Warpriest, what is it good for? Post your build ideas...


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A gnome Brawler 1/Warpriest (forgepriest) X. Master tinker+Martial flex (Weapon focus)=Warpriest damage on any and every weapon.


Warpriest are divine magus .
Magus will do better spell damage, Warpriest are better self buff and got off healing .
Build wise one can be a super archer , mating great use of the many attacks .

2 kukri or scimitar and shield , making great use of the sacred weapon.

Vital strike is also a good path of full attack / attack and move.

Throw and attack is hard on a already mad build unless it's a dervish

Grand Lodge

Someone mentioned up-thread that a whip warpriest would work well (wow, took much alliteration). But I've not seen a sample build.

I was thinking of doing one and dipping one level of Brawler for IUS to threaten in close plus martial flexibility. Take Dirty Fighting and use martial flex to get Improved Trip or Improved Disarm or something else as needed for the situation. But I haven't had time to fully stat him yet.


BadBird wrote:

Arnhus War-Wolf

Warpriest of Erastil
Theme Music: For coming out of the woods...
Traits: Fate's Favored, Bred for War
Blessings: Animal & Plant

Human:
STR 16/18
DEX 12
CON 14
INT 10
WIS 14
CHA 8

*NOTE* - I've worked with the assumption that Improved Spell Sharing is supposed to be available to a companion/familiar/eidolon, though bumping up feats if it doesn't work isn't half bad either...

1. +Focus Weapon: Scythe / Nature Soul / Combat Reflexes
3. Power Attack / +WP: Improved Drag
5. Animal Ally: Wolf
6. +WP: Greater Drag / +WPFCB: Paired Opportunists
7. Boon Companion
9. Improved Spell Sharing / +WP: Quick Drag
11. Coordinated Maneuvers
12. +WP: Greater Weapon Focus: Scythe
13. Tandem Trip

Drag Bonuses: Bred for War, Improved/Greater Drag, Weapon Focus/Greater, Divine Favor (+Fates Favored), Scythe Enhancement +Sacred Weapon, Coordinated Maneuvers

The Wolf 'Vaettir'

5. Combat Reflexes / Weapon Focus: Bite
7. *+1INT* / Paired Opportunists
8. Improved Spell Sharing
9. *+1CON* / *Iterative Bite*
10. Coordinated Maneuvers
13. Tandem Trip

Trip Bonuses: Weapon Focus, Divine Favor (+Fate's Favored), Coordinated Maneuvers, Tandem Trip

When Arnhus acquires his wolf at 5, he begins to use his Animal Fury Blessing to grant him two primary claw attacks in addition to his bite attack, turning him into a truly savage combatant.

From level 7, Arnhus and his wolf begin fighting as a highly coordinated team. Arnhus uses his scythe to drag foes off-balance, granting his wolf an AoO and then making a coordinated AoO himself. The wolf's natural trip ability becomes effective through persistence, as every standard, iterative or AoO bite threatens a trip. As CMD scales, Coordinated Maneuvers and Tandem Trip exploit the onslaught of bite attacks to keep the pressure up.

Assuming Improved Spell Sharing works, Fervor and Cleric buffs are just... good for the team.

Improve spell share need minimum of level 10...


666bender wrote:
Improve spell share need minimum of level 10...

You're thinking of Improved Share Spells. Improved Spell Sharing (Teamwork) is actually a far, far better feat...

Sczarni

Owen K. C. Stephens wrote:

Here's something for warpriests beginning at 4th that a paladin and ranger can never do, and a cleric can't do until 13th:

quicken still surmount affliction
Blinded? Dazed? Hell, have you been *paralyzed*? No problem the warpriest will spent a single fervor for a quicken still surmount affliction and keep going.

Wouldn't you also need silent spell for removing paralysis since surmount affliction also requires a verbal component?


Carla the Profane wrote:
Owen K. C. Stephens wrote:

Here's something for warpriests beginning at 4th that a paladin and ranger can never do, and a cleric can't do until 13th:

quicken still surmount affliction
Blinded? Dazed? Hell, have you been *paralyzed*? No problem the warpriest will spent a single fervor for a quicken still surmount affliction and keep going.
Wouldn't you also need silent spell for removing paralysis since surmount affliction also requires a verbal component?

I already pointed this out last year, along with the difficulty of using a swift action when dazed.


BadBird wrote:
666bender wrote:
Improve spell share need minimum of level 10...
You're thinking of Improved Share Spells. Improved Spell Sharing (Teamwork) is actually a far, far better feat...

