
Undone |
@STR Ranger
As I mention in the guide Champion of the faith has the major problem of being MAD. All your stats will be lower to use a style weaker than archery, sacred fist flurry, lances, and probably even reach weapons (Although reach weapons could use it I suppose it would still be weaker than getting better reach feats that provoke more attacks). It's not a TERRIBLE archetype but I'd say it's a bit worse than the base WP.
The fundamental problem the base warpriest has is it's BAB.
To get around the BAB problem you have to make choices which make up for your low BAB. All four listed styles so far make up for the BAB iterative loss in some way. As a primary damage dealing class with utility spells if you lose your ability to do damage or it's reduced below that of those with more utility it's a significant loss for the class.
While I admit it would be awesome if you could use styles like TWF the BAB loss is just too significant. That said if you get a bite attack to go with TWF it actually comes close despite the loss in to hit. I will look into that.
I can make a guide for it but the style would definitely be worse than the other listed combat types.
If anyone has suggestions besides the TWF + Natural attack build I'd be interested in it so I could add it to the guide.

c873788 |

If anyone has suggestions besides the TWF + Natural attack build I'd be interested in it so I could add it to the guide.
Play a Tengu with the right racial selections and get 3 primary natural attacks from level 1. It's even PFS legal. Furthermore, there's no -2 modifier to hit unlike with TWF.

Undone |
Undone wrote:If anyone has suggestions besides the TWF + Natural attack build I'd be interested in it so I could add it to the guide.Play a Tengu with the right racial selections and get 3 primary natural attacks from level 1. It's even PFS legal. Furthermore, there's no -2 modifier to hit unlike with TWF.
can't buy extra hits with improved and greater two weapon fighting.

c873788 |

c873788 wrote:can't buy extra hits with improved and greater two weapon fighting.Undone wrote:If anyone has suggestions besides the TWF + Natural attack build I'd be interested in it so I could add it to the guide.Play a Tengu with the right racial selections and get 3 primary natural attacks from level 1. It's even PFS legal. Furthermore, there's no -2 modifier to hit unlike with TWF.
Admittedly, my suggestion is very front loaded. With the occasional use of Ki points, that would be 4 attacks per round without negative modifiers. How many hits were you looking to achieve anyway and by what level? I tend to play mostly PFS where front loading is important.

Undone |
Undone wrote:Admittedly, my suggestion is very front loaded. With the occasional use of Ki points, that would be 4 attacks per round without negative modifiers. How many hits were you looking to achieve anyway and by what level? I tend to play mostly PFS where front loading is important.c873788 wrote:can't buy extra hits with improved and greater two weapon fighting.Undone wrote:If anyone has suggestions besides the TWF + Natural attack build I'd be interested in it so I could add it to the guide.Play a Tengu with the right racial selections and get 3 primary natural attacks from level 1. It's even PFS legal. Furthermore, there's no -2 modifier to hit unlike with TWF.
Front loading is only important for PFS if you don't intend to cap your character. I intend to cap my characters.

Loengrin |

Just to say : With your example of Sacred fist you can't take Quick Blessing at level 10, with one level of Monk at level 10 you only have 9 levels of Warpriest, you can't have Quickblessing until level 11... The same with Ki Channel which can be taken only at leval 5...
Oh and a dip level in Monk is really improving the class, Master of many style really improved the Archetype, but don't forget that you lose one point of BaB because of it and delay for one level your upgrade in damage...
Since Warpriest is already lagging in BaB a point is not something to overlook...
The double Wis for AC is only temporary (already banned at my table) so don't count on it... it will be fixed sooner than later... ;)
With that said with Pummeling Charge in play this is a really good Archetype though...
Edit : sorry I didn't see that your total level is 6 and 11 which you should precis because it's important... My bad...

Undone |
Just to say : With your example of Sacred fist you can't take Quick Blessing at level 10, with one level of Monk at level 10 you only have 9 levels of Warpriest, you can't have Quickblessing until level 11...
Your total level is 11. There is only 1 level of monk of many styles.
Warpriest Sacred Fist 1: Pummeling Style, Improved unarmed strike
Master of Many styles 1: Pummeling Charge
Warpriest Sacred Fist 2: Power attack
Warpriest Sacred Fist 3:
Warpriest Sacred Fist 4: Ki Channel
Warpriest Sacred Fist 5:
Warpriest Sacred Fist 6: Style Bonus: Dragon Style, Dragon Ferocity
Warpriest Sacred Fist 7:
Warpriest Sacred Fist 8: Combat style master
Warpriest Sacred Fist 9:
Warpriest Sacred Fist 10: Quicken Blessing
As you can see you'll be level 11 when you take quicken blessing.

c873788 |

Front loading is only important for PFS if you don't intend to cap your character. I intend to cap my characters.
Fair enough. It raises an interesting point where you might be looking for completely different build concepts depending on whether you go PFS or capping. Do you think your other build ideas change much if you are just interested in PFS play to level 11?

