Warpriest guide. Fight for your god.


Advice

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To be completely honest the feat cost is the real killer. If you find a build where you can afford the feat cost a decent 1 hander (Scimmy, falcata, any 18-20x2) that you can 2 hand it's actually pretty good because as you pointed out for some minor dice loss you get a significant AC gain. It makes you more a tank which wouldn't be terrible at all.

Quote:

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.

I too enjoy Falcon Punch

Sczarni

Im playing a Dhampir warpriest now in PFS, I took the Repose blessing and it's really strong when combined with a conductive weapon. You will only be able to use it 2-4 times a day, but no-save staggering the BBEG Ancient Collosal black dragon in Year of the Shadow lodge special for 2 rounds prevented it from 6-attack full attacking... so fun


(copy pasting from the other thread):

if cleric feats from Inner sea are allowed by your GM then you can build a decent SnB warpriest imo this way:

Half-orc warpriest of gorum, Align: CG
Traits: fates favored, shield trained
racial: endurance+tattoo+1skillpoint

Main stats: Dex>wis>con (enough str to carry your equip)

Feats:
1: free wf kukri, weapon finesse
3: shield bash, two weapon
5: wf shield
6: shield slam, alternate favorite: imp two weapon
7: iron bound
9: dual enhancement
9: bonus feat: greater weapon focus
11: quicken blessing
12: shield master, alternate favorite: gr two weapon

(
If you want to cheese it a bit, or if you like the flavor, it is much easier done with dual wielding shields:

Feats:
1: free wf shield, weapon finesse
3: shield bash, two weapon
5: dual enhancment
6: shield slam, alternate favorite: imp two weapon
7: iron bound
9: FREE (piranha strike, resilient armor, craft weapons and armor and etc)
9: bonus feat: greater weapon focus
11: quicken blessing
12: shield master, alternate favorite: gr two weapon

)

blessings: destruction, chaos

Get yourself agile weapons, aim straight for a celestial plate, pump your Dex.

Iron bound+ celestial plate should allow +8dex modifier by lvl 12. Also no movement penalties.

Don't forget that you can actually enhance elven plate further through your class feature, while usually unique armors are set

The funny thing is you get more attacks with your offhand than with your main:

Lvl6, bab +4, so +2 with main, +2/-3 with shield
Lvl12, bab +9, so +7/+2 with main, +9/+4/-1 with shield

destruction blessing is awesome for dual wielding cause p.e. at lvl 12 it adds +6straight damage to both main and off hand.

Chaos offers some nice swift action summons after lvl10

CG alignment means that you can put holy in weapon from lvl8 and onwards to bypass DR, and with a +1 weapon at lvl12 you can make both your weapons +4 to bypass every other kind of DR

without counting crafting feats, at lvl 12 you should be able to afford 2x +3 shields +1agile spiked, celestial plate, a +4cloak of resistance, +4 dex belt, +4wis circlet

with a starting array (20point) of:
str:11
dex:26 (+2racial, +3lvls, +4belt)
Con:14
int:8
wis:18 (+4circlet)
chr:8

you should have something like 37 ac with sacred armor running
an attack chain (if dual wielding shields) that looks something like:
+22/+22/+17/+17/+12 for 1d10+11/1d10+7/1d10+11/1d10+7/1d10+7

with destruction blessing + divine might+fervor (1st round swift destruction blessing, cast fervor for whole party, move to target, 2nd round swift cast divine might +full attack) though this ramps up to:
+26/+26/+26/+21/+21/+16 for 1d10+22/1d10+22/1d10+18/1d10+22/1d10+11/1d10+11

next round you can buff up your weapons and armor as swift for +2ac and either +1attack +1damage and your weapons bypass dr/adamantine, or add 4d6 to your offhand weapon from vicious+holy, make both keen and one of them vicious, or both ghost touch if you are fighting incorporeal and etc (dual enhancment is great^^)

resilient armor isn't bad for this kind of build imo, granting dr 5/adamantine against the 1st hit every round

each and every attack offers opportunity for bullrush if you so wish to do.

your saves should be excellent at: +16/+18/+18

you retain 30ft speed as well as being able to sleep in your armor.

if needed you can either bring flank buddies with swift action summon, or really pump up yourself either offensivly or defensivly with even higher level spells and etc.

Shadow Lodge

Added to the Guide to the Guides.


Carla the Profane wrote:
Im playing a Dhampir warpriest now in PFS, I took the Repose blessing and it's really strong when combined with a conductive weapon. You will only be able to use it 2-4 times a day, but no-save staggering the BBEG Ancient Collosal black dragon in Year of the Shadow lodge special for 2 rounds prevented it from 6-attack full attacking... so fun

This is a cool trick. I'm going to work on adding an item's section.

Quote:


Added to the Guide to the Guides.

Cool!


Never noticed the Ironbound Feat.
Actually really good for a tank warpriest.

From a core golarion book but it's essentially 3/4 of a class feature for the cost of a feat. Good thematically as well.


Just Playing around with some feat Ideas.

Keep in mind this is for a human Champion of the faith taking the favored class feature for extra Feats.

1-Aura, Blessings (Good,Destruction), focus weapon: Bastard Sword, orisons, sacred weapon (Good aligned), Fey Touched, Tower Shield Proficiency
2-Fervor 1d6
3-Detect EvilPower Attack
4-Smite Evil 1/day, Sacred Weapon (good aligned)
5-Fervor 2d6, Divine Protection
6-Weapon Spec: Bastard Sword Favored Class bonus: Baroom Brawler
7-Sacred Armor +1, Battlecry
8-Fervor 3d6,Smite Evil 2/day
9-Bonus Feat- GTR Weapon Focus, Ironbound
10-Major Blessing, Sacred Armor +2
11-Fervor 4d6 Quicken Blessing
12-Sacred Weapon: Holy, Bonus Feat- Gtr Weapon Spec ,Smite Evil 3/dayFavored Class bonus:Critical Focus
13-
15-Fighter Bonus Feat: Critical Versatility, Normal Feat

OK, so not sure if I'm onto anything good here. the Idea is to make an AGEIS WARPRIEST who can shrug of attacks.
Yes I know there is no aggro mechanic so he will have to try and block hallways and fill holes.
Destruction blessing and smite can boost his damage and as I said he can drop the shield to switch to a two hander.

The idea is to make a Turtle who still hits ok.

At level 1 the Tower Shield really ups the AC and can provide cover which is sweet. If you need to 2 hand, you can drop it as a free action

3- PA ups the damage a bit

5- Divine Protection to up saves into auto pass levels.