Wow...totally missed that feat.....must for many many builds


666bender wrote:
BadBird wrote:

Arnhus War-Wolf

Warpriest of Erastil
Theme Music: For coming out of the woods...
Traits: Fate's Favored, Bred for War
Blessings: Animal & Plant

Human:
STR 16/18
DEX 12
CON 14
INT 10
WIS 14
CHA 8

*NOTE* - I've worked with the assumption that Improved Spell Sharing is supposed to be available to a companion/familiar/eidolon, though bumping up feats if it doesn't work isn't half bad either...

1. +Focus Weapon: Scythe / Nature Soul / Combat Reflexes
3. Power Attack / +WP: Improved Drag
5. Animal Ally: Wolf
6. +WP: Greater Drag / +WPFCB: Paired Opportunists
7. Boon Companion
9. Improved Spell Sharing / +WP: Quick Drag
11. Coordinated Maneuvers
12. +WP: Greater Weapon Focus: Scythe
13. Tandem Trip

Drag Bonuses: Bred for War, Improved/Greater Drag, Weapon Focus/Greater, Divine Favor (+Fates Favored), Scythe Enhancement +Sacred Weapon, Coordinated Maneuvers

The Wolf 'Vaettir'

5. Combat Reflexes / Weapon Focus: Bite
7. *+1INT* / Paired Opportunists
8. Improved Spell Sharing
9. *+1CON* / *Iterative Bite*
10. Coordinated Maneuvers
13. Tandem Trip

Trip Bonuses: Weapon Focus, Divine Favor (+Fate's Favored), Coordinated Maneuvers, Tandem Trip

When Arnhus acquires his wolf at 5, he begins to use his Animal Fury Blessing to grant him two primary claw attacks in addition to his bite attack, turning him into a truly savage combatant.

From level 7, Arnhus and his wolf begin fighting as a highly coordinated team. Arnhus uses his scythe to drag foes off-balance, granting his wolf an AoO and then making a coordinated AoO himself. The wolf's natural trip ability becomes effective through persistence, as every standard, iterative or AoO bite threatens a trip. As CMD scales, Coordinated Maneuvers and Tandem Trip exploit the onslaught of bite attacks to keep the pressure up.

Assuming Improved Spell Sharing works, Fervor and Cleric buffs are just... good for the team.

Improve spell share need minimum...

Is the archtype that get the mount worth it ?

No blessing, the 3 bonus feats worth more than regular but celestial and tactition


I'm playing a Half-Orc Forgepriest of Shelyn in RotRL right now, with the Charm domain. She's huge, strong, and ugly - but wears shiny chainmail, wielding a gold-plated glaive. Forgepriest adds Shield to the list of spells, so she can use her 1st level blessing to provide sanctuary to herself, and wade through armies of low-level mooks and when they actually CAN get through her sanctuary effect, they have to hit a well armored martial with shield up. Crazy invulnerable. At 1st level, she also already have Endurance and Diehard...


CraziFuzzy wrote:
I'm playing a Half-Orc Forgepriest of Shelyn in RotRL right now, with the Charm domain. She's huge, strong, and ugly - but wears shiny chainmail, wielding a gold-plated glaive. Forgepriest adds Shield to the list of spells, so she can use her 1st level blessing to provide sanctuary to herself, and wade through armies of low-level mooks and when they actually CAN get through her sanctuary effect, they have to hit a well armored martial with shield up. Crazy invulnerable. At 1st level, she also already have Endurance and Diehard...

Might as well add stalwart later on....


Seems perfect for Holy Vindicator. Clerics can't really self-heal while having a shield, but fervor means War priests can, with some nice bonuses. The fun and flavorful stigmata as well are great. If you come across something vulnerable to channeling, it is dead.


MageHunter wrote:
Seems perfect for Holy Vindicator. Clerics can't really self-heal while having a shield, but fervor means War priests can, with some nice bonuses. The fun and flavorful stigmata as well are great. If you come across something vulnerable to channeling, it is dead.

Can't take Holy Vindicator until after Warpriest 7, though - so it'd take a while. The other problem, is it doesn't really define how Holy Vindicator's Channel Energy stacks with The Warpriest's Channel Energy. The Warpriest's channel's dice is tied to his ferver dice, not directly to level, wile the vindicator's channel simply says his levels stack with the base class to determine dice.