Loengrin |

Fair enough. It raises an interesting point where you might be looking for completely different build concepts depending on whether you go PFS or capping. Do you think your other build ideas change much if you are just interested in PFS play to level 11?
Of course it's really important, wether you're looking for the best 10 level class or the best 20 level class is a really different thing...
A class build for 10 level won't be the same as a class build for 15 or 20 that's why I encourage people who post on the advice forum to be precise in their need for a build, a 20 level build might be a bit weaker at firt levels but gain overpowering strength at 10th levels...
If you want rules advice you should post on the rules forum, if you want optimization advice or roleplaying advice you should post on this forum and put as many details on their table situation as they can... ;)

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I kinda just skimmed the guide(as well as the thread), but at a glance it looks pretty good. I am curious however, how well would the Warpriest do as a "switch-tank"? More specifically, a "tank" who 2-hands a 1h weapon on his turn, and then combines Quick Draw and a Quickdraw Light Shield in order to raise his AC in between turns, combining high AC with high damage. At a glance, it looks like it would be good, because you get to supplement the only real losses of a 1h weapon v a 2h weapon(damage dice and extra Strength/PA bonuses).

Undone |
Undone wrote:Front loading is only important for PFS if you don't intend to cap your character. I intend to cap my characters.Fair enough. It raises an interesting point where you might be looking for completely different build concepts depending on whether you go PFS or capping. Do you think your other build ideas change much if you are just interested in PFS play to level 11?
There is literally an objectively strongest build for WP at level 1-2. The reach warpriest. Hands down. You're highly likely to kill anything which approaches you with 1d10+6/1d10+7 at level 1 with combat reflexes.
This remains the strongest build until about level 3 or 4 where killing someone in 1 hit is nigh impossible.
At level 3-5 a varient of the sacred fist is the strongest. At level 6 the archer becomes the best build until you reach level 11 where it equals out with the Lancer/SF.
I suppose it would be good to mention what levels the builds are especially powerful at in the guide although that had slipped my mind.
I kinda just skimmed the guide(as well as the thread), but at a glance it looks pretty good. I am curious however, how well would the Warpriest do as a "switch-tank"? More specifically, a "tank" who 2-hands a 1h weapon on his turn, and then combines Quick Draw and a Quickdraw Light Shield in order to raise his AC in between turns, combining high AC with high damage. At a glance, it looks like it would be good, because you get to supplement the only real losses of a 1h weapon v a 2h weapon(damage dice and extra Strength/PA bonuses).
While interesting (Especially when in combination with 18-20 crit ranges) the problem with this is really simple. It costs money. AC stacking costs a ton of money and while it can be used to off tank the only weapon I could truly endorse doing this with would be the dwarven dorn dergar which has some very unique qualities.

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A very good start and I look forward to using the guide in our next AP.
I have a small non-rules suggestion for the guide (and all guides that may be updated or revised from time to time).
Up towards the top/beginning, it would be good to have a version number or date of last revision, so we can easily figure out if we are looking at the latest version.
Thanks

Undone |
A very good start and I look forward to using the guide in our next AP.
I have a small non-rules suggestion for the guide (and all guides that may be updated or revised from time to time).
Up towards the top/beginning, it would be good to have a version number or date of last revision, so we can easily figure out if we are looking at the latest version.
Thanks
Done. Current version is 1 revision in so it's V1.1 right now.

chbgraphicarts |

If anyone has suggestions besides the TWF + Natural attack build I'd be interested in it so I could add it to the guide.
I DO!
No, wait, I don't, but just to illustrate, here's a front-end-loaded Unarmed Kobold Dex/Wis build (an Agile Amulet of Mighty Fists is required, however, but is fine since it completely bypasses the STR weakness and turns focuses the class onto the two Stats you want the most, anyway)
SON-OF-PUN-PUN
Race Dragonmaw Kobold (bite attack)
CL1 Wrp1 Weapon Finesse, Weapon Focus (Unarmed Strike), Improved Unarmed Strike (+1/+0)
CL2 Wrp2 (+2/+1)
CL3 Wrp3 Tail Terror, Weapon Focus (Bite) (+3/+3/-3)
CL4 Wrp4 (+4/+4/-2)
CL5 Wrp5 Weapon Focus (Tail) (+4/+4/-1)
CL6 Wrp6 Dual Enhancement (+5/+5/+0)
CL7 Wrp7 Feral Combat Training (Bite) (+6/+6/+1)
CL8 Wrp8 (+7/+7/+2/+2)
CL9 Wrp9 Feral Combat Training (Tail), Greater Weapon Focus (Unarmed) (+8/+8/+3/+3)
CL10 Wrp10 (+9/+9/+4/+3)
CL11 Wrp11 Two-Weapon Fighting (+10/+8/+8/+5/+5)
CL12 Wrp12 Improved Two-Weapon Fighting (+11/+9/+9/+6/+4/+4)
Full Attack at lv12: +11 (Bite) / +9 (Mainhand) / +9 (Offhand) / +6 (Tail) / +4 (Mainhand) / +4 (Offhand)
A higher rate of attack than the Sacred Fist, with equal Accuracy (assuming the Sacred Fist takes WF(Unarmed)).
---
In theory, a Human who takes the Trait Adopted (Orc - Tusked) (Tusked being a Trait from Orcs of Golarion that grants a Bite Attack) and Racial Heritage (Kobold) at lv1 can be even more gimp-tastic with the above build (since you'll gain the Bonus Feats at lvs 6 and 12, allowing for Pummeling Strike)
However, that's contingent on your DM either allowing Tail Terror to be used without a Tail (since RAW neither Tail Terror nor the Tail Slap Natural Attack description say you actually HAVE to have a tail); a DM could flavorfully allow you to use your leg in a tail-sweep-like manner.
An Aasimar (Scion of Humanity or not) could take Adopted (Orc - Tusked) to gain a Bite, and trade the Tail Terror design in to go for Metallic Wings, but that's only possible if your game is up to or past lv15 (since Metallic Wings can only be taken at lv13+ normally)