6 wpn spec and Baroom Brawler (1/day sucks but you can get ANY feat you qualify for in 1 important fight. Like Boss Battles. This feat could see use your whole career.)

7- I Really like the Battle cry feat. +1 to all allies attack (you count as your own ally) AND the best Part is they can ditch the bonus to reroll a failed save.

9- Gtr Wpn Fcs: JUST CAUSE, Iron Bound. Between the Tower Shield and Fullplate you were slow as hell. Now you should be able to afford Mithral and you can move at full speed in Med armor, and up the AC with some dex bonus items, since fullplate would limit this.

11- Quicken Blessing is awesome.

12-Gtr Wpn Spec: More Damage, Critical Focus: Feat Tax and you can afford KEEN

13- NOT SURE

15- Critical Versatility -Have used this feat to great effect. Pick a crit feat with 1 hour practise.

That's all I got so far....
Ideas? Comments?

Again the idea is an AGEIS Warpriest

Grand Lodge

1 person marked this as a favorite.

A few things I'd like to point out in my research.

Half-Orc: Is hands down the 2nd best "standard" race. I would fully Blue it instead of your Hybrid Green/blue. Sacred Tattoo + Divine Favor is insanely strong and Fate's favored is going to be THE best Trait for a Warpriest hands down. If you pick something else you are basically nerfing yourself. As for PFS typically darkness is a strategy from level 1 so dark-vision is actually worth its weight in 5,000gp. The cost of Permanency which you can not obtain in PFS so you will be using other means to overcome that weakness.

Sure a Half-orc doesn't look appealing next to the extra level 1 feat of the human. BUT warpriest being a 3/4 BaB class there is not nearly as many options at level 1 Like there is for the Full BaB class. Everyone knows Power attack is typically 1st level if you have full BaB. Warpriest is the class where it is your 3rd level feat for any 2 handed build (reach included)

I would make them solid blue. I would also include a Half-orc example for your 2 handed build when you get to it.

2nd order of business.
Your item selection is kind of poor and super basic and could use some work. For example why are you buying +2 Full plate when it should be known that you buy +1 ____ Full Plate and use a 3rd level spell Magic vestment paired with a Lesser extend rod.
Speaking of the lesser meta magic rod of Extend is not even found on your lists as gear. It truly is worth the 3k gold you put in.

You should search the forums and look up Gold spending Efficiently.

A small point I would like to make is a Ring of Protection offers the same type of AC bonus as Shield of Faith AND protection from evil. Sure you can spend up to 8,000 to have the AC active 24/7 but you still need to spend 8k to accomplish what your 1st level spell does. That extend rod and a pearl of power can off you all you need in 1 spell slot and come out to 4k. Your basically throwing away 4k right there.

This is only a few of the things I have seen with your item lists.


Fruian Thistlefoot wrote:

A few things I'd like to point out in my research.

Half-Orc: Is hands down the 2nd best "standard" race. I would fully Blue it instead of your Hybrid Green/blue. Sacred Tattoo + Divine Favor is insanely strong and Fate's favored is going to be THE best Trait for a Warpriest hands down. If you pick something else you are basically nerfing yourself. As for PFS typically darkness is a strategy from level 1 so dark-vision is actually worth its weight in 5,000gp. The cost of Permanency which you can not obtain in PFS so you will be using other means to overcome that weakness.

Sure a Half-orc doesn't look appealing next to the extra level 1 feat of the human. BUT warpriest being a 3/4 BaB class there is not nearly as many options at level 1 Like there is for the Full BaB class. Everyone knows Power attack is typically 1st level if you have full BaB. Warpriest is the class where it is your 3rd level feat for any 2 handed build (reach included)

I would make them solid blue. I would also include a Half-orc example for your 2 handed build when you get to it.

2nd order of business.
Your item selection is kind of poor and super basic and could use some work. For example why are you buying +2 Full plate when it should be known that you buy +1 ____ Full Plate and use a 3rd level spell Magic vestment paired with a Lesser extend rod.
Speaking of the lesser meta magic rod of Extend is not even found on your lists as gear. It truly is worth the 3k gold you put in.

You should search the forums and look up Gold spending Efficiently.

A small point I would like to make is a Ring of Protection offers the same type of AC bonus as Shield of Faith AND protection from evil. Sure you can spend up to 8,000 to have the AC active 24/7 but you still need to spend 8k to accomplish what your 1st level spell does. That extend rod and a pearl of power can off you all you need in 1 spell slot and come out to 4k. Your basically throwing away 4k right there.

This is only a few of the things I have seen...

@Half orc - Yes. It's blue if you can use ARG. If you can't use ARG it's green.

@Gold efficiency. I'm fully aware but what you're suggesting uses spell slots and isn't permanent. You should not rely on non long duration spells for AC. Additionally it's terrible to cast magic vestment until level 16 for purposes of saving gold. Why? Well a 3rd level slot is worth 9000 gold. As such it's 8000 gold to increase your +1 armor to +3. It breaks even if you waited until 12th to use your 3rd level spell slot. Magic vestment is not reliable.

Scarab Sages

Half Orc is still blue even if you can't use the ARG. You can still take the human fcb, darkvision is always good, and ferocity can save your life with a fervor healing.

That said, sacred tattoo is in the APG, which is allowed in more games than the ARG.


I did not realize that. I will adjust the rating accordingly.


Thanks for the guide Undone, some solid advice, especially concerning fervor.

Someone already mentioned it: A two-handed build with the quick draw feat and a quick draw shield.

Good offense, good AC. With Divine Protection even good saves.
And Undone, I don't understand why you think this is such a big feat investment. With the human bonus FCB-feat there should be room for it and you only need one feat to pull it off - attack two-handed (except for AoO) defend with shield. RAW.

And STR Ranger already provided a good general chassis for THW builds (esp. stat allocation). (I favor his second build but would switch out Tower Shield Prof. for Quick Draw, alas Quick Draw has a prereq. of BAB +1.

So maybe Improved Initiative/Toughness/Lightning Reflexes/Shield Focus at first. Or even Skill Focus: Survival for Eldritch Heritage: Orc Bloodline (esp. if you go mythic)

I am not a huge fan of battlecry so at level 7 I'd take Quick Draw. (maybe someone in the party can provide morale bonuses).
With Fate's Favoured and Divine Favour you should have the to-hit department covered (almost).

Ah, and Ironbound is a good find.