CraziFuzzy wrote:
MageHunter wrote:
Seems perfect for Holy Vindicator. Clerics can't really self-heal while having a shield, but fervor means War priests can, with some nice bonuses. The fun and flavorful stigmata as well are great. If you come across something vulnerable to channeling, it is dead.
Can't take Holy Vindicator until after Warpriest 7, though - so it'd take a while. The other problem, is it doesn't really define how Holy Vindicator's Channel Energy stacks with The Warpriest's Channel Energy. The Warpriest's channel's dice is tied to his ferver dice, not directly to level, wile the vindicator's channel simply says his levels stack with the base class to determine dice.

That is an issue, unfortunately the best fit is the feat extra channel.


MageHunter wrote:
CraziFuzzy wrote:
MageHunter wrote:
Seems perfect for Holy Vindicator. Clerics can't really self-heal while having a shield, but fervor means War priests can, with some nice bonuses. The fun and flavorful stigmata as well are great. If you come across something vulnerable to channeling, it is dead.
Can't take Holy Vindicator until after Warpriest 7, though - so it'd take a while. The other problem, is it doesn't really define how Holy Vindicator's Channel Energy stacks with The Warpriest's Channel Energy. The Warpriest's channel's dice is tied to his ferver dice, not directly to level, wile the vindicator's channel simply says his levels stack with the base class to determine dice.
That is an issue, unfortunately the best fit is the feat extra channel.

One of those rule consistency issues.. Channel Energy should have been written similar to Sneak Attack, where the ability at various levels simply grants dice - instead of a one-level ability that says 'this many dice per this many levels'.


I'd rule it like how extra channel works with paladin's channel. The warpriest gets extra fervor dice that can only be used on channels.

Dark Archive

I was digging the warpriest, but the more I think about it, the more I realize anything you can do with a warpriest can generally be done better with another class. All it really has is swift action buffs and bonus feats. It's like a fighter that has to cast spells to be as good as fighter with a bit of self healing. Generally, an inquisitor does a better job at anything you'd want a warpriest for.


Cory Stafford 29 wrote:

I was digging the warpriest, but the more I think about it, the more I realize anything you can do with a warpriest can generally be done better with another class. All it really has is swift action buffs and bonus feats. It's like a fighter that has to cast spells to be as good as fighter with a bit of self healing. Generally, an inquisitor does a better job at anything you'd want a warpriest for.

For the most part, that can be said of all hybrid classes - but they do fit a specific set of themes - which is really what class choice SHOULD be about.


Cory Stafford 29 wrote:
Generally, an inquisitor does a better job at anything you'd want a warpriest for.

That's funny because I consider the Warpriest to be a better inquisitor!


Warpriests can make great thrown weapon users, specifically with the Arsenal Chaplain archetype.

I consider the Warpriest and Inquisitor to be similar in terms of damage capability. The Inquisitor has better skills. INquisitor can buff a bit harder between judgments, greater bane, and spells but they suffers action economy problems compared to the warpriest. They have pretty similar spell lists, with the Inquisitor having a few uniquely useful spells that the warpriest doesn't get.

I think ultimately I would consider the Inquisitor to be slightly better than the warpriest, except for skills which the Inquisitor definitely does better.


Derklord wrote:
Cory Stafford 29 wrote:
Generally, an inquisitor does a better job at anything you'd want a warpriest for.
That's funny because I consider the Warpriest to be a better inquisitor!

Warpriest has the far superior spell list to select from since they have access to all Cleric spells 1st through 6th. Inquisitor does have some interesting spells, but doesn't have the overall utility of the Cleric list.


Saldiven wrote:
Derklord wrote:
Cory Stafford 29 wrote:
Generally, an inquisitor does a better job at anything you'd want a warpriest for.
That's funny because I consider the Warpriest to be a better inquisitor!
Warpriest has the far superior spell list to select from since they have access to all Cleric spells 1st through 6th. Inquisitor does have some interesting spells, but doesn't have the overall utility of the Cleric list.

I don't know about that. I think the Inquisitor gets most of the particularly important Cleric spells.

Now I'd like to see what spells Warpriest (Cleric up to 6th level spells) have that Inquisitors don't.

Dark Archive

Derklord wrote:
Cory Stafford 29 wrote:
Generally, an inquisitor does a better job at anything you'd want a warpriest for.
That's funny because I consider the Warpriest to be a better inquisitor!

How so, the judgements are swift actions and almost as good as the spells, plus inquisitors get bane at 5th level and have much more skills.


