Warpriest guide. Fight for your god.


Advice

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Seranov wrote:

Honestly, even though it's not all that impressive, a straight-forward beatstick type of Warpriest. The Vital Strike build (bad as it may be) sort of builds itself, but a THF seems a little more complicated.

Though I didn't look at any THF Fighter guides, so I might just be a bad.

The problem with a generic two handed guide is that it's almost strictly inferior to the reach WP. They both have similar stats, largely similar feats since the reach "Feat chain" is really 1 or 2 feats but the reach WP gets superior attacks per round/game with AOOs.

I could make it but the build would definitely be orange and most of the options would be red or orange as well. 2 handed weapons don't gain much over a generic reach build. Reach builds even have access to equal weapons overall or in some cases better weapons.


The dex-based TWF Warpriest might be worth a look - start with one level of Achaekek Warpriest for proficiency and weapon focus in Sawtooth Sabres, then one level dip for Swashbuckler Finesse, continue with Warpriest and take Slashing Grace at level 3, then TWF feats all the way. The end result is probably not not going to blow anyone's socks off, but it'll have a decent offense, solid defenses, and a bit more utility than the typical warpriest because of the high dexterity.

Dark Archive

Undone wrote:

The problem with a generic two handed guide is that it's almost strictly inferior to the reach WP. They both have similar stats, largely similar feats since the reach "Feat chain" is really 1 or 2 feats but the reach WP gets superior attacks per round/game with AOOs.

I could make it but the build would definitely be orange and most of the options would be red or orange as well. 2 handed weapons don't gain much over a generic reach build. Reach builds even have access to equal weapons overall or in some cases better weapons.

I figured, and it makes me sad. Very little is more evocative of the warpriest, to me, than a heavily armored priest with a big freakin' mace bashing heads in the name of his god. :/


Seranov wrote:
Undone wrote:

The problem with a generic two handed guide is that it's almost strictly inferior to the reach WP. They both have similar stats, largely similar feats since the reach "Feat chain" is really 1 or 2 feats but the reach WP gets superior attacks per round/game with AOOs.

I could make it but the build would definitely be orange and most of the options would be red or orange as well. 2 handed weapons don't gain much over a generic reach build. Reach builds even have access to equal weapons overall or in some cases better weapons.

I figured, and it makes me sad. Very little is more evocative of the warpriest, to me, than a heavily armored priest with a big freakin' mace bashing heads in the name of his god. :/

The Dwarven longhammer is one of the three or four best reach weapons in the entire game. You can definitely use a longhammer.

Quote:
The dex-based TWF Warpriest might be worth a look - start with one level of Achaekek Warpriest for proficiency and weapon focus in Sawtooth Sabres, then one level dip for Swashbuckler Finesse, continue with Warpriest and take Slashing Grace at level 3, then TWF feats all the way. The end result is probably not not going to blow anyone's socks off, but it'll have a decent offense, solid defenses, and a bit more utility than the typical warpriest because of the high dexterity.

Can you elaborate on the utility part? Having +2 AC and +2 init I'm not sure I can consider to be utility.

Silver Crusade

This build is ok in play. I was waiting for the Adv Class Origins to utilize my rebuild, but from the sounds of it, it's not going to help the Warpriest. Two very niche archtypes, a single new spell (and 4th level at that), and not much for Feats (and o Extra Fervor). Pity.


Undone wrote:
Can you elaborate on the utility part? Having +2 AC and +2 init I'm not sure I can consider to be utility.

I was thinking of the skill synergy, not the AC and initiative bonuses. A +10 ability modifier to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand and Stealth will usually be more useful than a +10 ability modifier to Climb and Swim, and you avoid the heavy armor ACP and speed penalty.


Kudaku wrote:
Undone wrote:
Can you elaborate on the utility part? Having +2 AC and +2 init I'm not sure I can consider to be utility.
I was thinking of the skill synergy, not the AC and initiative bonuses. A +10 ability modifier to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand and Stealth will usually be more useful than a +10 ability modifier to Climb and Swim, and you avoid the heavy armor ACP and speed penalty.

Sounds like a guide to the cultist warpriest. At least off hand that's what you're talking about to me.


In case you missed it...