Rambear |
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Something is going wrong here.
First, Feral Combat Training can only be taken once. Second, if you combine the bite with main-hand and off-hand manufactured weapons it becomes a secondary attack at -5.
I am not sure even if the two-weapon penalties should not apply because they are part of the same full-attack. I would rule that way, though I understand that you could argue the opposite.

Undone |
Something is going wrong here.
First, Feral Combat Training can only be taken once. Second, if you combine the bite with main-hand and off-hand manufactured weapons it becomes a secondary attack at -5.
I am not sure even if the two-weapon penalties should not apply because they are part of the same full-attack. I would rule that way, though I understand that you could argue the opposite.
This is why I don't like the style. You'd need multi attack as well. It's just too greedy of a style to actually make work in actual game play.

prototype00 |

A couple of suggestions:
Crusader's Flurry is good for a Sacred fist of Irori if he wants to be more wis focused (of course you can also work on your Strength and do all the other tricks, you're just more AC focused rather than damaged focused). Unfortunately as pointed out in the other thread, Irori has quite crap domains for blessing, ah well.
Samsarans can raid the Ranger's spell list with Mystic Past Life and pick up a bunch of useful spells:
Lead Blades (1st)
Longstrider (1st)
Barkskin (2nd)
Lockjaw (2nd)
Magic Fang Greater (3rd, a whole level before Greater Magic Weapon!)
Strong Jaw (3rd, fantastic with Fervor swift action casting!)
prototype00

STR Ranger |
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Quote:His trick is to auto intimidate a foe he power attacks. Has a very high mod for this check because he adds his str mod (Intimidating Prowess)
so he can drop SHAKEN on the first hit.
If he was out of range to move+Attack he could have Dazzling Display to make EVERYONE in range Shaken. Your party will love you for it.When he got Shatter Defences at 6, he treats Shaken foes as FLAT FOOTED. That means no dex to thier AC (helping you to hit) and they can't AOO you, feel free to move or try manuveres
I don't think this works quite like this. You have to hit it once to get the free action shaken from cornugon smash
Shattered Defenses:
Quote:Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.So now, you have to hit it again while it was shaken to get it flat footed to your attacks. This is not flat footed period. It can still AOO you or others. The important thing is that you have to hit it a second time before the flat footed kicks in.
This means by the time you have it flat footed to your attacks, you are there and can full attack. Now maybe 2x is better than your iteratives, but if so, not by much. That's a big investment for circumstantially marginally increasing what you would do without it.
Here is how it works.
Scenario One:Rd1. The Warpriest can Swift Action (insert buff spell). He closes to melee range and POWER ATTACKS his foe using Cornugon Smash and a big F###ing Sword!
Free Intimidate Check, with a Massive Mod. Check Succeeds
Foe is NOW Shaken IN ROUND 1.
Shattered Defenses:
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Shatter defences DOES trigger because it makes no mention of where the source of the shaken comes from. It only states a shaken foe DONE!, hit by you this round DONE!
you have made the foe Shaken and Flatfooted in RD1.
Rd2. You are now fighting a foe who is SHAKEN and he was already flat footed. If you successfully hit him again, you reset the duration of Flatfooted till the next of your next turn.
Also further hits get you more free action intimidate checks which add to the duration of SHAKEN.
The only way it fails is if your Intimidate check was a failure, so you need the Intimidating Prowess to add your strength to the check. 1's are NOT an auto fail on skill checks.
After the first hit you get him flatfooted to you. Flatfooted Opponents cannot make AOO's on you (though they could still AOO your allies)
This is a trick I found when trying to find a way for Rogues to full attack SA without a flank. We went through alot of back and forth and the overwhelming response was that RAW it works.
There is precedent for this.
Say for example you trip a foe.
We know you cannot 'triplock' a foe with an AOO when he stands up by tripping in the same round because he already had the tripped condition.
This means a feat that says a foe who IS SHAKEN (which he is as soon as the attack hit) gains that status immediately. NOT at the end of the round. Immediately. So they are a shaken foe hit by YOU this round. Shatter Defences triggers.
When you trip someone they are tripped immediately, NOT at the end of the round. Immediately.
Now as to whether the feats are worth it? You just dropped a -2 to attacks, saves, skill checks (a good benefit for the whole party) and removed his DEX to AC making him easier to kill.
Now obviously the value of losing DEX varies but this will be between 0 to +5 or more. Varies I know but the REAL value is you need it for DEADLY STROKE.
Imagine using Vital Strike. Alot of people follow this chain if they have a big str score and a big weapon.
DEADLY STROKE takes a round to setup but it DOUBLES EVERYTHING.
this is a 3/4 BAB class so the most iteratives you ever get is 3 and that 3rd one ALMOST NEVER connects.
I would rather get a DOUBLE DAMAGE hit with my highest iterative (AND CON bleed, which means a creature loses it's HD worth of HP every other round, while it's fort saves are dropping) over a full attack with a 3/4 bab class anyday.
Want to NOVA?
Stack SMITE, DF and Destruction Blessing and DOUBLE THAT with a deadly stroke. WORTH. IT.