Claxon wrote:
Saldiven wrote:
Derklord wrote:
Cory Stafford 29 wrote:
Generally, an inquisitor does a better job at anything you'd want a warpriest for.
That's funny because I consider the Warpriest to be a better inquisitor!
Warpriest has the far superior spell list to select from since they have access to all Cleric spells 1st through 6th. Inquisitor does have some interesting spells, but doesn't have the overall utility of the Cleric list.

I don't know about that. I think the Inquisitor gets most of the particularly important Cleric spells.

Now I'd like to see what spells Warpriest (Cleric up to 6th level spells) have that Inquisitors don't.

Inquisitor is a spontaneous caster that can know, at most, 6 spells per level (5 for lvls 5 and 6 spells), barring items/feats/whatever. The Warpriest has full access to any and all of the Cleric spell list (levels 1-6).

As for spells on each list, Inquisitor doesn't get Raise Dead, Word of Recall, the Symbol line, Planar Ally, the animal-name-buff line (Bull's Strength, Owl's Wisdom, etc.), Blade Barrier, the Walls (Stone, Blindness-Deafness, etc.), the Summon line, Plane Shift, some of the status removing spells (Remove Blindness, etc.), Air Walk....and then I got bored looking.


CraziFuzzy wrote:
Cory Stafford 29 wrote:

I was digging the warpriest, but the more I think about it, the more I realize anything you can do with a warpriest can generally be done better with another class. All it really has is swift action buffs and bonus feats. It's like a fighter that has to cast spells to be as good as fighter with a bit of self healing. Generally, an inquisitor does a better job at anything you'd want a warpriest for.

For the most part, that can be said of all hybrid classes - but they do fit a specific set of themes - which is really what class choice SHOULD be about.

The problem is that there's nothing thematically that the Warpriest brings to the table that isn't already covered by the Cleric, the Paladin, or the Inquisitor.


Cory Stafford 29 wrote:
How so, the judgements are swift actions and almost as good as the spells, plus inquisitors get bane at 5th level and have much more skills.

Swift action Divine Favor with Fate's Favored bosses judgement at pretty much all levels. Also Inquisitors only have very few uses of Judgement, less than warpriests have fervor and pearls of power. It isn't until Bane comes around that Inquisitor's become a powerful damage dealers.

Another considerable difference between Inquisitor and Warpriest is that while Warpriest can make all kinds of combat styles effective Inquisitor is more or less forced to choose a single weapon style (Two handed, One handed with shield or Archery) due to how powerful bane is.

They both have rather crappy action economy as they have multiple abilities which require swift action activation.


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Alex Mack wrote:
Cory Stafford 29 wrote:
How so, the judgements are swift actions and almost as good as the spells, plus inquisitors get bane at 5th level and have much more skills.

Swift action Divine Favor with Fate's Favored bosses judgement at pretty much all levels. Also Inquisitors only have very few uses of Judgement, less than warpriests have fervor and pearls of power. It isn't until Bane comes around that Inquisitor's become a powerful damage dealers.

Another considerable difference between Inquisitor and Warpriest is that while Warpriest can make all kinds of combat styles effective Inquisitor is more or less forced to choose a single weapon style (Two handed, One handed with shield or Archery) due to how powerful bane is.

They both have rather crappy action economy as they have multiple abilities which require swift action activation.

the fact you got several use fro your swift actions is a power house - not a drawback.

a cleric need 2-3 rounds before he can march into combat (the Evangalist + glory domain is the exception here. )

war priest are amazing. better than most other melee \ range classes by far.
you can full attack, AND slowly add spells like divine favor, power, energy resistance, shield of faith and more.
your weapon are top notch - all the time, with greater magic weapon and sacred weapon. you can attack with a needle and do a great sword base damage - opening a very solid vital strike path.
you got free feats of fighters with bab pre-req, heavy armor and shields that you can ALSO buff, great archtypes like a full cavalier-type, and much much more.
you can even heal a bit.

only the magus is as versatile, and he top the war-priest damage wise, but cant off heal or tank.
the ONLY lacking thing are special spells like fly, heroism, blink, mirror image and displacement that are the thick defence layer of magus, but those can be bought with scrolls etc.


Personally, I find the Judgment class ability to be so underwhelming that I always pick an archetype that trades it out.

The animal companion from Sacred Huntsmaster and studied target from Sanctified Slayer are both as good or better than any of the Judgments and aren't limited per day in use.