AinvarG wrote:
Undone wrote:
@AinvarG simply being able to cast 4th level magic is better than vital striking. I strongly recommend against vital strike builds for a WP.
I'm open to alternatives, but I don't understand your statement. You imply that taking vital strike prevents me from casting 4th-level spells when I get access to them. It is a non sequitur or did you leave something unsaid?


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I tend to see the Warpriest more as a fighter than a cleric. With the human FCB he almost has the same amount of feats and can take fighter feats. He is down one attack in the Long run and his iteratives come online later, that's true - but he can cast spells and buff with Blessings and has better saves and can get a similar AC.

So he gives up some offensive potential for group buffing, healing and some versatility

I'd say a THF build is totally viable, esp. with the Quickdraw Shield and the Quick Draw Feat.

In my experience there are a lot of battles in tight spaces (typical APs), so when you specialize in a reach weapon you will have a hard time more often than not.

I like Undone's guide, but I would guess he and his players are better at optimizing or just value optimal choices higher than we do. A THF warpriest is a solid choice and will hold his own in most groups. YMMV.

Back to what I wanted to say: The warpriest is an alternative for the (melee) fighter slot in a group. It is by no means a replacement for the divine full caster slot in a group.


Undone wrote:
Kudaku wrote:
Undone wrote:
Can you elaborate on the utility part? Having +2 AC and +2 init I'm not sure I can consider to be utility.
I was thinking of the skill synergy, not the AC and initiative bonuses. A +10 ability modifier to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand and Stealth will usually be more useful than a +10 ability modifier to Climb and Swim, and you avoid the heavy armor ACP and speed penalty.
Sounds like a guide to the cultist warpriest. At least off hand that's what you're talking about to me.

No, the Cult Leader would be an awful archetype for a dex-based TWF warpriest since he loses half his bonus feats, and he needs all of them to get TWF online.

I was just pointing out the advantage in utility a dex-based WP would have over a str-based WP. :)

Scarab Sages

Mantis zealot looks to be a fantastic archetype for a dex based TWF warpriest though. :)


Imbicatus wrote:
Mantis zealot looks to be a fantastic archetype for a dex based TWF warpriest though. :)

I'm not making up my mind until I can read the archetype myself, but after reading the summary my first impression was that it's a little underwhelming.

You lose shield, heavy and medium armor proficiency for no gain (WPs of the mantis god are proficient with the sawtooth sabre anyway), trade Sacred Weapon and Weapon Focus for slow sneak attack progression, and gain a swift action uncanny dodge...

I can't help but wonder if you're better off making a straight WP of Achaekek instead - you gain proficiency and Weapon Focus with sawtooth sabres on level 1 by default, next dip a level of swashbuckler for Finesse, then go slashing grace and TWF all the way.


Turgan wrote:

I tend to see the Warpriest more as a fighter than a cleric. With the human FCB he almost has the same amount of feats and can take fighter feats. He is down one attack in the Long run and his iteratives come online later, that's true - but he can cast spells and buff with Blessings and has better saves and can get a similar AC.

So he gives up some offensive potential for group buffing, healing and some versatility

I'd say a THF build is totally viable, esp. with the Quickdraw Shield and the Quick Draw Feat.

In my experience there are a lot of battles in tight spaces (typical APs), so when you specialize in a reach weapon you will have a hard time more often than not.

I like Undone's guide, but I would guess he and his players are better at optimizing or just value optimal choices higher than we do. A THF warpriest is a solid choice and will hold his own in most groups. YMMV.

Back to what I wanted to say: The warpriest is an alternative for the (melee) fighter slot in a group. It is by no means a replacement for the divine full caster slot in a group.

This is a great call and what I have been advocating from the start.

If you are going to Two Handed Fight or Sword and Board you certainly can.

I have been playing a WP in the Treasure of Chimera module.

1st as a Conrugon Smash/Shatter defences Two handed build. Dropping Demoralize and Flat footed is a pretty nice debuff to throw on an enemy for 0 action cost and Intimidate is a pretty easy check even with a lower CHA.

I was happy with it but was allowed a rebuild since we are primarily a test game and I turned him into a sword/board switch hitter. Full plate+Large Shield+Defending Bone makes for an awesome tank. Wpn Spec + Destruction domain has him easily keeping up with damage per hit on the fighter.