chbgraphicarts |

Something is going wrong here.
First, Feral Combat Training can only be taken once. Second, if you combine the bite with main-hand and off-hand manufactured weapons it becomes a secondary attack at -5.
I am not sure even if the two-weapon penalties should not apply because they are part of the same full-attack. I would rule that way, though I understand that you could argue the opposite.
Huh... I missed that Feral Combat Training was a one-time only thing; I figured it just made logical sense that it could be taken multiple times, but for different natural attacks.
Still, it doesn't take away anything but the extra +1 granted by Greater Weap. Foc. for either the Bite or the Tail (let's do away with the Tail here)
---
In full-round attacks with both natural and normal weapons:
1) All Mainhand Weapon Attacks are made at each iteration of the BAB (+6/+1, etc.).
2) All Offhand Weapon Attacks are made at each iteration of the BAB, so long as the required number of TWF Feats are present, and [url=http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---final]incur a -2 penalty on each attack made with manufactured and/or unarmed weapons.
3) All Primary Attack natural weapons (in the case of the Kobold, that's the Bite attack) are made as Secondary Natural Weapons at the highest BAB -5, do NOT use the iterative attacks gained by a BAB, and do-not suffer penalties from using multiple Attack sources.
4) All Secondary Attack natural weapons (the tail) are made at your highest BAB -5, and do NOT use the iterative attacks gained by a BAB, and do-not suffer penalties from using multiple Attack sources.
I forgot this, too:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.
If the Kobold could somehow pick up a third Natural Attack it could take Multiattack, but eh.
---
So, Full Attack at lv12 SHOULD BE: +9 (Mainhand) / +9 (Offhand) / +6 (Bite) / +5 (Tail) / +4 (Mainhand) / +4 (Offhand)
Which is fine, actually, since it leaves a Feat Slot open for Pummeling Style to be taken (In place of Feral Combat Training for the Tail).

Undone |
My problem with the deadly stroke build is as follows
1) Deadly stroke is level 12+ minimum. Before that you suffer from a very weak build overall.
2) Deadly stroke for all it's waiting and build up is still worse than a lance.
3) Deadly stroke takes more feats than a lance.
It's not that the build is bad it's that the build isn't quite as good as the lance build considering the lance build does more damage (triple is more than double) and given the level 11+ tactics of having access to dimensional pounce if you want it.

Xavier Longsaddle |

STR RANGER here. Check the avatar for the in play build.
@STR Ranger
As I mention in the guide Champion of the faith has the major problem of being MAD. All your stats will be lower to use a style weaker than archery, sacred fist flurry, lances, and probably even reach weapons (Although reach weapons could use it I suppose it would still be weaker than getting better reach feats that provoke more attacks). It's not a TERRIBLE archetype but I'd say it's a bit worse than the base WP.
You are trading at most a +1 or +2 Mod to one score to add to CHA a little bit. With a 20pt buy and 0 stat dumping I got
Strength 16 (14+2 for human, half orc or half elf)
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14
By level 7 you added 1 to your wis and a headband for a wis of 17 and the warpriest can even cast 6th level spells till level 16.
What's more it is a buffing class so Spell DC's are less important.
Plus he already has DIVINE PROTECTION, adding +2 to All saves. More when I get a Headband of Mental Prowess.
The fundamental problem the base warpriest has is it's BAB.
To get around the BAB problem you have to make choices which make up for your low BAB. All four listed styles so far make up for the BAB iterative loss in some way. As a primary damage dealing class with utility spells if you lose your ability to do damage or it's reduced below that of those with more utility it's a significant loss for the class.
While I admit it would be awesome if you could use styles like TWF the BAB loss is just too significant. That said if you get a bite attack to go with TWF it actually comes close despite the loss in to hit. I will look into that.
I never suggested TWF, I said Two Handed Fighting.
The intimimancer makes up for it's lower BAB by focusing his highest iterative into a big Damage hit that Debuffs it's foe significantly.What's more the feat progression still works well on a standard WP if that's what you prefer, but the Champion gets FRICKEN SMITE!
There are like a BAZILLION threads on this boards about how hugely powerful smite is. Nuff Said.
1-Aura, Blessings (Good,Destruction), focus weapon: Bastard Sword, orisons, sacred weapon (Good aligned), Fey Touched, Dazzling Display
2-Fervor 1d6
3-Detect EvilPower Attack
4-Smite Evil 1/day
5-Fervor 2d6, Divine Protection
6-Shatter Defences Human Favored Class bonus:Intimidating Prowess
7-Sacred Armor +1, Cornugon Smash
Planned Progression to follow
8-Fervor 3d6,Smite Evil 2/day
9-Bonus Feat- GTR Weapon Focus, Disheartening Display
10-Major Blessing, Sacred Armor +2
11-Fervor 4d6 Quicken Blessing
12-Bonus Feat- Deadly Stroke or Dazing Assault, HOLY Weapon 1/day,Smite Evil 3/dayFavored Class bonus:Furious Focus[/ooc]
The Core of the build is Cornugon Smash, Shatter defences and Deadly Stroke.
Intimidating Prowess and Disheartening Display just make it MORE AWESOME.
Dazzling Display is a cool group DEBUFF that relies on an easy check (rather than a will save)
Disheartening Display is great Battle Control to make everyone who is affected RUN AWAY.
Plus what's cooler than being a Holy or Unholy Badass who can Terrify dedicated Fighters and Barbarians to RUN from him in fear, and if they dare attack they face their own attacks and defences being massively eroded (ANYONE thought about SICKENING WEAPONS yet?)
and getting king hit and bleeding out all over the place.
AWESOME!

