the Monk's AC and the Sacred Fist's AC do stack where they didn't before. It was implied in he errata thread, but not clear. The Warpriest's Sacred Armor, well kind of sucks. By the time it's "useful", there is Magic Vestment that's Hour/Level, and not a lot of desirable Armor special abilities.

Sacred Fist gets a lot better skill options, and because they are expected to not have a large ACP now, it's sort of a double boost.

Unarmed Strike Damage is better than the extra Sacred Weapon Damage (outside of lowest levels) unless you are playing a weird, antithematical Warpriest type that uses something like a kukri or whip.

Blessed Fortitude, and the later Miraculous Fortitude are stupidly amazing.

The Sacred Fit still gets early access to the "Monk's" Style Feats, which are usually pretty amazing, and in general the Sacred Fist is hit a little less by the Action Economy nastiness than the Warpriest is.

Divine Casters can also boost their Str pretty easily, but not their Dex. Overall, the game rewards Dex over Str, and especially with the Unarmed Strikes build that doesn't benefit from the 2:1 Power Attack. Being able to pump more into Dex viably, and then also Swift Action pump Str if needed is pretty great, where the Warpriest can not do the reverse.

There is also the benefit of Flurry of Blows and because it gives you more attacks (also Ki), there is the fact that your own self buffs now count for more, and the Sacred Fist has the unique ability to buff themselves to overcome a lot of DR issues the Monk faces. Incorporeal, not a problem. DR/Alignment, not a problem. DR/Magic, not a problem. DR/B/P/S, a pretty solid Feat choice makes that not a problem, (Weapon Versatility). Vs TWF, or other builds that rely on a main weapon and (hopefully) a backup weapon for DR things, the Sacred Fist has a pretty big advantage in that they don't need to worry about swapping weapons action economy or needing to split investment resources, are not hindering their number of attacks by applying a spell to their weapons, (Flurry can all be one fist), and they also still get to apply all of their otherwise "main weapon" investments (Weapon Focus or whatever).

In my opinion a Sacred Fist should make these things a priority:

Monk's Robe
Weapon Versatility
Mule Back Cords or Ant Haul Spell (notice duration) <if they want to downplay Str a bit>
Gloves of Deliquescent

Maybe also the Snakeskin Tunic which can benefit from Magic Vestment, too.


Imbicatus wrote:
Rub-Eta wrote:
Well, now that this is out, I guess I was right all along.
Yep. I knew there was no way that you were intended to be able to flurry in armor when the class has no proficency in it.

Yeah, never seemed right to have a monk in full plate and being a 6th level caster.


DM Beckett wrote:
The Sacred Fist is still, I think stronger than the normal Warpriest. The Warpriest is stuck trying to accomplish a sort of viability balance between the concept of a battle cleric and an exotic weapon warrior, while the Sacred Fist focuses on a specific set of weapons.

I wouldn't sell the Warpriest short as a straight-out melee combatant. Swift-action self-buffing is pretty effortless. Their stockpile of BAB=Level bonus feats let them do all sorts of things like streamlined TWF that are denied to most other classes - they're generally better than the Sacred Fist at picking combat styles because the Sacred Fist only gets to count as Monk level at 6/12/etc, while the Warpriest gets to count as full BAB at 3/6/9/12/etc. Sacred Armor and Sacred Weapon stack with other enhancement bonuses, which means that Magic Weapon + Sacred Weapon and Magic Vestment + Sacred Armor makes for extremely powerful self-buffing. Sacred Weapon's increased damage dice are an afterthought by comparison.

Grand Lodge

ya, looking at bonus fighter feats, I'm fairly sure you can make a higher DPR unarmed straight warpriest than sacred fist does now


Kaelryr wrote:
ya, looking at bonus fighter feats, I'm fairly sure you can make a higher DPR unarmed straight warpriest than sacred fist does now

flurry of blows gives some added benefits to a traditional twf-ing unarmed warpriest

mainly:
a)no offhand attacks, so you do your full str or dex bonus (bypassing double slice)

b) it can all be done with a single hand, meaning a single gmw instead of two

c)full benefit from power attack instead of half

d)opens up pummeling style feat chain for early level pounce

further more, ki pool is (imo) slightly better than sacred weapon+armor, both fortitude powers are ok, and armor loss, when coupled with the fact that you can magic vestment your own clothes, wis to ac, and scaling dodge bonus to ac, means that it won't fall off behind a traditional full plate. you can also replenish your ki pool with ki leech, while fervor isn't replenishing.

now that the scaling bonus is dodge, you can keep your deflection bonuses as well which is quite good upgrade given the amount of deflection bonuses that the cleric spell list has

i think that with the nerfs to sacred fist, he is now on par with a traditional warpriest. he has the edge on unarmed, warpriest has the edge on feat intensive builds or wierd weapon builds


Sacred Fist is also still potentially a very powerful weapon-wielder with two-handed power-attack flurry, but with proficiency/feat issues to overcome. Scimitar proficiency -> Scimitar Focus -> Crusader's Flurry -> Power Attack means an awful lot of dangerous sword-strikes by level 8.