What I think is the best use of a Warpriest are creative uses of niche weapon builds. No other dual wielding crit fisher can compare to the Warpriest when his kukris are dealing 2d6 damage each instead of 1d4, plus all the self buffing.


I have an overrun based spiked armor warpriest. Free attacks for good damage on an overrun? Fun.


Poison Dusk wrote:
I have an overrun based spiked armor warpriest. Free attacks for good damage on an overrun? Fun.

Yeah, that's the kind of silliness that Warpriests make awesome.

How about a whip wielding AoO build with Combat Patrol? Go Dex focused and use Slashing Grace to get the kick to damage while having a bunch of AoO. At 10th level, have a 20' radius threat range for your Patrol doing d10 + static mods while also having all the maneuvers you can do with a whip.

And the image is just cool.

Shadow Lodge

Cory Stafford 29 wrote:
I was digging the warpriest, but the more I think about it, the more I realize anything you can do with a warpriest can generally be done better with another class. All it really has is swift action buffs and bonus feats. It's like a fighter that has to cast spells to be as good as fighter with a bit of self healing. Generally, an inquisitor does a better job at anything you'd want a warpriest for.

Having played both Clerics, Warpriests, and Inquisitors to pretty high levels, I'm finding the Warpriest a bit underwhelming. It's nice that it counts for Fighter or full BaB for gaining Feats, but at the same time, the fact that it isn't actually a Full BaB class really hurts.

The other issue is that the class is fairly mediocre at building a battle cleric style Warpriest, but is instead pretty good at making a sort of odd weapon specialist, (like dual Kukri or Whip).

In play, it starts out a little bit strong (level 1, but mainly level 2) stays fairly average midgame, but starts to really fall behind between levels 3 or 4 through 8. At 9th they get another boost where they can take a BaB 8+ Feat like Improved Crit, but are still actually playing as a BaB +6/+1 class, (so Power Attack is still just at -2/+4(6) rather than -3/+6(9), and your actual to hit roll is also still lower).

Fervor is there to help out with self buffs, but, as you said, generally it's more like needing to burn through those just to keep on par with a Fighter.

The next real jump is at 12th where they get the second Blessing Powers, which may or may not be all that great depending. While it's easier to go Warpriest, I'm finding it's also kind of a bit more boring to play, too.

One thing that I really wish they would have done is made the Sacred Weapon Damage an option so that those that do not get a damage boost, (for example a d10 Bastard Sword gets no benefit until level 15), they instead get something else.


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arsenal chaplain is the best archetype for using a good damage base weapon. It's definitely my favorite version of the class.


Sacred Fist using a two-handed weapon - like a Sacred Fist of Gorum using a greatsword with Crusader's Flurry - with Power Attack doesn't seem to come up much, but it's a killing machine. Up to 6 two-handed, favor buffed, power attacking strikes in a flurry by level 8 is kind of nuts.


the downside of it is that you're not getting 1.5 str, only 1.5 power attack.

And how are you getting 6 attacks? I can only see 4 and a ki attack.


Any kind of Haste effect makes #6. By 10 Divine Power will do it.

It's true that it's only 1xSTR, but in the grand scheme of things, something like (2d6+3 +6S +3DF/FF +6PAk) = ~25 damage makes a few points of strength a minor issue. Throw the Blessing of Destruction on there, and you can be dropping almost 30 per strike six times. But even if you do something like a Guided Hand Sacred Fist with secondary strength, and a smaller weapon, and no blessing, you're still cranking out potent damage on a flurry.


Poison Dusk wrote:
I have an overrun based spiked armor warpriest. Free attacks for good damage on an overrun? Fun.

sound nice, although you suffer poor size & so-so CMB....


BadBird wrote:
Sacred Fist using a two-handed weapon - like a Sacred Fist of Gorum using a greatsword with Crusader's Flurry - with Power Attack doesn't seem to come up much, but it's a killing machine. Up to 6 two-handed, favor buffed, power attacking strikes in a flurry by level 8 is kind of nuts.

but.... it suffer the exact issue STR monk are having....

very low defence with good offence.
sacred fist with STR build, will have REALLY low armor class and no deflection spells.
you kill, than your d8 HP run REALLY fast.