Grand Lodge

Quote:
@Gold efficiency. I'm fully aware but what you're suggesting uses spell slots and isn't permanent. You should not rely on non long duration spells for AC. Additionally it's terrible to cast magic vestment until level 16 for purposes of saving gold. Why? Well a 3rd level slot is worth 9000 gold. As such it's 8000 gold to increase your +1 armor to +3. It breaks even if you waited until 12th to use your 3rd level spell slot. Magic vestment is not reliable.

So what your saying is 16 hours of magic vestment at level 8 is not worth the 3rd level slot? I would say it is to have +2____ armor. As far as the warpriest goes I'm not sure if there is much better of a spell at 3rd level.. You get some magic circles and resist energy communals but besides that a warpriest's Wisdom is typically too low to cast the save or sucks at 3rd level. So 3k for a Lesser rod of extend is deffinatly worth giving a spell slot to magic vestment @ level 8. I consider 16 hours of a spell to be all day on the average adventurer. Especially if your smart and cast it right before bed...then you get it for 8 hours from the time you wake up...if you manage time right its plenty of time to clear a dungeon especially in PFS. Basically what I'm getting at is your saving 5k going my route and having Equivlent of +3 Mithral Full plate armor sooner by level 8. (you can nix the Mithral if you want and save 9k more but I like having up to a +3 dex modifier.)

And armor is not the only issue with your liberal spending.

+4 cloak of resistance with a Cracked green prism? If you value Orc with Sacred tattoo more then you only need a +2 cloak with the Cracked stone. Only spending 8k Verses 20k. That is a difference of 12,000 gold that can be put somewhere else. Because a Warpriest has so much buff I would go as far to say your better off buying a Belt of Physical perfection over a belt of +6 Str. Because con is HP and Fort saves, Dex is Reflex (your heavy armor does not hinder DEX to Reflex saves) and if you have +1 Mithral_____ Armor you can fill out to a +3 dex for more AC on top of the boost to reflex. Over stacking 1 stat in PFS can give you tunnel vision. Warpriest would be fine with a 22 strength max since a majority of Reach clerics are fine with a 16 strength to start with and buffs out the rest of his damage.

Basically All I'm saying s you can get a lot more out of 82,000 WBL then your putting up. To both attack and defense. You hardly scratched the Usage of Prestige points in your guide as well. Most of those go to level 1 Wands and up to level 4 scrolls.

Grand Lodge

Quote:
And STR Ranger already provided a good general chassis for THW builds (esp. stat allocation). (I favor his second build but would switch out Tower Shield Prof. for Quick Draw, alas Quick Draw has a prereq. of BAB +1.

I didn't want to mention it cause in PFS level 1 retraining...but if playing a homegame that doesn't allow retraining your right about the +1 BaB Pre-req. If you play PFS you should ALWAYS try to abuse that level 1 rework as it is a way to be more awesome 3 scenarios earlier.

I'll post my Non-Champion of the faith Two handed Half-orc build tomorrow with Items for people who don't want to serve a God and be less MaD then the Champion of faith. I prefer having Ideals over being Diety locked...I have a DM who loves watching people fall and goes out his way to find error in RP of deity worshipers...so I find it easier to worship Ideals sometimes. And without your spells and abilities your hurting just as bad as a fallen paladin.

Shadow Lodge

Undone wrote:
To be completely honest the feat cost is the real killer. If you find a build where you can afford the feat cost a decent 1 hander (Scimmy, falcata, any 18-20x2) that you can 2 hand it's actually pretty good because as you pointed out for some minor dice loss you get a significant AC gain. It makes you more a tank which wouldn't be terrible at all.

Well, I've been playing around with

This:
Human Warpriest 1-12

Str18(levels 8 and 12 here)
Dex13(4th level here)
Con14
Int11
Wis14
Cha7

Feats:
1:Weapon Focus(Scimitar)
1:Toughness
1:Improved Initiative
3:Quickdraw
3:Power Attack(Bonus Feat)
5:Furious Focus
6:Weapon Specialization(Scimitar)
6:Weapon Versatility
7:Combat Reflexes
9:Lunge
9:Greater Weapon Focus(Scimitar)
11:Divine Interference
12:Pin Down
12:Quicken Blessing

Class Features:
Aura
Sacred Weapon
Focus Weapon
Blessings
*Strength Blessing
*Good Blessing
Bonus Feats
Channel Energy
Sacred Armor

Traits:
Reactionary
Fate's Favored

Deity:Cayden Cailean

Not the most optimal feat path, and pretty much all but Quickdraw and Power Attack can be re-arranged/removed/replaced, basis of this is to be a tank with decent damage. Combat Reflexes comes in so late because for the most part you won't use a reach weapon, but its a prerequisite for Pin Down.


Turgan wrote:

Thanks for the guide Undone, some solid advice, especially concerning fervor.

Someone already mentioned it: A two-handed build with the quick draw feat and a quick draw shield.

Good offense, good AC. With Divine Protection even good saves.
And Undone, I don't understand why you think this is such a big feat investment. With the human bonus FCB-feat there should be room for it and you only need one feat to pull it off - attack two-handed (except for AoO) defend with shield. RAW.

And STR Ranger already provided a good general chassis for THW builds (esp. stat allocation). (I favor his second build but would switch out Tower Shield Prof. for Quick Draw, alas Quick Draw has a prereq. of BAB +1.

So maybe Improved Initiative/Toughness/Lightning Reflexes/Shield Focus at first. Or even Skill Focus: Survival for Eldritch Heritage: Orc Bloodline (esp. if you go mythic)

I am not a huge fan of battlecry so at level 7 I'd take Quick Draw. (maybe someone in the party can provide morale bonuses).
With Fate's Favoured and Divine Favour you should have the to-hit department covered (almost).

Ah, and Ironbound is a good find.

1) I intend to add the quickdraw build eventually. It will be after items.

2) I'm presently working on items other than +X weapons +X defensive items and +X Cloak of resistance.

3) I feel divine protection should be treated with the same skepticism as sacred geometry, CWI, and leadership as it fundamentally breaks the game if allowed. Builds should not include it. If any of those feats are allowed the game breaks down significantly. ~+5 to saves on already high saves is a feature which nearly immunizes the paladin to bad things happening. While it might not be a problem on a WP so much a oracle with that feat is effectively immune to saving throw effects.

4) I Disagree completely on Ironbound. Armor training is a really weak class feature. At best you can get 2 dex to AC out of it (You still need the dex to get anything out of it). Unless I'm looking at the wrong feature in which case I could be wrong.

Grand Lodge

Quote:
3) I feel divine protection should be treated with the same skepticism as sacred geometry, CWI, and leadership as it fundamentally breaks the game if allowed. Builds should not include it. If any of those feats are allowed the game breaks down significantly. ~+5 to saves on already high saves is a feature which nearly immunizes the paladin to bad things happening. While it might not be a problem on a WP so much a oracle with that feat is effectively immune to saving throw effects.