Grand Lodge

[quote}d)opens up pummeling style feat chain for early level pounce

they can both get them at 12th actually, SF can get the style earlier, but not charge


Kaelryr wrote:
Quote:
)opens up pummeling style feat chain for early level pounce
they can both get them at 12th actually, SF can get the style earlier, but not charge

Sf can get it on lvl 2 with a single level dip

Although I prefer picking a 2lvl dip, a full style (dragon if str based, snake if dex) and take pummeling charge at 8 (you are considered 6+2=8 monk lvl then) and combat style master for fuse style shenanigans.

Grand Lodge

I don't really consider what you can tack on with a dip an ability of the archetype

especially since both can do it for early access. Yes, not quite as early, or an extra level in the dip, but it's something both can do.


Anyway, this guide needs to be updated.
Pummeling Style was way too strong, okay, but nerfing SF's Flurry was not... interesting.


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Still wish warpriest would get back the full BAB they had at one point in play testing.


DM Beckett wrote:
The Sacred Fist is still, I think stronger than the normal Warpriest. The Warpriest is stuck trying to accomplish a sort of viability balance between the concept of a battle cleric and an exotic weapon warrior, while the Sacred Fist focuses on a specific set of weapons.

The problem is that the base Warpriest is now far and away the better Unarmed warrior.

Go back and look through the arguments we've had, and the info I've shown - without that extra attack from an unnatural BAB, the Warpriest just flat-out beats the SF for damage AND accuracy due to having Access to WF/WS/GWF/GWS PLUS Sacred Weapon.

cont. wrote:

In my opinion a Sacred Fist should make these things a priority:

Monk's Robe
Weapon Versatility
Mule Back Cords or Ant Haul Spell (notice duration) <if they want to downplay Str a bit>
Gloves of Deliquescent

Maybe also the Snakeskin Tunic which can benefit from Magic Vestment, too.

Except that a Sacred Fist NEVER actually counts as a Monk, except for determining whether it can take Style Feats or not.

Unlike a Brawler, the Sacred Fist puts on a Monk's Robe and gets the AC and Damage of a 5th-level Monk.

---

Weapon Versatility, Mule Back Cords/Ant Haul, and Gloves of Deliquescent all work just as well or better for the base Warpriest now.

And at the end of the day, the base Warpriest who spends feats on TWF, ITWF, GTWF, Doubles Slice, and Weapon Finesse STILL has more open Feat Slots than a SF.

The sole upside for the Sacred Fist vs the base Warpreist is that the Sacred Fist can naturally TWF with Strength, so they don't have to burn 4000gp on an Agile AOMF.

For everything else, though, the base Warpriest ends up having more Feat slots open, hit harder and more accurately, and are extremely efficient with using their Sacred Weapon.


Petrus Caietanus wrote:

Anyway, this guide needs to be updated.

Pummeling Style was way too strong, okay, but nerfing SF's Flurry was not... interesting.

Yeah; I understand why they did it, to a degree.

The Sacred Fist was "just better" but for a few fringe cases like crit-heavy builds, Natural weapons, etc.

That being said, there were a few builds which legitimately COULD beat the SF quite easily for damage and accuracy, so I don't know if the Sacred Fist really needed to have boost when Flurrying taken away.

If anything, upping the amount of time you could have Sacred Weapon active would probably have brought the base Warpriest up in power considerably, and made it "just as good" as the SF.

I get that they didn't want a full-BAB 6th level caster, but from what's been shown, both the Sacred Fist AND base Warpriest were pretty heinous in battle, but in different ways.

Maybe the issue was that it was obvious that the Sacred Fist was a bar-none better Monk than the actual Monk, and even most of the Monk's Archetypes, and they didn't want the Monk to be completely outshined by another class (which is ironic, 'cause... Brawler and Unchained Monk & all that...)

The Sacred Fist is STILL quite powerful, just no longer "better than the base"... though I think things would have made people generally more happy had Sacred Weapon been upped to (2 rounds/level + Stat)/day instead of taking away the psuedo-full BAB of the SF.


chbgraphicarts wrote:


Maybe the issue was that it was obvious that the Sacred Fist was a bar-none better Monk than the actual Monk, and even most of the Monk's Archetypes, and they didn't want the Monk to be completely outshined by another class (which is ironic, 'cause... Brawler and Unchained Monk & all that...)

The Sacred Fist is STILL quite powerful, just no longer "better than the base"... though I think things would have made people generally more happy had Sacred Weapon been upped to (2 rounds/level + Stat)/day instead of taking away the psuedo-full BAB of the SF.

Now the point is: why would I be a SF if the Warpriest does his job better? (same question about the core monk when the SF arrived, lol)

There is the Pummeling-pounce-dip-thing and the "con-evasion", but do they worth?


I recently ran some numbers for a Sacred Fist of Gorum swinging a Greatsword post-nerf vs. basic Barbarian greatsword at level 9:

Quote:

Assuming same base 20STR +4STR Belt with a +2 greatsword at level 9, and leaving out Blessings/Powers:

Basic Barbarian Damage: 2d6+2 +13STR +2weapon +9Power = 33.
Basic Barbarian Attack: 9BAB +9STR +2weapon +1focus -3Power = 18AB.
Sacred Fist Damage: 2d6+2 +7STR +2weapon +6Power +4Favor = 28.
Sacred Fist Attack: 6BAB +7STR +2weapon +1focus +4Favor -2Power -2Flurry = 16AB.