666bender wrote:
BadBird wrote:
Sacred Fist using a two-handed weapon - like a Sacred Fist of Gorum using a greatsword with Crusader's Flurry - with Power Attack doesn't seem to come up much, but it's a killing machine. Up to 6 two-handed, favor buffed, power attacking strikes in a flurry by level 8 is kind of nuts.

but.... it suffer the exact issue STR monk are having....

very low defence with good offence.
sacred fist with STR build, will have REALLY low armor class and no deflection spells.
you kill, than your d8 HP run REALLY fast.

It's the ultimate arms race. Kill them before they can swing back....

Seems to be a very common attitude on PF character concept.


666bender wrote:
Poison Dusk wrote:
I have an overrun based spiked armor warpriest. Free attacks for good damage on an overrun? Fun.

sound nice, although you suffer poor size & so-so CMB....

My Fighter 2/Warpriest 10 will have a CMB for overrun of +27 with enlarge person, magic weapon/armor and feats to do armor spiked damage of 1D10(weapon)+14(STR+PA)+1D10+18(Bullette Style, Bullete Leap, Bullete Rampage), for a total of +27 to overrun and 2D10+32 damage.

Not bad I think, seeing as I can do it to multiple foes in a round.


Sacred Fist also suffers from the problem that they removed the part of Flurry where you treat your HD as your base BAB for a flurry.

So the Sacred Fist Warpriest gets hit with the TWF penalties without getting the bonus to hit. A level 10 sacred fist warpriest will have an effective BAB of +5/+5/+0/+0.


Poison Dusk wrote:
666bender wrote:
Poison Dusk wrote:
I have an overrun based spiked armor warpriest. Free attacks for good damage on an overrun? Fun.

sound nice, although you suffer poor size & so-so CMB....

My Fighter 2/Warpriest 10 will have a CMB for overrun of +27 with enlarge person, magic weapon/armor and feats to do armor spiked damage of 1D10(weapon)+14(STR+PA)+1D10+18(Bullette Style, Bullete Leap, Bullete Rampage), for a total of +27 to overrun and 2D10+32 damage.

Not bad I think, seeing as I can do it to multiple foes in a round.

enlarge person? how?

1. it's not on our spell list.
2. it's a full round casting and onyl a min per level so pre-casting isnt going to work.

the str above is 24, which is a lot for a war priest. can you link the build ? i love maneuvers and... want to think on it


Claxon wrote:

Sacred Fist also suffers from the problem that they removed the part of Flurry where you treat your HD as your base BAB for a flurry.

So the Sacred Fist Warpriest gets hit with the TWF penalties without getting the bonus to hit. A level 10 sacred fist warpriest will have an effective BAB of +5/+5/+0/+0.

yap.

the only archtype i like on war priest is the mounted one.


666bender wrote:
BadBird wrote:
Sacred Fist using a two-handed weapon - like a Sacred Fist of Gorum using a greatsword with Crusader's Flurry - with Power Attack doesn't seem to come up much, but it's a killing machine. Up to 6 two-handed, favor buffed, power attacking strikes in a flurry by level 8 is kind of nuts.

but.... it suffer the exact issue STR monk are having....

very low defence with good offence.
sacred fist with STR build, will have REALLY low armor class and no deflection spells.
you kill, than your d8 HP run REALLY fast.

A level 8 Sacred Fist with 16WIS will have a +5AC and a +5CMD from wisdom as 'armor', plus bracers for enhancement at the same cost as enhancing armor (or just Magic Vestment), and can swift-action Shield of Faith for a +3 min/level deflection bonus if they want to. They aren't really in any different a position than a mithral medium armor wearing melee character like an Inquisitor, except that they can swift-action healing or buffing spells on themselves.

Claxon wrote:

Sacred Fist also suffers from the problem that they removed the part of Flurry where you treat your HD as your base BAB for a flurry.

So the Sacred Fist Warpriest gets hit with the TWF penalties without getting the bonus to hit. A level 10 sacred fist warpriest will have an effective BAB of +5/+5/+0/+0.

The reason they removed pseudo-full-BAB was that the Sacred Fist already has massive swift-action combat buffing through spells. When a Sacred Fist hits level 9 and reaches a 3 point deficit on BAB, they're effortlessly able to toss on a +4 bonus to attack as well as damage. Back when they were able to go pseudo-full-BAB and go 'two-handed TWF' and toss on a huge swift-action combat buff, they were actually pretty absurd.