Don't wanna get the feat...a wand of Bestow Grace can help in its place....But stacking them just makes your ridiculous and near unstoppable when it comes to saves. Throw in Sacred tattoo +fates favor and your just looking at insane saves that you could probably skip a Cloak of resistance and put that money into a lesser cloak of Displacement for the 20% miss chance adding layered defenses. Grab a Knights Pennon and put heroism on and your looking at +8 to all saves when buffed up.

Liberty's Edge

Not to be "that guy" but if you were to go through your guide edit for form (spelling, making sure abbreviations are appropriately identified, and utilizing appropriate punctuation) it would be infinitely more readable and accessible.


Fruian Thistlefoot wrote:
Quote:
And STR Ranger already provided a good general chassis for THW builds (esp. stat allocation). (I favor his second build but would switch out Tower Shield Prof. for Quick Draw, alas Quick Draw has a prereq. of BAB +1.

I didn't want to mention it cause in PFS level 1 retraining...but if playing a homegame that doesn't allow retraining your right about the +1 BaB Pre-req. If you play PFS you should ALWAYS try to abuse that level 1 rework as it is a way to be more awesome 3 scenarios earlier.

I'll post my Non-Champion of the faith Two handed Half-orc build tomorrow with Items for people who don't want to serve a God and be less MaD then the Champion of faith. I prefer having Ideals over being Diety locked...I have a DM who loves watching people fall and goes out his way to find error in RP of diety worshipers...so I find it easier to worship Ideals sometimes when most your powers come from them and without them your hurting just as bad as a fallen paladin.

The second build which is a switcher between turtle and 2 hander. Not having that +1 BAB is a killer for feat options.

The tower shield seemed cool, cause you walk around with it out all day and when you get into a fight can decide to turtle up or drop it as a free action and two handed smash.

That's on the surface. The -10 Armor check penalty blows for climb checks etc.

Battlecry is actually pretty sweet.
It's a nice round 2 swift action for everyone (rd1 you will be swift spell buffing) and worth alot more than Weapon Focus since it applies to all weapons, all party members and grants a free reroll.

Barroom brawler I am not sure about.
I chose it from my experience playing War domain clerics. The 8th level power to select any combat feat was bloody awesome but I am not sure if 1/day is worth it.

I think it is a solid build but am open to suggestions.


StrangePackage wrote:
Not to be "that guy" but if you were to go through your guide edit for form (spelling, making sure abbreviations are appropriately identified, and utilizing appropriate punctuation) it would be infinitely more readable and accessible.

It's on the Agenda. Currently the intent is to add

1) Items
2) Quickdraw build
3) Editing for SP/punctuation.
4) Dex builds for Sacred fist and Base WP.

Quote:
Don't wanna get the feat...a wand of Bestow Grace can help in its place....But stacking them just makes your ridiculous and near unstoppable when it comes to saves. Throw in Sacred tattoo +fates favor and your just looking at insane saves that you could probably skip a Cloak of resistance and put that money into a lesser cloak of Displacement for the 20% miss chance adding layered defenses. Grab a Knights Pennon and put heroism on and your looking at +8 to all saves when buffed up.

The feat is just too strong.

Near immunity to saving throw effects is too strong.


Undone wrote:
4) I Disagree completely on Ironbound. Armor training is a really weak class feature. At best you can get 2 dex to AC out of it (You still need the dex to get anything out of it). Unless I'm looking at the wrong feature in which case I could be wrong.
Armor Training wrote:
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

That's a pretty major thing. Being able to book it at full speed in Mithral Full Plate is a REAAALLY nice Class Feature.

Yes, you only get a total +3 Max Dex, but even +3 means you can have up to 17 Dex without losing out on Dex bonus to AC, which also means you have easy access to both TWF and ITWF, which is great for Sword-And-Board builds.

Alternatively, running at full speed in Adamantine Full Plate, even with only a 13 Dex, is pretty badass, and a two-handed warrior swinging a Large Bastard Sword would not be crying about the low Dex.


EvilPaladin wrote:
Undone wrote:
To be completely honest the feat cost is the real killer. If you find a build where you can afford the feat cost a decent 1 hander (Scimmy, falcata, any 18-20x2) that you can 2 hand it's actually pretty good because as you pointed out for some minor dice loss you get a significant AC gain. It makes you more a tank which wouldn't be terrible at all.
Well, I've been playing around with ** spoiler omitted **Not the most optimal feat path, and pretty much all but Quickdraw and Power Attack can be re-arranged/removed/replaced, basis of this is to be a tank with decent damage. Combat Reflexes comes in so late because for the most part you won't use a reach weapon, but its a prerequisite for Pin Down.

Lunge only increases reach on your turn, so it won't have any interaction with pin down. You can still use pin down to prevent movement of foes adjacent to you, but it doesn't have the same utility it would with a reach weapon


shroudb wrote:

(copy pasting from the other thread):

if cleric feats from Inner sea are allowed by your GM then you can build a decent SnB warpriest imo this way:

Half-orc warpriest of gorum, Align: CG
Traits: fates favored, shield trained
racial: endurance+tattoo+1skillpoint

Main stats: Dex>wis>con (enough str to carry your equip)

Feats:
1: free wf kukri, weapon finesse
3: shield bash, two weapon
5: wf shield
6: shield slam, alternate favorite: imp two weapon
7: iron bound
9: dual enhancement
9: bonus feat: greater weapon focus
11: quicken blessing
12: shield master, alternate favorite: gr two weapon

(
If you want to cheese it a bit, or if you like the flavor, it is much easier done with dual wielding shields:

Feats:
1: free wf shield, weapon finesse
3: shield bash, two weapon
5: dual enhancment
6: shield slam, alternate favorite: imp two weapon
7: iron bound
9: FREE (piranha strike, resilient armor, craft weapons and armor and etc)
9: bonus feat: greater weapon focus
11: quicken blessing
12: shield master, alternate favorite: gr two weapon

)

blessings: destruction, chaos

Get yourself agile weapons, aim straight for a celestial plate, pump your Dex.

Iron bound+ celestial plate should allow +8dex modifier by lvl 12. Also no movement penalties.

Don't forget that you can actually enhance elven plate further through your class feature, while usually unique armors are set

The funny thing is you get more attacks with your offhand than with your main:

Lvl6, bab +4, so +2 with main, +2/-3 with shield
Lvl12, bab +9, so +7/+2 with main, +9/+4/-1 with shield

destruction blessing is awesome for dual wielding cause p.e. at lvl 12 it adds +6straight damage to both main and off hand.