STR Ranger |
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My problem with the deadly stroke build is as follows
1) Deadly stroke is level 12+ minimum. Before that you suffer from a very weak build overall.
2) Deadly stroke for all it's waiting and build up is still worse than a lance.
3) Deadly stroke takes more feats than a lance.
It's not that the build is bad it's that the build isn't quite as good as the lance build considering the lance build does more damage (triple is more than double) and given the level 11+ tactics of having access to dimensional pounce if you want it.
I think the we are a different points of view comparing DEBUFFS.
I value Debuffs cause they benefit the whole party.Pre level 12?
1 He still can drop Shaken, Flatfooted and can buy a Sickening Weapon.
2 Doesn't have to drop money on that mount (whose saves suck btw)
3 His saves are significantly higher than any of your builds
But a lance build is just a problematic cause you are dealing with mounts. Narrow frame feat helps a bit, but it's still problematic indoors.
plus unlike Cavaliers your Divine Commander DOES have to deal with that pesky HEAVY ARMOR ceheck penalty to ride checks.
Teamwork feats are the best part of this build.
And your example of 3x Spirited charge vs 2x Deadly Stroke is innacurate.
You gave up Blessings and don't have Smite.
So you a tripling 1d8(lance)+1handed damage (1xstr mod)+ 2handed PA+Spell
vs
Doubling 2d6(Greatsword)+2handed damage (1.5 str mod)+ 2handed PA+Spell+(1/2 Char level Destruction Blessing)+Char level (Smite)
My hit has way more mod numbers to double ;)
And I get a better to hit (CHA to Attack), better AC (Deflection) and BYPASS DR.
Two Handed seems to be pretty good but it's your guide so if I can't convince you that's my problem.

STR Ranger |

@ plaidwandering
So is the shatter defenses/dazzling display worth it then? Im looking at it for my warpriest but now that you lay it out after the 2nd hit I should be full attacking and killing it most likely especially since I'm pair with a Barbarian in my party.
Would Intimidating Prowess and Cornugon Smash be as far as I need. Just giving him the -2 would be nice but I really don't want to invest in 4 feats to have most stuff just die before it gets rolling or is effective.
I really hate wasting feats so any insight into the feat chain further would be nice.
It works straight away, scroll up a bit and I explain why it's RAW.
Up to you but if you buy a SICKENING weapon the chain gets you dropping
SHAKEN (to everyone), Flatfooted and Sickened (to you)
.
One hit to make them suffer -4 to attack,-2 Saves, skills, No Dex to AC, -2 to damage.
You don't NEED intimidating Prowess. Max Ranks and a +5 skill item will do. (I just picked it with my human favored bonus feat)

