Udinaas |
The inquisitor is my favorite class. I'm making my third one for a new campaign, starting at Fourth level. I looked at the war priest as well. What are the advantages to making a war priest? Mainly heavy armor and the ability to buff yourself as a swift action?
Do they just look bad on paper? Anyone seen them in action and have an opinion?
Malwing |
I dont' know, I haven't played one yet. It doesn't get full casting so theoretically its inherently weaker than a cleric but when I first saw it I had some thoughts on what to do with it.
For one, whenever I make a make a fighty divine caster I typically cast divine favor an then go into combat. Despite popular belief I almost never know when I'm going to go into combat so I spend a round or two buffing myself while trying to get a good position. With Warpriest I imagine that I'd do the same thing only faster and eating a lot of swift actions. There's also a lot that it can do which makes you feel swift action starved but I would say try not to do everything at once. If you don't overextend you can last pretty deep in a dungeon while still having some tricks up your sleeve. I would abuse less feat intensive melee options and the free weapon focus. to make an efficient guy without it's buffs so that you can save them for later. You can also cure yourself with swift actions so that you can be a tank so I'm sure there's a way to do something with that.
When I saw the scaling dice I thought about trying to vital strike with it but at 3/4 BAB that might not be feasible, but hey, I recently made a vital striking inquisitor that seems to be working out okay so far.
Major_Blackhart |
Warpriest is a great class. One I'm currently working on uses a majority of the vital strike feat chain and greater weapon of the chosen. Use an enlarged warpriest with that and you're doing tons of damage. In addition the scaling damage really lends itself to two weapon fighting with stuff like kukri blades or big hitting with a faction or falcata and going for a critical based build. The warpriest is very versatile in this way.
In addition, using sacred fist and crusaders flurry, I don't know if it's been ruled on but you may be able to use pummeled pounce with that. Maybe not though.
Kelazan |
According to me, the greatest advantage of the warpriest is the wider spell access. You have basically all 1st to 6th level cleric spells, while the inquisitor is spontaneous, which is both an advantage and a problem.
About the question of self-buffing, inquisitor are already able to do it very well with judgement and Bane, so I don't see any edge for the warpriest here before high level, where spell may start being stronger than a well selected judgement (don't forget they are sacred bonus, in opposition of most cleric spell that don't stack very well, sacred stack with most item/spell).
For the class feature and skills, Inquisitor still is my favored martial/divine class, but the warpriest have a different flavor. I would rather play a warpriest of Gorum than an inquisitor, for instance.
Kazumetsa_Raijin |
The inquisitor is my favorite class. I'm making my third one for a new campaign, starting at Fourth level. I looked at the war priest as well. What are the advantages to making a war priest? Mainly heavy armor and the ability to buff yourself as a swift action?
Do they just look bad on paper? Anyone seen them in action and have an opinion?
Whilst I can't say I have played a Warpriest, I've played the Sacred Fist Archetype of the Warpriest. I'M IN LOVE. It's just a fine-oiled machine, really. McCoy just did a fantastic job in writing this Archetype!
Inquisitor definitely seems like a Teamwork kind of class, and I feel the Warpriest is more towards Solo, though not completely. They get all of the Cleric spells, and what makes them great is Fervor - Swift casting ANY prepared spell on only yourself, from 4 to 13 times a day(depending on level). They have enhanced damage on a couple of different weapons, Sacred Damage that is, along with being able to enhance it further with Sacred Weapon/Armor abilities. They cap at level 6 spells, much like the Inquisitor.
I highly recommend giving the Warpriest a try, the flavor is good to boot!
Renegadeshepherd |
The warpriest is a fine class as it, like the inquisitor, is a well balanced class and offers good play. I have come to believe that most warpriests are better in straight up fight and is solid. But the strength of the inquisitor has the advantage of far superior class features. Cunning initiative, a domain/inquisition, bane, judgements, and maybe more offer a higher ceiling of possibilities and quality over time. Finally, inquisitor has much better skills.
Conclusion: I give respect to the warpriest but ill take inquisitor over it. Most player that like Inquisitors will like warpriests unless your a skill monkey guy.
Renegadeshepherd |
Well the simplest comparison is that without a single feat, racial bonus, or anything g beyond the class features... An inquisitor at level 20 puts out through only judgements and bane +6 to damage, +2D6 damage, and +5 to hit with a third judgment power in effect that is variable. If a warpriest can't match that for a whole fight the. The debate is over before it begins cause we have t even looked at domain powers adding to that.
Add on:I went through the numbers on warpriest and he does win, as expected, in straight numbers. But the key feature is the domains versus blessings. Blessings are much weaker. This if an inquisitor the has darkness domain is fighting a warpriest, the warpriest won't have an easy answer to seeing in darkness of this type but inquisitor can. Bottom line a smart inquisitor using dirty tricks off his domain is superior but he has to work at it whereas a warpriest is just solid all around.
Loengrin |
My Warpriestess of Calistria who is Crusader's Flurrying a Monowhip (mm slashing grace) and Ferver Buffing could lead a pretty solid inquisition lol. YMMV w/ regaurds to tech level though. Warpriest ftw
Sorry just a small derailing... You can't Slashing Grace a Monowhip since a Monowhip is a light weapon... ;)
EvilPaladin |
Advantages of Inquisitor:Incredible skills
Nice-to-Amazing Initiative
Good Self-buffing
A decent spell list
Cool(if weak) weapons
Flexible
Advantages of Warpriest:
Better Self-buffing(or perhaps more is a more appropriate term)
Heavier Armor
Better Weapons
All weapons work well(even the lowly club can work with SW)
Prepared casting(perhaps a personal preference)
More general feats.
Rambear |
except that at 20 it's 4d6 for greater bane. The swift buffing is sweet though, and it might make warpriest better. no time to make the comparison atm to be honest.