If I made a trip build that would be nice with the fortuitous enchant.


Turgan wrote:


So he gives up some offensive potential for group buffing, healing and some versatility

There is very little offensive potential given up if you go full bore optimization.

Turgan wrote:
I'd say a THF build is totally viable, esp. with the Quickdraw Shield and the Quick Draw Feat.

Pathfinder heavily favors offense or at least offensive defensive options (Parry, Snake style/Fang, Reach) because your AC vs dead enemies is infinite with natural 20's not even working.

Turgan wrote:
In my experience there are a lot of battles in tight spaces (typical APs), so when you specialize in a reach weapon you will have a hard time more often than not.

The reach build is even more mandatory for 5 foot hallways. You take second position in the rank and file marching order and still get attack rolls. Regular warpriests twiddle their thumbs with a greatsword.

Turgan wrote:
I like Undone's guide, but I would guess he and his players are better at optimizing or just value optimal choices higher than we do. A THF warpriest is a solid choice and will hold his own in most groups. YMMV.

Reach warpriests consist of a whopping 1-3 feats user to utilize reach. Is there anything better than extra attacks which you can come up with to get for feats? THF could easily be done as a reach weapon (In fact except for a dwarven weapon it's all THF). If you want to use a great sword feel free it's just not using the WP strengths very well. The feats a WP gets really should be put toward buying extra hits. Even TWF is significantly better than straight THF for the WP due to delay in iterative hits which is something I never thought I'd say.

Turgan wrote:

Back to what I wanted to say: The warpriest is an alternative for the (melee) fighter slot in a group. It is by no means a replacement for the divine full caster slot in a group.

Nothing replaces a full cleric. Not even an oracle. The ability to have all REMOVE X BAD STUFF always on the list is just that powerful.


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The biggest issue I run into with Reach builds is cover. Since Reach attacks work like Ranged attacks, it's often difficult to get a clear shot on the bad guy unless you're running a 4-person party with no pets. Even worse, you miss out on all those AoOs you're supposed to be getting.


@Undone: As redward says, cover is a problem, everyone who has cover is save from AoO. I remember situations in a room crowded with Baphomet cultists - they could not use their glaives because there was no room to move and the opponents were blocking them. Granted they had their one AoO but nothing else.

In the situation you describe (5ft hallway) the Greatsword fighter would normally take first Position, so no twiddling thumbs.

But it seems you are set on your opinion, so no use in discussing the issue further. Thanks for the guide again.


Did we ever get an FAQ on whether Monk and Sacred Fist AC stack? I say they do because other then the Wis to AC they give Dodge or Deflection bonuses which makes them separate abilities and those stack.

Shadow Lodge

Currently, by the rules, yes they do stack. There area a lot of people that don't want them to, and can't really see the difference between that and what the rules actually say.

However, I also don't doubt that this will be hit with an errata to change it so they don't stack, so I also wouldn't make a build that sort of depends on that, personally, or for a home game, count on the DM not house ruling it.

Personally, I don't think it's that bad to have them stack, (there are exceptions to everything that can make it OP), but also haven't encountered it in play.


True people see Doubling of anything and freak out. But if the Wizard summons a Solar and then retreats to their own personal demiplane that is perfectly legit...


Turgan wrote:

@Undone: As redward says, cover is a problem, everyone who has cover is save from AoO. I remember situations in a room crowded with Baphomet cultists - they could not use their glaives because there was no room to move and the opponents were blocking them. Granted they had their one AoO but nothing else.

In the situation you describe (5ft hallway) the Greatsword fighter would normally take first Position, so no twiddling thumbs.

But it seems you are set on your opinion, so no use in discussing the issue further. Thanks for the guide again.

So who would take the second?

The party as a whole would only have 1 melee type attacking in a 5 foot hallway vs 2. Attacking at a penalty is better than aid another. If you're the only front liner reach becomes much worse. The thing is I can't envision a party where the reach WP is the only front liner. If you are the only front liner you'll likely suffer a lot considering how soft your AC will be with just full plate.

Someone could use a 2 handed weapon (The nodachi and falcata are the superior choices for damage) it's absolutely possible but it's just the reach build minus combat reflexes and pushing assault.