Undone |
Undone wrote:My problem with the deadly stroke build is as follows
1) Deadly stroke is level 12+ minimum. Before that you suffer from a very weak build overall.
2) Deadly stroke for all it's waiting and build up is still worse than a lance.
3) Deadly stroke takes more feats than a lance.
It's not that the build is bad it's that the build isn't quite as good as the lance build considering the lance build does more damage (triple is more than double) and given the level 11+ tactics of having access to dimensional pounce if you want it.
I think the we are a different points of view comparing DEBUFFS.
I value Debuffs cause they benefit the whole party.Pre level 12?
1 He still can drop Shaken, Flatfooted and can buy a Sickening Weapon.
2 Doesn't have to drop money on that mount (whose saves suck btw)
3 His saves are significantly higher than any of your buildsBut a lance build is just a problematic cause you are dealing with mounts. Narrow frame feat helps a bit, but it's still problematic indoors.
plus unlike Cavaliers your Divine Commander DOES have to deal with that pesky HEAVY ARMOR ceheck penalty to ride checks.Teamwork feats are the best part of this build.
And your example of 3x Spirited charge vs 2x Deadly Stroke is innacurate.
You gave up Blessings and don't have Smite.
So you a tripling 1d8(lance)+1handed damage (1xstr mod)+ 2handed PA+Spell
vs
Doubling 2d6(Greatsword)+2handed damage (1.5 str mod)+ 2handed PA+Spell+(1/2 Char level Destruction Blessing)+Char level (Smite)My hit has way more mod numbers to double ;)
And I get a better to hit (CHA to Attack), better AC (Deflection) and BYPASS DR.Two Handed seems to be pretty good but it's your guide so if I can't convince you that's my problem.
I'll eventually add it but I'm just trying to be clear on the advantages of it.
Smite powerful but unreliable. Keep that in mind. You also expand two quickened spells for the day to smite.
My point is let's say it's PFS for example. You never really get double damage while the lance build gets triple damage from Level 3+.
-2 to hit and saves is a decent debuff but considering it requires a hit and a huge investment I'd much rather charge and full to neg con a target than give them -2 to hit and saves. Smite while awesome you have to realize it costs you to hit and damage. At level 6 when you smite you'll get +2 to hit and +6 damage for 2 fervors and your 1 smite while I'll have +3 to hit and +3 damage from divine favor for 1 fervor and 1 spell. +1 to hit is slightly worse than 3 damage but it's definitely no slouch. The charge should be averaging in the 60-70 range by level 6 which is enough to kill any reasonable target in the CR range.
Your build is cool at level 12+ but there are a lot of cool high level builds I don't touch on too much because there are a few features I want all builds to share.
1) Builds need to feel fun/good at all levels. It's why I don't put spell perfection in every single build on the face of the earth because all the prereq feats are bad or mediocre till 15th. I don't want builds which don't turn on until PFS is over. In the same way I don't want builds which don't scale up at all after level 5 or 6.
2) Much the same way you're free to go dex based WP with 1 level of swashbuckler (That actually sounds pretty good) you're free to make any niche build you want. My guide cannot cover all builds. The goal is to cover common builds and show people key feats/spells to use in conjunction with them and let them modify them. In fact as a human with a feat change or two you could do the same thing with a reach weapon to shore up damage from AOO's. Here is an example.
1-Focus weapon: Glaive, Dazzling Display, Human Bonus Feat: Combat reflex
2-
3-Power Attack
4-
5-Divine Protection, in games I Play and PFS this is banned. If allowed take otherwise pushing assault is a strong replacement. Alternatively if this is legal see if CWI is legal
6-Shatter Defenses, Human Favored Class bonus:Intimidating Prowess
7-Cornugon Smash
8-
9-Bonus Feat- GTR Weapon Focus, Disheartening Display
10-
11- Quicken Blessing
12-Bonus Feat- Deadly Stroke Class bonus:Furious Focus[/ooc]
Shattered defense also only makes them flat foot to you. I think you could probably replace that with lunge and it would be a highly effective reach build which has the personal touches of intimidate/smite. The build isn't a problem but can you come up with a good reason not to take a reach weapon and combat reflexes for the build? Some reason not to buy fortuitous? You really need the extra hits to keep up. The core of my builds is looking for the extra hits. You can easily add your build onto the reach build at the cost of some of the other feats. It may even be better.

andreww |
I think it is worth pointing out that the reason why the Animal Greater Blessing can be so strong is that it starts off as SNAV while all of the others start as SNA/SMIV. Given most campaigns wont see much play beyond level 15 its an amazing pick as swift action ankylosaurs, stegosaurs, dire tigers or TRex's are extremely potent.

Undone |
I think it is worth pointing out that the reason why the Animal Greater Blessing can be so strong is that it starts off as SNAV while all of the others start as SNA/SMIV. Given most campaigns wont see much play beyond level 15 its an amazing pick as swift action ankylosaurs, stegosaurs, dire tigers or TRex's are extremely potent.
The actual problem is this. Doesn't matter how cool/strong the ankylosaurs is for example because a celestial lion is going to full attack for a potential 5DX + 50 while smiting.
My point is summon monster gets both more damage and more utility. The only reason it's so strong is that SM4 is still weaker than SNA5 even with all the utility.

andreww |
andreww wrote:I think it is worth pointing out that the reason why the Animal Greater Blessing can be so strong is that it starts off as SNAV while all of the others start as SNA/SMIV. Given most campaigns wont see much play beyond level 15 its an amazing pick as swift action ankylosaurs, stegosaurs, dire tigers or TRex's are extremely potent.The actual problem is this. Doesn't matter how cool/strong the ankylosaurs is for example because a celestial lion is going to full attack for a potential 5DX + 50 while smiting.
My point is summon monster gets both more damage and more utility. The only reason it's so strong is that SM4 is still weaker than SNA5 even with all the utility.
Sure the lion gets a lot of attacks but it is making them at +7, 9 if it is flanking. That's underwhelming at Character Level 10 where you will regularly be facing opponents with AC's of 25+. The ankylosaurus meanwhile is making its attacks at +16 with flanking and is forcing fairly tough saves or be dazed and is blocking a huge amount of the board with 15' reach on top of it.

Undone |
Undone wrote:Sure the lion gets a lot of attacks but it is making them at +7, 9 if it is flanking. That's underwhelming at Character Level 10 where you will regularly be facing opponents with AC's of 25+. The ankylosaurus meanwhile is making its attacks at +16 with flanking and is forcing fairly tough saves or be dazed and is blocking a huge amount of the board with 15' reach on top of it.andreww wrote:I think it is worth pointing out that the reason why the Animal Greater Blessing can be so strong is that it starts off as SNAV while all of the others start as SNA/SMIV. Given most campaigns wont see much play beyond level 15 its an amazing pick as swift action ankylosaurs, stegosaurs, dire tigers or TRex's are extremely potent.The actual problem is this. Doesn't matter how cool/strong the ankylosaurs is for example because a celestial lion is going to full attack for a potential 5DX + 50 while smiting.
My point is summon monster gets both more damage and more utility. The only reason it's so strong is that SM4 is still weaker than SNA5 even with all the utility.
As I pointed out the SNA 5 is so powerful because it's a level up. It's the only level up one. As a result it's strong. If it wasn't it would be strictly worse (Still good) as the alignment blessings.