Sovereign Court

Zandu Maldanni
Male Human (Varisian) Warpriest 2 (Irori)
LN medium humanoid
Init +1 Senses Normal Vision Perception +3
DEFENSE
AC 19, touch 11, flat-footed 18 (+6 chainmail, + 2 heavy wooden shield, +1 dex)
hp 20
Fort 5 Reflex 1 Will 6
OFFENSE
Speed 20 ft
Melee Unarmed Strike +6 (1d6+4/x2)
Ranged Shortbow +2 (1d6/x3)
Space 5 Reach 5
STATISTICS
STR 18 DEX 12 CON 15 INT 10 WIS 16 CHA 7
BAB 1 CMB 5 CMD 16
Feats Dirty Fighting, Improved Grapple, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)
Skills Acrobatics 2, Appraise 0, Bluff -2, Climb -3, Diplomacy -2, Disguise -2, Escape Artist -6, Fly -6, Handle Animal , Heal 9, Intimidate -2, Knowledge (engineering) , Knowledge (religion) 5, Perception 3, Herbalist 8, Scribe 7, Cook 7, Ride -6, Sense Motive 7, Spellcraft , Stealth -6, Survival 7, Swim -3
Traits Open Palm of Irori, Wisdom in the Flesh (Acrobatics)
Languages Taldane, Vudrani
Class Features: Aura (law)(Ex), Blessings (Su) - Powerful Healer + Lore Keeper, Focus Weapon (Ex), Sacred Weapon (Su), Spontaneous Casting (cure spells), Fervor 1d6 (Su) 4/day (standard, swift self only incl. spell recall)
Gear Shortbow, Arrows (60), Arrow - Blunt (10), Arrow - Flight (10), Kit - Warpriest (Medium Creature), Pouch - belt (empty), Kit - Scrivener’s, Parchment (sheet) (100), Healer's kit

Warpriest Spells Prepared (CL 2nd; concentration +5)
1st, DC 14 —blessed fist, sanctuary, obscuring mist
0, DC 13 (at will)—create water, detect magic, light, stabilize

Spoiler:
Background:
Zandu was born of Varisian parents in the city of Kintargo. &nbsp;His father a monk, and his mother a priestess, Zandu's parents were members of&nbsp;The Sacred Order of Archivists, a secret society of Iroran scholars headquartered in the Chelaxian city of Kintargo that protects and preserves the written word from the revisionist historians in the government and the Hellknight Order of the Rack. &nbsp;Fearing for Zandu's safety at such a young age, and because their activities meant a complicated life of cover identities and full time devotion to their cause, they arranged for Zandu's transit to the Isle of Jalmeray with the help of other Irorans. &nbsp;There he grew up in one of the lesser centers of martial learning on the island. &nbsp;Admission to the Houses of Perfection is only granted to a select few, after passing grueling tests, and since Zandu was a mere infant when he came to the island, he did not go there and went to a lesser rural monastery instead. Later when he grew up, he showed no ambition or willingness to leave his adoptive Iroran school, which was more focused on knowledge and healing rather than the martial arts.

Showing great patience and wisdom at a young age, Zandu arduously applied himself to all tasks given. &nbsp;Scribing came naturally to him, a task that requires patience and constant focus and effort. &nbsp;This skill with scrolls and tomes also helped him excel at Vudran medicine, which draws extensively on the knowledge of plants and their effect on the various parts of the humanoid anatomy. &nbsp;To master this art, one must either have a photographic memory of hundreds of plants and herbs, or possess the discipline and order to produce extensive catalogs and compendiums to steer the practitioner on the proper path. &nbsp;Zandu openly smiles and admits his lack of the former, and strive to perfect the latter with disarming humility.

Zandu does not eat meat, except on the first day of every month, where he dines on large quantities of fish and seafood, if available. &nbsp;Vudrani cuisine is incredibly diverse and predominately vegetarian (especially among those who worship Irori) with meat being mainly in the form of fish and other creatures of the sea. The meat of mammals and birds is almost universally avoided by Vudrani. It is extensively spiced, and contains large amounts of greens and milk products. Despite the lack of meat, Vudrani cuisine shows significant differences across the subcontinent, and Zandu showed a preference for beans, chickpeas and kefir. Local beverages include Thandi, and whoever may find such rare drink and offer it to Zandu would be off to a great start with the large smiling man, as he knows that great care must be given to the herbal ingredients of this drink to survive travel.