I've gone ahead and added a two handed generic build but as I said it's very similar.


Harrow of Hightower wrote:
True people see Doubling of anything and freak out. But if the Wizard summons a Solar and then retreats to their own personal demiplane that is perfectly legit...

To be fair, you're doubling Wis-to-AC at level what, 2 or 3, while the Wizard isn't doing that for another dozen or so levels. People tend to be more forgiving of end-game shenanigans than early game stuff, something not really helped by the fact that PFS ends at 12 before the Wizard learns to control dimensions.

Currently trying to make a TWF build work without dipping Swash/Cavalier. This may or may not be plausible.


kestral287 wrote:
Harrow of Hightower wrote:
True people see Doubling of anything and freak out. But if the Wizard summons a Solar and then retreats to their own personal demiplane that is perfectly legit...

To be fair, you're doubling Wis-to-AC at level what, 2 or 3, while the Wizard isn't doing that for another dozen or so levels. People tend to be more forgiving of end-game shenanigans than early game stuff, something not really helped by the fact that PFS ends at 12 before the Wizard learns to control dimensions.

Currently trying to make a TWF build work without dipping Swash/Cavalier. This may or may not be plausible.

Ok agreed but still Monk and Unarmored characters suffer insanely. Doubling their AC bonus is fine because at high levels most armored characters have the ability to add +5 to any armor and almost a half dozen enhancements to it.

I did some math and a person who doubles Wis to AC and buys most of the items to enhance AC and its 62 or 64 if you are a Kasatha (Because 2 point dodge bonus)

Bracers of Armor +8
Ring of Protection +5
+4 Mage Armor
for just 186,000 GP plus the 25 GP for the Mage Armor Scroll
Of course this is assuming 18 ability scores (18 after race or without race)


(accidentally posted this in another thread before)

You should note that Guided is a 3.5 property that was never updated to PF. Guided Hand feat is worth a mention if you aren't trading out Channel Energy, even if it not being a combat feat for some stupid reason delays it till level 7.

Cracked Opalescent White Pyramid is normally worth a mention for classes proficient with all martial weapons as a cheep exotic weapon prof, but for Warpriest the 1/4th chance of getting Weapon Focus (and thus Sacred Weapon) if one is placed in a Wayfinder makes it more notable.


Yes Guided is 3.5 but Pathfinder is noted for backward compatibility so moving a enhancement bonus forward is easy to do.

Dark Archive

For stuff like PFS, or with a DM who doesn't want to use 3.5 stuff, Guided won't be an option. So, yes, it can be ported over, but it's not something you are guaranteed access to.


True but Agile is an option and Dex and Wis +Con is a lot easier to do then Str, Dex, Wis, +Con is harder


Undone wrote:
Turgan wrote:

@Undone: As redward says, cover is a problem, everyone who has cover is save from AoO. I remember situations in a room crowded with Baphomet cultists - they could not use their glaives because there was no room to move and the opponents were blocking them. Granted they had their one AoO but nothing else.

In the situation you describe (5ft hallway) the Greatsword fighter would normally take first Position, so no twiddling thumbs.

But it seems you are set on your opinion, so no use in discussing the issue further. Thanks for the guide again.

So who would take the second?

The party as a whole would only have 1 melee type attacking in a 5 foot hallway vs 2. Attacking at a penalty is better than aid another. If you're the only front liner reach becomes much worse. The thing is I can't envision a party where the reach WP is the only front liner. If you are the only front liner you'll likely suffer a lot considering how soft your AC will be with just full plate.

Someone could use a 2 handed weapon (The nodachi and falcata are the superior choices for damage) it's absolutely possible but it's just the reach build minus combat reflexes and pushing assault.

I've gone ahead and added a two handed generic build but as I said it's very similar.

Sorry, I accidently used the word "Greatsword". I meant a one-handed weapon wielded two-handed when attacking. Of course, when in 5-ft. corridor the Warpriest would walk with his shield (Quick Draw) up for a better AC. He is probably the natural first in the line with his good perception. Granted, perception is not a class skill for him, but that can be solved with the Seeker trait or/and Skill Focus Perception.