STR Ranger |

Yup.
I first found the joy that is deadly stroke when looking at optimization of the Samurai class.
Currently the only classes that can access it are Fighters, Samaurai, Magus (late) and Warpriests.
The feat is great but you need some sort of BIG damage hit to make it worthwhile.
A fighter is usually better full attacking, a Magus has better stuff to do.
But for a Challenging Samurai or A smiting, destruction blessing War priest it is brilliant.
The early feats are good but weird in that their effects are different.
The Weapon Spec tree just adds more damage in a scaling climb.
The Deadly Stroke chain is great cause it grants a different yet worthwhile benefit every time.
WWeapon Focus- Helps you hit
Dazzling Display- Area Debuff
Shatter Defenses- Stacking Single target debuff
Deadly Stroke- Mega Hit.
The Moonlight Stalker feat tree is similarly cool.

chbgraphicarts |

Currently the only classes that can access it are Fighters, Samaurai, Magus (late) and Warpriests.
You forgot the Brawler.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats.

STR Ranger |

Yep. I did. Still thinking of a Brawler as a fighter.
Not good for a Brawler to take. Not enough bonus damage to double.
A good rule of thumb is if you have more than 1/2 char level in bonus damage it is worth considering.
So it can be worth it for Samurai (char level+Gtr Weapon Spec)
Warpriest (Destruction Blessing+Smite x)
A two Handed Fighter Archetype (Gtr Weapon Spec+Gtr Power Attack)
You need a huge damage bonus worth giving up a full attack for.

Undone |
I don't think you can quicken the Travel teleport. The feat requires a blessing you activate as a standard action.
You can use move actions as standard actions. As a result you should be able to do so.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.So the quicken text blessing could be read as
Benefit: Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it's a minor or major effect) as a swift action instead.
"Chose one of your blessings that normally requires a standard action <Or move action> to use"
Due to action conversion anything that takes less than a standard can be included.

Nessus_9th |
1 person marked this as a favorite. |

Yup.
I first found the joy that is deadly stroke when looking at optimization of the Samurai class.
Currently the only classes that can access it are Fighters, Samaurai, Magus (late) and Warpriests.
The feat is great but you need some sort of BIG damage hit to make it worthwhile.
A fighter is usually better full attacking, a Magus has better stuff to do.
But for a Challenging Samurai or A smiting, destruction blessing War priest it is brilliant.
The early feats are good but weird in that their effects are different.
The Weapon Spec tree just adds more damage in a scaling climb.
The Deadly Stroke chain is great cause it grants a different yet worthwhile benefit every time.
WWeapon Focus- Helps you hit
Dazzling Display- Area Debuff
Shatter Defenses- Stacking Single target debuff
Deadly Stroke- Mega Hit.The Moonlight Stalker feat tree is similarly cool.
Dont you think that the fact the target has to be stunned or flat footed for it to work takes away all the power of that feat? It takes 2 rounds to set up and third to execute just to get double damage on 1 strike (con bleed is rather nice, however I dont see a fight lasting long enough for this to be worthwhile), I really dont see the point of this feat especially the fact you need to be at least level 11 to take it.

Undone |
Dont you think that the fact the target has to be stunned or flat footed for it to work takes away all the power of that feat? It takes 2 rounds to set up and third to execute just to get double damage on 1 strike (con bleed is rather nice, however I dont see a fight lasting long enough for this to be worthwhile), I really dont see the point of this feat especially the fact you need to be at least level 11 to take it.
That's more or less my issue with it. Getting 2x damage on round 2 at the cost of 2+ iterative attacks over two rounds is just not something that seems good to me.
The build has some utility but to be completely honest I can't see that utility out weighing the lance's instant kill, the archery DPS, the overall well rounded Sacred fist, or the incredible early power and simplicity of the reach build.

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Mergy wrote:I don't think you can quicken the Travel teleport. The feat requires a blessing you activate as a standard action.You can use move actions as standard actions. As a result you should be able to do so.
Quote:You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.So the quicken text blessing could be read asQuote:Benefit: Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it's a minor or major effect) as a swift action instead."Chose one of your blessings that normally requires a standard action <Or move action> to use"
Due to action conversion anything that takes less than a standard can be included.
That's a stretch. I'm aware that you can use a standard action to take a move action, but that doesn't mean that all move actions can be counted as fulfilling feat prerequisites that require standard actions. Seems fishy.