I like the versatility of an Inquisitor though and thonk they more than hold their own in any situation, including combat.
I fail to see what a 2-level inquisitor dip gives that makes it that great? Cunning Initiative?
shroudb |
People undervalue fervor healing yourself, at high levels even swift casting heal.
Imo warpriest lives up to his name.
Swift buffing, swift healing, swift summoning. Great damage, much much earlier access to combat feats, etc.
Inquisitor is amazing utility wise on the other hand without slacking on the offense.
The biggest difference imo, combat wise, is defense. Heavy armor+reliable self healing+ good one handed damage is way beyond what inq can pull.
So I would say:
Inq:
Good offense
Bad defense
Good utility
WP:
Good offense
Good defense
Bad utility
blackbloodtroll |
Helcack wrote:I do Warpriest levels need to count as cleric levels for feats though... That would allow access to a lot of feats from Inner Sea Gods which most make more sense for Warpriests to have than Cleric's anyway.Uh ? Am I missing something ? Which feat require Cleric level ?
Disciple of the Sword, and Ironbound Master.
Raglum |
Raglum wrote:Plus 10D ?? Can you develop because a Fighter level 1 or 2 will always be hahead of a half fighter or a magic character...I am a Baaaaaaad man.
A very bad man.
Warpriest of gorum, can get to +8h, 2d6+10D easily at 3rd level
I meant +8 to hit, 2d6+10 damage, sorry for the confusion
Undone |
If I may chime in what people are saying is highly accurate.
The largest difference between the WP and Inquisitor is the skill points vs higher damage from fervor. Bane is good but fervor makes you an unstoppable juggernaut as combat goes on with more and more buffs stacking up in final boss fights.
The inquisitor is more well rounded. The Warpriest kills things better.
STR Ranger |
People undervalue fervor healing yourself, at high levels even swift casting heal.
Imo warpriest lives up to his name.
Swift buffing, swift healing, swift summoning. Great damage, much much earlier access to combat feats, etc.
Inquisitor is amazing utility wise on the other hand without slacking on the offense.
The biggest difference imo, combat wise, is defense. Heavy armor+reliable self healing+ good one handed damage is way beyond what inq can pull.
So I would say:
Inq:
Good offense
Bad defense
Good utilityWP:
Good offense
Good defense
Bad utility
This+1
I am playing a level 7 war priest and have played heaps of inquisitors.
The thing I miss most is skills and the thing I'm noting is WAY better Armor.
Warpriest is a far better tank.
STR Ranger |
Baron Hannis Drelev
I read the new Warpriest guide on the board and agree with most of it, but was surprised the was no reccomendation for a two handed smasher type build. That is what I am going for with Xavier. One thing I note is that Human is EASILY the best race in the same way an ELF is the best Magus.
Being able to get a 1/6th return on favored class bonus for 3 extra combat feats is DAMN awesome.
Not quite as good as the elf getting 1/6th for extra Arcanas (cause arcana's are better than feats) but still very good.
Dwarves are a close second since they can get +5 racial to saves with a feat and a trait and they get bonuses to CON and WIS. Same reason they make the best inquisitors.
Power Wise I actually think this class is LESS so than the inquisitor Offensively.
Because the inquisitor gets Judgement, which applies to EVERTHING he fights and is a free resource ON TOP of his spells.
The Warpriest Can swift spells but this makes him able to NOVA through his spells faster.
I would say the inquisitor actually has better spell endurance AND a better list (early access to Deadly Juggernaught and the Warpriest can't ever cast Righteous Vigor)
The skills suck but the better AC is nice. As is the swift action heals (which burn more spells for a CLW because the pseudo LOH sucks)
Giridan |
I have played both and I prefer the warpriest. He single handadly took down an antipaladin of equal level. (It was actually another PC. They just wanted more power and didn't care how so they fell from grace and my character had problems with it. The antipaladin grew tired of my 'complaining' and fought me. I won, and with nearly half my health left. ). But my inquisitor had more out of combat opportunities.
Rynjin |
Warpriest kicks more butt.
[Citation Needed]
I'm also a bit baffled by people saying the Inquisitor has bad defenses. He has a great deal of defense boosting spells, either in the pure AC and saves department (Shield of Faith, Heroism), or unique areas (Countless Eyes, Bloodhound, frex).
This is on top of being a medium armor class who can use shields if you choose, and good saves (Fort/Will is the best combo bar all Good) with Stalwart to boot.
It may be worse than the Warpriest in the AC department, but it's far from "bad".
Renegadeshepherd |
^^^^
Agreed it isn't bad but medium armor and no shield for 90% of the combat tactics isn't good either. I would say his AC is slightly above average and saves excellent without spells.
The inquisitor is designed to be a team player and he does it well. Warpriest is a solo best stick. They each do what they are made to do well.
shroudb |
Assuming that your DM allows cleric feats for warpriest (any reasonable DM should imo):
Human warpriest of gorum
Traits: fates favored, shield trained
Main stats: Dex>wis>con (enough str to carry your equip)
Feats:
1: free wf kukri, wf heavy shield, human: weapon finesse
3: shield bash, two weapon
5: dual enhancement
6: shield slam, alternate favorite: imp two weapon
7: iron bound
9: OPEN
9: bonus feat: greater weapon focus
11: quicken blessing
12: shield master, alternate favorite: gr two weapon
Get yourself a +1 agile kukri/shield spikes, 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
Build could work with halforc:
Pick up finesse instead of wf shield at lvl 1
Pick up wf shield at lvl 5 instead of dual
Pick up dual at lvl 9
You lose a feat and some early game, but gain +2 to all sv throws and the ability to sleep in your armor.
The way I see the above build it should have plenty defense without sacrifing too much offense