So, I exchange Combat Reflexes and pushing assault for Quick Draw and Skill Focus Perception or even keep Combat Reflexes (always nice to have esp. later with Righteous Might) and take the trait.

Edit: I took a look at your guide. Maybe add Quick Draw as a good feat for the Two-handed Warpriest? A longsword is an iconic weapon, you can two-hand it, you're likely to find magic ones in published adventures and you can carry a Quick Draw shield. If you put some emphasis on defense, your AC should be very respectable.


Harrow of Hightower wrote:
kestral287 wrote:
Harrow of Hightower wrote:
True people see Doubling of anything and freak out. But if the Wizard summons a Solar and then retreats to their own personal demiplane that is perfectly legit...

To be fair, you're doubling Wis-to-AC at level what, 2 or 3, while the Wizard isn't doing that for another dozen or so levels. People tend to be more forgiving of end-game shenanigans than early game stuff, something not really helped by the fact that PFS ends at 12 before the Wizard learns to control dimensions.

Currently trying to make a TWF build work without dipping Swash/Cavalier. This may or may not be plausible.

Ok agreed but still Monk and Unarmored characters suffer insanely. Doubling their AC bonus is fine because at high levels most armored characters have the ability to add +5 to any armor and almost a half dozen enhancements to it.

I did some math and a person who doubles Wis to AC and buys most of the items to enhance AC and its 62 or 64 if you are a Kasatha (Because 2 point dodge bonus)

Bracers of Armor +8
Ring of Protection +5
+4 Mage Armor
for just 186,000 GP plus the 25 GP for the Mage Armor Scroll
Of course this is assuming 18 ability scores (18 after race or without race)

-Mage Armor and Bracers of Armor don't stack.

-Amulet of Natural Armor is a thing
-On that note, Natural Armor is a thing.

You can get at least nine higher (+5 Enhancement Bonus to Natural Armor, +4 Natural Armor), though the only way I know of to get +4 Natural Armor requires three feats.

Scarab Sages

Undone wrote:
The thing is I can't envision a party where the reach WP is the only front liner. If you are the only front liner you'll likely suffer a lot considering how soft your AC will be with just full plate.

PFS. I can't tell you how many times my monk was the only front liner.

On the flipside, I have also played in PFS as a reach wood oracle and had four other melee fighters blocking my AoOs.

Reach weapons work very well when you are in home games and know your party. In PFS, you take your chances that there will be people that work well with your tactics. In those situations, you might be better off with a standard THF build than a reach build, because it's easier for you to do your thing without relying on other people to not mess you up.

That said, if you have a bite and worship Aspu, or simply worship Irori or Korada, you have a nice close reach backup weapon that is always available, so you can threaten and attack even if something gets inside your range.

Shadow Lodge

Imbicatus wrote:
Undone wrote:
The thing is I can't envision a party where the reach WP is the only front liner. If you are the only front liner you'll likely suffer a lot considering how soft your AC will be with just full plate.

PFS. I can't tell you how many times my monk was the only front liner.

On the flipside, I have also played in PFS as a reach wood oracle and had four other melee fighters blocking my AoOs.

Reach weapons work very well when you are in home games and know your party. In PFS, you take your chances that there will be people that work well with your tactics. In those situations, you might be better off with a standard THF build than a reach build, because it's easier for you to do your thing without relying on other people to not mess you up.

That said, if you have a bite and worship Aspu, or simply worship Irori or Korada, you have a nice close reach backup weapon that is always available, so you can threaten and attack even if something gets inside your range.

Eh, the only real difference in terms of design between standard Greatsword Fighter and a reach fighter is Combat Reflexes, and maybe a higher Dex. Its not too terribly hard to swap between Reach Tactics to Stand Still and Kill mode.


Imbicatus wrote:
Undone wrote:
The thing is I can't envision a party where the reach WP is the only front liner. If you are the only front liner you'll likely suffer a lot considering how soft your AC will be with just full plate.

PFS. I can't tell you how many times my monk was the only front liner.

On the flipside, I have also played in PFS as a reach wood oracle and had four other melee fighters blocking my AoOs.