Against a CR9 AC of 23, both using a haste effect:

Basic Barbarian: .80/.55/(.80) = 2.15x33 = 70.95.
Sacred Fist: .70/.70/.45/.45/(.70)/(.70)Ki = 3.7x28 = 103.6. (84 without ki)

So post-nerf Sacred Fist is still very potent, at least with an obvious greatsword build.

Pre-nerf, adding +2AB and +3damage means that the Sacred Fist jumps to 133.3 with haste and ki, which is more than a little powerful.


Petrus Caietanus wrote:
chbgraphicarts wrote:


Maybe the issue was that it was obvious that the Sacred Fist was a bar-none better Monk than the actual Monk, and even most of the Monk's Archetypes, and they didn't want the Monk to be completely outshined by another class (which is ironic, 'cause... Brawler and Unchained Monk & all that...)

The Sacred Fist is STILL quite powerful, just no longer "better than the base"... though I think things would have made people generally more happy had Sacred Weapon been upped to (2 rounds/level + Stat)/day instead of taking away the psuedo-full BAB of the SF.

Now the point is: why would I be a SF if the Warpriest does his job better? (same question about the core monk when the SF arrived, lol)

There is the Pummeling-pounce-dip-thing and the "con-evasion", but do they worth?

i don't think base wp does better job at being an unarmed fighter compared to sf:

a)flurry makes it so that both attacks are main hand attacks. simply having ius with twf means your "offhand" attacks will only have 1/2 str and 1:1 pattack

b)ki pool is far superior to sacred weapon enchantment

c)sacred armor is basically a worst version of the unique sacred fist ki power that grants him insight ac for a minute (same scaling, but ki power lasts a minute for each ki point, while sacred armor is only rounds/lvl)

d)the pummeling-pounce thing. it's still great ^^


For those wondering, if you want to pick up pummeling charge at level 2, the easiest thing is to take 1 level of SF and pick up Pummeling Style. Then take 1 level of Unarmed Fighter and pick up pummeling charge.


shroudb wrote:
i don't think base wp does better job at being an unarmed fighter compared to sf:

Well, it's complicated...

a)Double Slice means only Power Attack is 'offhand' for the Warpriest; the Warpriest gets a second offhand sooner with the level 6 bonus feat. The Warpriest can pick up Dragon Ferocity by 9, while the Sacred Fist can't until 12; the Warpriest can more easily work together Dragon/Pummel with Combat Style Master.

b)Sacred Weapon can stack enhancement on enhancement for accuracy/damage/DR or just add plenty of damage. By 8 you can turn a +X unarmed into a (+X+2), or a +X +1d6fire +1d6shock, or whatever combo you want. It makes a very significant difference.

c)The Warpriest can use armor to begin with...

d)The Sacred Fist can't get Pummeling Charge until 12, same as the Warpriest. Or, both classes can use the same MoMS dip in the same way if they want to.

The biggest issue for the Warpriest is needing 17DEX on a strength-build or an Agile AoMF, but those aren't terrible problems.

Melkiador wrote:
For those wondering, if you want to pick up pummeling charge at level 2, the easiest thing is to take 1 level of SF and pick up Pummeling Style. Then take 1 level of Unarmed Fighter and pick up pummeling charge.

What the Unarmed Fighter qualifies for has been debated, since only the first "X Style" feat in a style chain is called 'Style' and has the (Style) label. Either way, MoMS is more popular since it also opens up Dragon Ferocity (because of Stunning Fist) and lets you weave both styles together.

Scarab Sages

Melkiador wrote:
For those wondering, if you want to pick up pummeling charge at level 2, the easiest thing is to take 1 level of SF and pick up Pummeling Style. Then take 1 level of Unarmed Fighter and pick up pummeling charge.

You would need to take one level of Master of Many Styles. Unarmed Fighter only gives style feats. Pummeling Charge isn't a style feat, it's a combat feat with a style feat as a prerequisite.


BadBird wrote:

I recently ran some numbers for a Sacred Fist of Gorum swinging a Greatsword post-nerf vs. basic Barbarian greatsword at level 9:

So post-nerf Sacred Fist is still very potent, at least with an obvious greatsword build.

Pre-nerf, adding +2AB and +3damage means that the Sacred Fist jumps to 133.3 with haste and ki, which is more than a little powerful.

Nice, but it is a bit weird to see a dude named "fist" using greatswords. xD

I'd like to see an unarmed build post-nerf too...

BadBird wrote:
shroudb wrote:
i don't think base wp does better job at being an unarmed fighter compared to sf:
d)The Sacred Fist can't get Pummeling Charge until 12, same as the Warpriest. Or, both classes can use the same MoMS dip in the same way if they want to.

But the WP has no Flurry at all, wouldn't the Pummeling chain take more time in order to be completed?

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