Chaos offers some nice swift action summons after lvl10

CG alignment means that you can put holy in weapon from lvl8 and onwards to bypass DR, and with a +1 weapon at lvl12 you can make both your weapons +4 to bypass every other kind of DR

without counting crafting...

warpriest doesn't qualify for ironbound master unless there has been some ruling that warpriest levels count as cleric levels for feat prerequisites.


Undone wrote:
Quote:
warpriest doesn't qualify for ironbound master unless there has been some ruling that warpriest levels count as cleric levels for feat prerequisites.

Oh irony the WP qualifies for fighter bonus feats but not cleric bonus feats.

I gotta look for this.

The whole damn class is based around the idea of being a hybrid.


I added basic items outside of the +X stat/Weapon/Armor/Cloak items which everyone knows about. I'm sure I missed a fair number so I'd love to get input on great things I've missed. Version updated to 1.2.


Jon Otaguro 428 wrote:
shroudb wrote:

(copy pasting from the other thread):

if cleric feats from Inner sea are allowed by your GM then you can build a decent SnB warpriest imo this way:

...

I know, that's why I started with if your DM allows it.

Inner sea has some feats that thematically are MADE for warpriests (before there was an actual class) and instead of using generic requisites like channel and etc they have that cleric requirement.

Any reasonable DM should allow them for warpriest imo, I allow them in my tables, but yes, it is up to DM discretion


shroudb wrote:
Jon Otaguro 428 wrote:
shroudb wrote:

(copy pasting from the other thread):

if cleric feats from Inner sea are allowed by your GM then you can build a decent SnB warpriest imo this way:

...

I know, that's why I started with if your DM allows it.

Inner sea has some feats that thematically are MADE for warpriests (before there was an actual class) and instead of using generic requisites like channel and etc they have that cleric requirement.

Any reasonable DM should allow them for warpriest imo, I allow them in my tables, but yes, it is up to DM discretion

Yes, but you are posting in a warpriest guide. Something that isn't raw has no place in a guide in my opinion.


I see that there are still no colour ratings for the elemantal humanoids in the guide. I am thinking of playing an Oread Sacred Fist X/MoMS 1 in PFS play and was wondering what rating people think the Oread is compared to the other races for this build.

Lantern Lodge

Hi, I was reading the guide and found it very useful and illuminating. I did notice one item I wanted to comment on:

You gave Ki Channel an unqualified BLUE rating.

I agree it's an awesome feat, but only if you meet the prerequisites to take it. You MUST be a worshiper of Irori. That means you have to be a Warpriest/Sacred Fist of Irori. That means you have to select from the relatively bad Blessings available to Warpriests/Sacred Fists of Irori. In other words, the feat is good, but the synergy (since you have to worship Irori) is meh.

I think the guide should mention that Ki Channel has a narrow prerequisite that will have a significant impact on your Sacred Fist build.

NOW, if you are going to build an Irori Sacred Fist, and they do have some good points, then Ki Channel is awesome. I did up a Wisdom-oriented Sacred Fist of Irori that I think is fine, but I gotta admit that the blessings are not as exciting as Sacred Fist builds using other deities.

It's also great for a Sacred Fist if the group has a cleric of Irori and the cleric takes it (this latter works for your Sacred Fist even if he/she is not a worshiper of Irori).

Thanks for making the guide!


Jon Otaguro 428 wrote:
shroudb wrote:
Jon Otaguro 428 wrote:
shroudb wrote:

(copy pasting from the other thread):

if cleric feats from Inner sea are allowed by your GM then you can build a decent SnB warpriest imo this way:

...

I know, that's why I started with if your DM allows it.

Inner sea has some feats that thematically are MADE for warpriests (before there was an actual class) and instead of using generic requisites like channel and etc they have that cleric requirement.

Any reasonable DM should allow them for warpriest imo, I allow them in my tables, but yes, it is up to DM discretion

Yes, but you are posting in a warpriest guide. Something that isn't raw has no place in a guide in my opinion.

I disagree.

A guide isn't only for pfs, it is a tool for normal games as well.

P.e. ability focus is by raw a MONSTER feat. Yet it missing from the witch guide list would be a mistake.

Or even more prominent, campaign traits thrown around without being used in the specific campaign.

Guides can, and should, tell things that are reasonable and probably RAI, even if RAW is borked


Quote:
I agree it's an awesome feat, but only if you meet the prerequisites to take it. You MUST be a worshiper of Irori. That means you have to be a Warpriest/Sacred Fist of Irori. That means you have to select from the relatively bad Blessings available to Warpriests/Sacred Fists of Irori. In other words, the feat is good, but the synergy (since you have to worship Irori) is meh.

You're correct I should qualify it with "Must worship Irori" But I vehemently disagree with your assessment of blessings of Irori. Law is the real deal. You can summon devils and angels. The only reason it's not pink is because you can't get shadow demons or hezoru's or the "I'm definitely not a bard" Azata.

Strength is also a highly underrated blessing. It's functional as an early blessing in every fight. It's rare to find one of those.

Also keep in mind since blessings draw from a single pool of uses one good blessing is enough to make it useful.

Quote:
Yes, but you are posting in a warpriest guide. Something that isn't raw has no place in a guide in my opinion.

I only intend to allow RAW and to note whenever I think people would consider RAW cheesy and unlikely to reach a table (Pummeling with a lance springs to mind).

Quote:
Guides can, and should, tell things that are reasonable and probably RAI, even if RAW is borked

Feel free to seek any house rules you want. The first houserule I'd seek is to get full BAB while wielding your deities favored weapon then you can basically build ANY way you want since that's what is stifling builds from doing awesome with 2 handers.

Quote:
I see that there are still no colour ratings for the elemantal humanoids in the guide. I am thinking of playing an Oread Sacred Fist X/MoMS 1 in PFS play and was wondering what rating people think the Oread is compared to the other races for this build.

This won't take long I'll do some of the more common races that aren't obviously terrible (IE penalty to STR/Wis with no special bonuses).

EDIT: And after looking at some math for 25 point buy and 4d6 drop the lowest I'm inclined to increase champion of the faith to blue if you have good stats or a 25 point buy. Less than a 25 point buy makes them very hard to play.

I've also added more races to the guide.


I just got DM permission to rebuild my Warpriest.
So I will try the Turtle build and put in my 'from the trenches' notes


Will you be including a section to discuss natural weapon Warpriests? Apsu's favored weapon is Bite, and do any deities favor Claw?