Reach weapons work very well when you are in home games and know your party. In PFS, you take your chances that there will be people that work well with your tactics. In those situations, you might be better off with a standard THF build than a reach build, because it's easier for you to do your thing without relying on other people to not mess you up.

That said, if you have a bite and worship Aspu, or simply worship Irori or Korada, you have a nice close reach backup weapon that is always available, so you can threaten and attack even if something gets inside your range.

I supose I should add this but I thought it was implied. You threaten adjacent squares via either dwarven helms or armor spikes.

It has been added.

Quote:
Eh, the only real difference in terms of design between standard Greatsword Fighter and a reach fighter is Combat Reflexes, and maybe a higher Dex. Its not too terribly hard to swap between Reach Tactics to Stand Still and Kill mode.

Agreed that's why I was hesitant to even worry about adding it.


It's a guide for folks that aren't as deep into optimization as you are. Nothing should be considered implied. For the other optimizers, they can ignore it. For folks like myself, I'm not assuming anything. (To be fair, I was aware of the discussions of using armor spikes or gauntlets to threaten adjacent locations when using a reach weapon.)

For example, the (apparently obvious) statement you made earlier that you never explained. I still don't know what you were talking about.


AinvarG wrote:

It's a guide for folks that aren't as deep into optimization as you are. Nothing should be considered implied. For the other optimizers, they can ignore it. For folks like myself, I'm not assuming anything. (To be fair, I was aware of the discussions of using armor spikes or gauntlets to threaten adjacent locations when using a reach weapon.)

For example, the (apparently obvious) statement you made earlier that you never explained. I still don't know what you were talking about.

No no it's a fair point. I'd simply forgotten not all people know about armor spikes/gauntlets. Dwarven helms are actually worse but still good.

Scarab Sages

I was aware of the Armor Spikes/Boulder Helmet, but the bite/unarmed strike is superior because you won't have table variation with "hands" issues as shown by the countless pages of arguments in the rules thread, and more importantly, you get sacred weapon damage with them without needing to spend a weapon focus feat on it.


Imbicatus wrote:
I was aware of the Armor Spikes/Boulder Helmet, but the bite/unarmed strike is superior because you won't have table variation with "hands" issues as shown by the countless pages of arguments in the rules thread, and more importantly, you get sacred weapon damage with them without needing to spend a weapon focus feat on it.

A fair point at least for the respective deities.


Feat: Weapon of the Chosen

At first I agreed with your poor rating for this feat. Then I noticed this little item in it -
If your attack missed due to cancealment, you can reroll your miss chance one time.

This little line I feel bumps the feat up to average and actually makes getting this feat chain more worth while.


Matt2VK wrote:

Feat: Weapon of the Chosen

At first I agreed with your poor rating for this feat. Then I noticed this little item in it -
If your attack missed due to cancealment, you can reroll your miss chance one time.

This little line I feel bumps the feat up to average and actually makes getting this feat chain more worth while.

Being able to attack an additional time is far stronger. Past level 7 it should never be used outside of lance builds.


The feat doesn't stop you from making more then one attack. It just gives a slight bonus on the 'next attack in that round'.

Scarab Sages

Undone wrote:
Matt2VK wrote:

Feat: Weapon of the Chosen

At first I agreed with your poor rating for this feat. Then I noticed this little item in it -
If your attack missed due to cancealment, you can reroll your miss chance one time.

This little line I feel bumps the feat up to average and actually makes getting this feat chain more worth while.

Being able to attack an additional time is far stronger. Past level 7 it should never be used outside of lance builds.

It's bad for lance builds due to the wording of the feat. You can't use Greater Weapon of the Chosen on a charge, because it specifies you have to make a Single attack with the attack action. This allows it to be combined with the vital strike chain, but not a charge or a spring attack.


Imbicatus wrote:
Undone wrote:
Matt2VK wrote:

Feat: Weapon of the Chosen

At first I agreed with your poor rating for this feat. Then I noticed this little item in it -
If your attack missed due to cancealment, you can reroll your miss chance one time.

This little line I feel bumps the feat up to average and actually makes getting this feat chain more worth while.

Being able to attack an additional time is far stronger. Past level 7 it should never be used outside of lance builds.
It's bad for lance builds due to the wording of the feat. You can't use Greater Weapon of the Chosen on a charge, because it specifies you have to make a Single attack with the attack action. This allows it to be combined with the vital strike chain, but not a charge or a spring attack.