STR Ranger |

Quote:Dont you think that the fact the target has to be stunned or flat footed for it to work takes away all the power of that feat? It takes 2 rounds to set up and third to execute just to get double damage on 1 strike (con bleed is rather nice, however I dont see a fight lasting long enough for this to be worthwhile), I really dont see the point of this feat especially the fact you need to be at least level 11 to take it.That's more or less my issue with it. Getting 2x damage on round 2 at the cost of 2+ iterative attacks over two rounds is just not something that seems good to me.
The build has some utility but to be completely honest I can't see that utility out weighing the lance's instant kill, the archery DPS, the overall well rounded Sacred fist, or the incredible early power and simplicity of the reach build.
If lancing was as easy as you say then everyone would do it.
It has issues.Two handed is a very common style. The most popular by far actually.
With this build it takes 1 round to set up not 2.
You move to close and make your standard action hit which gets you shaken and faltfooted. (Which is worth dazzling display and cornugon smash on their own. Not a feat tax.)
So the question is at level 12 "Is a one Mega Damage Attack at BAB +9
Worth more than 2 normal damage aattacks at +9/+4"
Hell yes.
You are only giving up your Lowest iterative on a 3/4 BAB class for the mega hit.
I know the War priest is a buff monkey but the 2nd and 3rd attack on a 3/4 class os no sure thing.
Would I use Deadly stroke if I was hasted? In that case no. But unless I am playing with a sorcerer, haste doesn't get spammed every fight. Wizards gotta prep other stuff as well.
This is not strictly a deadly stroke build anyway.
It is an intimidate build.
Hell even in the Stat block I CLEARLY wrote at level 12 you could take Deadly Stroke OR DAZING ASSAULT.
Use that for the 12th level feat.
Dazzling Display and cornugon Smash/Shatter defences combo is great (and BRUTAL with a sickening weapon) and it is online my level 6.
The idea is to be a scary two hander who debuffs enemies via fear effects has you hit them.
Doesn't require any spells (which this class has to burn through to be effective)
and brings those Melee beatsticks down to a level where killing them is far easier.
If you don't like Deadly Stroke, Use Dazing Assault (but it sucks another -5 to your attack so I wouldn't do it unless DIVINE POWER was on) and add DAZE to those status effects.

Undone |
If lancing was as easy as you say then everyone would do it.
It has issues.
I disagree. Even in PFS undersized mount is a thing. The reason people don't lance is because they don't find it conceptually attractive concept wise.
If you can't charge it's still two handed reach combat with bonus attacks from the mount.
Would I use Deadly stroke if I was hasted? In that case no. But unless I am playing with a sorcerer, haste doesn't get spammed every fight. Wizards gotta prep other stuff as well.
You may be doing it wrong.
If it's a home group without haste I hazard a guess to say either the GM softballs or you have too many players. A 4 man AP on 15 pb/elite array with no haste would require extremely powerful builds to not total party kill before 10th.
Additionally casting blessing of fervor generates more damage than a single double damage hit.
This is not strictly a deadly stroke build anyway.
It is an intimidate build.
So I'd just like to note that intimidate doesn't work against like 75% of important targets because it's mind effecting. It's especially crippling because your entire build crumbles vs undead, constructs, oozes, basically everything that used to thwart the rogue.

RafaelBraga |
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Pummeling kick/punch for 1k damage trumphs! You can put down a castle wall on one kick!!!! Thats bossy!
Sacred Fist+Fate's Favored+divine power+righteous might+30str+power attack+greater magic weapon(or amulet of might fists)+dragon style chain+MoMS for dragon style+pummeling style+ki for extra attack+level 16 for 9 attacks... average 1025 damafe if you hit all attacks with a crit on any of the 9 rolls.

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c873788 wrote:Undone wrote:Front loading is only important for PFS if you don't intend to cap your character. I intend to cap my characters.Fair enough. It raises an interesting point where you might be looking for completely different build concepts depending on whether you go PFS or capping. Do you think your other build ideas change much if you are just interested in PFS play to level 11?There is literally an objectively strongest build for WP at level 1-2. The reach warpriest. Hands down. You're highly likely to kill anything which approaches you with 1d10+6/1d10+7 at level 1 with combat reflexes.
This remains the strongest build until about level 3 or 4 where killing someone in 1 hit is nigh impossible.
At level 3-5 a varient of the sacred fist is the strongest. At level 6 the archer becomes the best build until you reach level 11 where it equals out with the Lancer/SF.
I suppose it would be good to mention what levels the builds are especially powerful at in the guide although that had slipped my mind.
Quote:I kinda just skimmed the guide(as well as the thread), but at a glance it looks pretty good. I am curious however, how well would the Warpriest do as a "switch-tank"? More specifically, a "tank" who 2-hands a 1h weapon on his turn, and then combines Quick Draw and a Quickdraw Light Shield in order to raise his AC in between turns, combining high AC with high damage. At a glance, it looks like it would be good, because you get to supplement the only real losses of a 1h weapon v a 2h weapon(damage dice and extra Strength/PA bonuses).While interesting (Especially when in combination with 18-20 crit ranges) the problem with this is really simple. It costs money. AC stacking costs a ton of money and while it can be used to off tank the only weapon I could truly endorse doing this with would be the dwarven dorn dergar which has some very unique qualities.
Well, it is expensive, but not unmanagabley so, you just are stuck with the S-n-B's budget, and adding a shield means that upping your AC becomes phenominally cheaper than not having one(armor/shield enchantments, other than the armor or shield themselves, are pretty much the cheapest ways to get AC buffs in the game, at least at lower levels). Also, if you just put the shield on the back burner, you can still get a free +2AC for a little more than 1k, then at higher levels, +3AC(total) for just under 4k. The Feat cost may be a little tough, but if you carry around the right weapons, it can actually be a bit of a boon, letting you swap weapons about for material DR.