Backlash3906 wrote:
Will you be including a section to discuss natural weapon Warpriests? Apsu's favored weapon is Bite, and do any deities favor Claw?

Well here's the issue. You really need to get claw/claw/bite from races because you get proficiency with bite but that doesn't give you an actual bite attack. If someone can show me a race with both Claw/Claw and a Bite then I'll create one. Claw/Claw is strictly worse than sacred fist.


Undone wrote:
Backlash3906 wrote:
Will you be including a section to discuss natural weapon Warpriests? Apsu's favored weapon is Bite, and do any deities favor Claw?
Well here's the issue. You really need to get claw/claw/bite from races because you get proficiency with bite but that doesn't give you an actual bite attack. If someone can show me a race with both Claw/Claw and a Bite then I'll create one. Claw/Claw is strictly worse than sacred fist.

A tengu with the claw alternate racial trait gets a bite attack and two claw attacks. A tiefling can get a bite attack and two claw attacks with the right variant tiefling ability.

I'm reasonably sure there are other options, though they're eluding me at the moment.

Scarab Sages

Tengu has claw claw bite as a racial option, tiefling can take claw or maw for claws and adopted for the half Orc bite trait. Half orcs get a bite and can dip ranger or slayer two for the claws.

The nice thing about the bite option is if you worship aspu or dahak it costs nothing. Bite I automatically a sacred weapon, so you can just make any other war priest as normal and have a massive bite as a secondary natural weapon with zero feat investment.

Grand Lodge

Imbicatus adding another point to half orc.

Seriously im loving half orc more and more with warpriest. Im about to the point of saying make it hybrid blue and pink. Its that freaking good lol

Grand Lodge

2 people marked this as a favorite.

Ok so here is a copy of my Current Half-orc 2 handed Warpriest. No archetypes because as Undone said:

Quote:
champion of the faith to blue if you have good stats or a 25 point buy.

I agree so I'm going to give my 20 point buy PFS legal Warpriest.

Ripsnarl PFS Warpriest Build:

Race: Half-orc Alternate racial Features: Sacred tattoo
(If I wasn't using intimidate would take Shaman's Apprentice because Endurance> +2 intimidate that you don't use)

Point Buy: Str:(15+2)=17, Dex: 14, Con: 14, Int: 10, Wis: 14, Cha: 7
(all 3 level ups go into Str) (If not in PFS do 3 Str and 1 Cha because intimidate)

Traits: Fate's Favored

Blessings: Strength and Good
Possible Deity: Cayden Cailean

Feats:
1-Toughness
*1-Weapon Focus- Falchion
3-Power Attack
*3-Combat reflexes
5-Intimidating Prowess
*6- Weapon Specialization- Falchion
7-Cornugon Smash (cause free action Demoralize is both Offensive and defensive in nature)
9-Blood Vengeance (want to ignore me and kill my friends I'll kill you harder)
*9-Greater Weapon Focus- Falchion
*10- Improved Critical- Falchion
11-Quicken Blessing-Good
*12-Greater weapon Specialization- Falchion

Favored Class bonus: Levels 1-3 HP, Level 4 Skill Point, Levels 5-10 1/6 Bonus Combat Feat
(Focusing on Surviving the first few levels to have a more respectable HP. Going straight 1/6th bonus feat is just over Optimizing on a already efficient build)

Skills-
Level 1: Climb & Perception
Level 2: Swim & Perception
Level 3: Heal & Perception
Level 4: 2 points in Intimidate & Perception (see favored Class bonus)
Level 5+: Intimidate & Perception

(Climb, Swim, and Heal 1 point can actually yield A LOT in PFS. Low levels they tend to put climb and swim obstacles in your way. You can also get info out of heal checks like HOW and WHEN someone died as well as treating poison and Disease. Don't need more then a single point and a Healers kit tho.)

Items for Ripsnarl:

+1 Adamantine or Cold Iron Spell-storing Falchion- 11,000 GP
(I suspect season 6 will bring more constructs so I believe adamantine will be higher sought then Cold Iron)

+1 Mithral Spell-Storing Full Plate- 14,500 GP
(I'm a fan of spell storing Bestow Curse instead of casting it. Also allows 2 extra spells a day of up to 3rd level. Can also be filled by others at the table.)

Jingasa of the Fortunate Solider- 5000 GP
Belt of Physical Perfection +2 - 16,000 GP
Headband of Wisdom +2- 4,000 GP
Lesser Rod of Extend- 3,000 GP
Pearl of Power Level 1- 1,000 GP
Amulet of Natural Armor +1- 2,000 GP
Clasp, Swarmbane- 3,000 GP (in Haversack till needed)
Handy Haversack- 2,000 GP
Knight-Inheritor's Ring- 3,000 GP
Cloak of Resistance +2- 4,000 GP

Ioun Stones:
Dusty Rose Prism- 5,000 GP (+1 Insight to AC)
Cracked Dusty Rose Prism- 500 GP (+1 Insight to Initiative)
Pale Green Prism- 4,000 GP (+1 Competence to Saves) (Resonated in Wayfinder)
Wayfinder Resonated with Pale Green Prism- 500 GP (2/day remove Fatigue. Combos with Blood Vengeance)

Total cost- 78,500 out of 82,000 WBL

Some PP buys:
Wand of Cure light wounds- 2PP
Wand of Lesser restoration 8 or less charges (find on Chronical sheets)
Scroll of Air walk, Death ward (any 4th level or lower scroll)

Select items you can find for 750 or less on chronicle sheets...sometimes you luck out and get a good wand with a few charges on it.

Spell selection for Ripsnarl:

0- Detect Magic, Enhanced Diplomacy, Create Water, Detect Poison, Read Scroll
1- Divine Favor x3, Protection from Evil, Shield of Faith, _________
2- Weapon of Awe x2, Resist energy, Aid x2, Defending Bone
3- Magic Vestment, Circle of Protection from Evil, Dispel Magic, ______
4- Blessing of Fervor x2, Divine Power

Ripsnarl Casts Extended Magic Vestment and Extended Defending Bone Prior to sleep every night so his spells and rod refresh and he is still buffed for many hours. (level 12= 24 hours) He also fills in Endure elements and uses that as well prior to sleep.

If adventure/fighting is expected for the day he fills in the appropriate spell slots.

During the First encounter of a dungeon Ripsnarl will use 1 Blessing of Fervor for the group and will try to end the combat quick enough to get a few extended spell rounds. He will use it to cast Weapon of Awe, Shield of Faith to last 24 minutes.