Welp. I'll have to make it red then. Too bad too. That seemed like a good option.

Quote:
The feat doesn't stop you from making more then one attack. It just gives a slight bonus on the 'next attack in that round'.

Because sacred weapon lets you bypass DR early this effectively removes the need for it. The feat chain isn't very good.


I have added a variant on the sacred fist warpriest for a pure archer. It's extremely powerful at higher level but is near unplayable early.


Pathfinder Adventure Path Subscriber

Reading this guide. Informative thanks for the hard work.
Questions
=========
(Reach War Priest) What is Punishing Assault. It didn't come up in the PRD or the other pathfinder rules sites I tried. Where is it from? Linky? How do you get to push someone 10 feet away? If it's Pushing Assault, it's 5 unless you crit?

(Sacred Fist)
I thought Pummeling Style had been FAQ'd/errataed to work only with Unarmed Strikes.

Silver Crusade

This might be a dumb question but can the plus damage blessings like Fire, Water, Weather be applied to unarmed attacks?


Chaosorbit wrote:
This might be a dumb question but can the plus damage blessings like Fire, Water, Weather be applied to unarmed attacks?

Yes. Unarmed strikes are treated as weapons if you have IUAS

Quote:


(Sacred Fist)
I thought Pummeling Style had been FAQ'd/errataed to work only with Unarmed Strikes.

I am about to fix that. It wasn't when I wrote this the first time.

Quote:
(Reach War Priest) What is Punishing Assault. It didn't come up in the PRD or the other pathfinder rules sites I tried. Where is it from? Linky? How do you get to push someone 10 feet away? If it's Pushing Assault, it's 5 unless you crit?

It is. Stupid spell check.

As to what it does here's how it functions.

Spoiler:

Monster M
You Y
X=Free space

XXXXX
XYXXM
XXXXX

Monster charges, charge negated because forced movement negates mid action charges.
Monster Approaches normally, you just take a normal AOO and get power attack damage.

If monster approaches after the 5 foot step away.
XXXXX
YXMXX
XXXXX

You now hit the monster and pushing assault it to the following positions
XXXXX
YXXMX
XXXXX

The monster is now back in the original predicament and must take an additional AOO to approach you. You get an AOO (Or TWO with fortuitous EVERY single round they come after you.)

Its extremely strong but requires using something similar to the above.

Lantern Lodge

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Your Pushing Assault tactics remind me of something.


Genuine wrote:
Your Pushing Assault tactics remind me of something.

that was hilarious


Genuine wrote:
Your Pushing Assault tactics remind me of something.

That brought back a laugh and is also completely true. Try to avoid fighting by cliffs and use armor spikes if you do... Or unlike barbarian in example continue walking off cliff and experiance Wile E Coyote Physics and keep going with air walk.


From the Sacred Fist Archer part of your guide "Crusaders Flurry - Actually the functional core of the build. Mandatory to make it work. Must be taken at level 5."

Crusader's Flurry

Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.

I guess it still could work if the deity has both bow and a melee weapon as favored weapon and you took weapon focus for both.


Bigguyinblack wrote:

From the Sacred Fist Archer part of your guide "Crusaders Flurry - Actually the functional core of the build. Mandatory to make it work. Must be taken at level 5."

Crusader's Flurry

Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.

I guess it still could work if the deity has both bow and a melee weapon as favored weapon and you took weapon focus for both.

I appear to have misread. So you'd have to be a sohei which would ruin the build. I will remove it.

Scarab Sages

Undone wrote:
Bigguyinblack wrote:

From the Sacred Fist Archer part of your guide "Crusaders Flurry - Actually the functional core of the build. Mandatory to make it work. Must be taken at level 5."

Crusader's Flurry

Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.

I guess it still could work if the deity has both bow and a melee weapon as favored weapon and you took weapon focus for both.

I appear to have misread. So you'd have to be a sohei which would ruin the build. I will remove it.

It could work with thrown weapons, but you would need a blinkback belt and quick-draw, and still isn't as good as archery.

Still a Starknife build would be interesting, if not much better than a shuriken build.

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