He "persuades" (easy to do when your so damn intimidating) his group to push rooms until his min/level buffs come down...then double back and Loot/skill check/ RP/ waste his time.

Ripsnarl also keeps a scroll library with some of these spells:
Death ward, Air walk, Tongues, Wind Wall, and Remove X spells.
He buys these with Prestige points and gold.

Grand Lodge

Also people mentioned the Ironbound MasterFeat.

You could combo it with a Sash of the War Champion

Now your Fighter level is equal to your HD for the purpose of Armor training.

Scarab Sages

So I was looking at the tusked trait option for half-orcs, and Aspu is a really great god for a bite warpriest. Not only do you get sacred weapon damage on your bite without needing to spend weapon focus on it, but you also get access to an on-demand improved evasion for yourself and your allies as a feat with Divine Barrier.

Aspu also has access to good blessings, with two alignments, Artifice, and Travel.

The other favored weapon is quarterstff, which while suboptimal, is flavorful, and allows you to take weapon specialization as a standard feat if you take quarterstaff mastery.

Overall, solid for anyone with a bite.


I will be adding the natural weapon build when I get around to it.

@Fruian Thistlefoot

Your build is not legal.

Quote:


*9-Greater Weapon Focus- Falchion
*10- Improved Critical- Falchion
11-Quicken Blessing-Good
*12-Greater weapon Specialization- Falchion

At 10th level you cannot get IC. The combat feat is definitely not the same as a warpriest bonus feat.

Quote:

Pale Green Prism- 4,000 GP (+1 Competence to Saves) (Resonated in Wayfinder)

Wayfinder Resonated with Pale Green Prism- 500 GP (2/day remove Fatigue. Combos with Blood Vengeance)

PFS prohibits resonant powers in lesser ioun stones.

Quote:

0- Detect Magic, Enhanced Diplomacy, Create Water, Detect Poison, Read Scroll

1- Divine Favor x3, Protection from Evil, Shield of Faith, _________
2- Weapon of Awe x2, Resist energy, Aid x2, Defending Bone
3- Magic Vestment, Circle of Protection from Evil, Dispel Magic, ______
4- Blessing of Fervor x2, Divine Power

This is close to what I'd recommend but I'd use

1- Divine favor x4, Sanctuary x2
2- Weapon of Awe x2, Resist Energy x2, Defending Bone, Delay poison
3- Circle of protection from evil, Dispel Magic, Greater stunning barrier, Magic Vestment
4- Blessing of fervor, Divine Power, Air walk

Flight is really really critical. If you don't have a way to fly you'll regret existence. Greater stunning barrier is also really strong. Exceptionally and incredibly strong.

Lantern Lodge

Undone wrote:

You're correct I should qualify it with "Must worship Irori" But I vehemently disagree with your assessment of blessings of Irori. Law is the real deal. You can summon devils and angels. The only reason it's not pink is because you can't get shadow demons or hezoru's or the "I'm definitely not a bard" Azata.

Strength is also a highly underrated blessing. It's functional as an early blessing in every fight. It's rare to find one of those.

Also keep in mind since blessings draw from a single pool of uses one good blessing is enough to make it useful.

We're going to have to agree to disagree. I'm not saying Irori blessings suck, only that they are meh compared to what you can get with other gods. (But then the other gods don't get Ki Channel!)

Law isn't all that great when compared to Good (i.e. I don't consider it the "real deal"). +1d6 vs Evil and Good aligned from Good is generally a lot more useful than +1d6 vs chaotic and Lawful aligned from Law. Evil comes up a lot. Chaotic not so much, and if it does, most players wouldn't know if the target was chaotic (whereas many can readily guess what is evil). Both have a good Major blessing, but that's at level 10+. It saves the Law Blessing, but it doesn't make it great.

Strength is good, but not great. While it only takes a swift action to activate, it only lasts one round. You will burn through your uses of Blessing really fast. Great if you want to Nova. But being immediately useful in low level combat is not unique to Strength as there are plenty of Minor Blessings that are also immediately useful - Darkness (20% Concealment), Destruction (+1/2L Damage), Earth (+1d4 acid), Evil (+1d6 Unholy and Evil Aligned), Fire (+1d4 Fire), Good (+1d6 Holy and Good Aligned), Healing (Empower Cures), Liberation (mini FoM), Nobility (+2 bonus to 1 creature within 30'), Plant (Entangle on a hit), Trickery (Create a double), War (Multi-bonuses), Water (+1d4 Cold), Weather (+1d4 Electrical).

When I made a Sacred Fist of Irori, I chose Law and Strength. And that's partly the point, those are the only ones that are truly useful (for combat) unless you want to heal (Healing) or do something odd (Runes) or focus on alot of knowledge skills (Knowledge), and they're not as useful as the ones you can get with other gods. Again, not saying Irori blessings suck, just that they're not as exciting as those available to others.

One thing about an Irori build is that you can get it to have a really high to hit, but it's extra damage options are limited. I forget if your guide mentions it, but Irori has the option of taking Channel Smite and Guided Hand. For a low strength, high wisdom build, this can work pretty good as Irori's favored weapon is unarmed strike! The other gods (except one Empyreal Lord) don't have unarmed strike as a favored weapon. An Evangelist Sacred Fist of Irori can also get an effective +1 Size bonus to damage as their second divine boon, and I think it stacks with other size bonuses (e.g. Enlarge) since its not a polymorph effect. I haven;t thought it through, but what if you went with 10 STR and 20 WIS, then used Mantis Style, Stunning Fist, Guided Hand and the Strength Blessing to make a debuffer... kind of a chi master who touches opponents and stuns them. You could conceivable have a BAB +13 + magical enhancements to hit at level 10 using the Strength Blessing and Guided Hand, and deliver DC 25 or so Stunning Fist attacks (pick up Touch of Serenity for a Will based save).

In summary Ki Channel is mucho good, but it limits you to Irori and that will have a very significant impact on how you do your Sacred Fist.


Quote:
Law isn't all that great when compared to Good (i.e. I don't consider it the "real deal").

I disagree. Good has 7 monsters on the base list (Granted some of the rings are great) of which 3 are level 9.

There are 11 law monsters on the base list and they're the best at nearly every level. The hound archon (The best 4th) is one of the best 4ths.

The lesser power is better but the greater power is definitively better.

Additionally I simply presume the following when evaluating blessings. Under no circumstances do you start a fight buffed. You either have to burn it in combat (Eating a hit) or you have to have action economy to do it. Standard action buffs early on as such have a greatly lowered value.

I value the destruction blessing less than the strength blessing until later on unless you have obvious forewarning. You have to assume you'll be caught unaware's.

Especially since the point of the sacred fist is to pummeling charge for damage. If you want to avoid using pummeling style for reasons unknown then I'd avoid Irori.

Grand Lodge

Pale green isnt a lesser ioun stone.

Improved critical does qualify as a combat feat. Warpriest bonus feat must be a combat feat.
The Human Favored class bonus of 1/6 combat feat. Not warpriest feat.

If you read it all he carries a scroll of air walk. Sometimes he can get lucky and flight not needed. But when it is he has it covered.
Sanctuary seem weak when you have under a 20 wisdom. I havent tried greater stunning barrier. Mostly because it is a deflection and resistance bonus...I rock those most the time. So that leaves a will save or be stunned....your wisdom isn't good enough to make that be a reliable thing.


Fruian Thistlefoot wrote:

Pale green isnt a lesser ioun stone.

Improved critical does qualify as a combat feat. Warpriest bonus feat must be a combat feat.
The Human Favored class bonus of 1/6 combat feat. Not warpriest feat.

If you read it all he carries a scroll of air walk. Sometimes he can get lucky and flight not needed. But when it is he has it covered.
Sanctuary seem weak when you have under a 20 wisdom. I havent tried greater stunning barrier. Mostly because it is a deflection and resistance bonus...I rock those most the time. So that leaves a will save or be stunned....your wisdom isn't good enough to make that be a reliable thing.

Pale Green Ioun stone

Wrong. Unless you want the 30k version.

You take the combat feat at 11 where you do not qualify for improved critical 8 BAB is required.

As to flight it allows you to ignore difficult terrain as a side effect. Due to duration I strongly recommend really casting this and buying a scroll of blessing of fervor instead.

As to the sanctuary DC with a DC of 14 the average NPC Martial fails it 50% of the time, although I guess at that level I'd drop the spell. The ability to target a save type is super powerful. Stunning barrier isn't as strong against npc's it's actually stronger against monsters who hit a lot of times with weaker hits. Getting even as little as a 20% chance to stun every round vs things with 5+ hits is really good.


Here's a pretty crazy-awesome build I just came up with. It's a variant of the Archer build that dips 1 level into Gunslinger; this gets you Grit, which works off your already-high Wisdom and, rewards you for having a high Dex as well (in easily allowing the TWF tree), and doesn't penalize you at all for having STR 7.

I call it:

Have God, Will Travel

Traits Fate's Favored
Race Quick-Draw
CL1 Gun1 Rapid Reload (pistol), Gunsmith
CL2 Wrp1 Weapon Focus (pistol)
CL3 Wrp2 Gun Twirling
CL4 Wrp3 Two-Weapon Fighting
CL5 Wrp4 Dual Enhancement

You put off the Point-Blank and Rapid Shots until level 7, when you get a whopping THREE feats then. After that, you're a dual-pistol twirling freak that lays down the law but HARD.

After that point, it's however you want to make it.

I personally like the idea of going Snap Shot, Combat Reflexes, and Amateur Swashbuckler for Opportune Parry & Riposte, Weapon Specialization, and Point-Blank Master so you can parry & riposte in melee.

This variant also works really well with Pistolero, obviously.

Use Alchemical Pistol to turn 1 or both of your guns into Double Barrel Pistols for several minutes.


I had not even thought of gunslinging. That's a whole different can of worms though. It's likely really strong.

Lantern Lodge

2 people marked this as a favorite.
Undone wrote:

I disagree. Good has 7 monsters on the base list (Granted some of the rings are great) of which 3 are level 9.

...

Additionally I simply presume the following when evaluating blessings. Under no circumstances do you start a fight buffed. You either have to burn it in combat (Eating a hit) or you have to have action economy to do it. Standard action buffs early on as such have a greatly lowered value.

I value the destruction blessing less than the strength blessing until later on unless you have obvious forewarning. You have to assume you'll be caught unaware's.

Especially since the point of the sacred fist is to pummeling charge for damage. If you want to avoid using pummeling style for reasons unknown then I'd avoid Irori.

Again, we're just going to have to disagree because we weight things differently. I really don't care if the Law Blessing has lots of different stuff you can summon. Good has enough and they're good enough, and you only summon one at a time, and I'll probably get more use out of the minor blessing as most of the campaign is going to take place at levels 1-10, or 1-12 if you take a couple of levels of MoMS.

And I don't weigh the action economy the same as you. Yes, a standard action power has a lessened utility over a swift action (in that aspect), but the swift action power eats your swift action every round, round after round, whereas the standard action power lasts a full minute AND (despite you disregarding it) can be put up before combat if you have warning. Pathfinder doesn't let you use Move or Standard actions as swifts, so you also become very Swift Action challenged using the Strength Blessing.

And I don't think you have to assume you're going to be caught unawares, just as I don't assume you can always buff ahead of time. I prefer a more balanced real-world approach where you look at typical game encounters.

I'm not sure what your last sentence is in reference to. The point of the Sacred Fist is not to pummel charge, it's a holy unarmed combatant. I'm guessing you mean the point of the Sacred Fist build you present in the guide is to pummel charge? That does seem to be the focus of that build, but you can build a whole variety of fun and useful Sacred Fist types (including Irori Sacred Fists) around a variety of concepts and martial art styles other than Pummeling.

Shadow Lodge

chbgraphicarts wrote:

Here's a pretty crazy-awesome build I just came up with. It's a variant of the Archer build that dips 1 level into Gunslinger; this gets you Grit, which works off your already-high Wisdom and, rewards you for having a high Dex as well (in easily allowing the TWF tree), and doesn't penalize you at all for having STR 7.

I call it:

Have God, Will Travel

Traits Fate's Favored
Race Quick-Draw
CL1 Gun1 Rapid Reload (pistol), Gunsmith
CL2 Wrp1 Weapon Focus (pistol)
CL3 Wrp2 Gun Twirling
CL4 Wrp3 Two-Weapon Fighting
CL5 Wrp4 Dual Enhancement

You put off the Point-Blank and Rapid Shots until level 7, when you get a whopping THREE feats then. After that, you're a dual-pistol twirling freak that lays down the law but HARD.

After that point, it's however you want to make it.

I personally like the idea of going Snap Shot, Combat Reflexes, and Amateur Swashbuckler for Opportune Parry & Riposte, Weapon Specialization, and Point-Blank Master so you can parry & riposte in melee.

This variant also works really well with Pistolero, obviously.

Use Alchemical Pistol to turn 1 or both of your guns into Double Barrel Pistols for several minutes.

Hoe do you circumvent Gun Twirling prerequisites? It asks for awesome display to take it

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