Late during his teenage years Zandu felt a longing to return to his parents in Avistan. &nbsp;He became more focused and accomplished during his studies, and as the boy became a man, he felt the blessings of Irori manifest themselves. &nbsp;His mentors ordained him as one of theirs, and soon he was granted audiences with the Grandmaster to seek advice on which path to take going forward. &nbsp;He was sent to Absalom to spend a year training at the Irorium, in the secret&nbsp;vaulted chambers under the arena, connected to the original temple to Irori. &nbsp;From there he learned of the location of most places that are holy to Irori in the continent of Avistan, and through discussions with the priests there it was agreed that the situation in Kintargo was too volatile for him to risk travel at this time. &nbsp;The reunion with his parents would have to wait. &nbsp;Instead, he was given a lot of time to come up with a worthy endeavor suited to his skills, and large leeway as to the location, as long as it was east of Cheliax. &nbsp;After weeks of research, Zandu found his next project, and bought passage to Taldor.

Zandu wishes to systematically catalog all medicinal plants native to the Verduran Forest. Based on information he gained upon arriving in Cassomir, the town of Belhaim would be ideal for this endeavor, both due to its central location in the forest and the relative peace afforded by the Treaty of the Wildwood. The faith of Irori provided counsel to Zandu, in that he should seek the help and trust of the druids up there, both for their valuable knowledge of plants and to know which parts of the forest Zandu could be allowed to do his work in. Zandu is to cooperate fully with the druids and share all knowledge he gains. If revisions and recommendations are made by the druids, he is to record those in a separate Appendix or ulterior edition of his Medicinal Flora Compendium: Verduran Forest. The faith of Irori also requested that Zandu stay informed of the comings and goings in Belhaim and not fully retreat to the wilds for extended periods of time, so that he can meet any&nbsp;ally of the faith traveling to these parts and provide assistance if they require any help. &nbsp;Zandu's project is to be self-funded, and thus, he has been excused of any tithing duties until it is complete.

Spoiler:
Statistics Assumptions:
--> 25 pt. build
--> Unchained Background Skills Option in effect (i.e. 2 additional skill ranks per level must be spent on Craft/Profession and similar skills...
--> Max starting gold
--> Level 2 gp worth has not been calculated (only minor spoils so far as we are 3 games into "The Dragon's Demand")

How I think he looks like


BadBird wrote:
Claxon wrote:

Sacred Fist also suffers from the problem that they removed the part of Flurry where you treat your HD as your base BAB for a flurry.

So the Sacred Fist Warpriest gets hit with the TWF penalties without getting the bonus to hit. A level 10 sacred fist warpriest will have an effective BAB of +5/+5/+0/+0.

The reason they removed pseudo-full-BAB was that the Sacred Fist already has massive swift-action combat buffing through spells. When a Sacred Fist hits level 9 and reaches a 3 point deficit on BAB, they're effortlessly able to toss on a +4 bonus to attack as well as damage. Back when they were able to go pseudo-full-BAB and go 'two-handed TWF' and toss on a huge swift-action combat buff, they were actually pretty absurd.

I know why they changed it, but now the archetype is just bad.

Dark Archive

I recently made a new pfs character, and wanted to go with mantis sworn warpreist because I dig red mantis assassins, and it's the closest you can get to playing one in pfs. Once I hit 2nd level, I started comparing it to inquisitor, and I just couldn't justify it compared to a sanctified slayer of Achaekek, so that's what I changed him to. I haven't played him at 2nd level yet, so if someone can give me a compelling reason to go mantis sworn or possibly even arsenal chaplain, I am open to input.

Shadow Lodge

I've got a few Warpriests for PFS:

Sir Christoff:

Sir Christoff
Male human (Ulfen) warpriest of Iomedae 4 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 31 (4d8+8)
Fort +6, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee "oathkeeper" +1 mwk longsword +8 (1d8+6/19-20)
Special Attacks blessings 5/day (Good: holy strike, War: war mind), channel positive energy 2/day (DC 15, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +6)
2nd—bull's strength, burst of radiance (DC 14)
1st—comprehend languages, divine favor, divine favor, shield of faith
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic, virtue
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Dazzling Display, Furious Focus[APG], Persuasive, Power Attack, Weapon Focus (longsword)
Traits chosen of iomedae, divine warrior
Skills Acrobatics -4 (-8 to jump), Diplomacy +8, Heal +6, Intimidate +10, Knowledge (religion) +6, Sense Motive +8, Spellcraft +4, Survival +4 (+6 to avoid becoming lost)
Languages Common, Skald
Combat Gear wand of cure light wounds (50 charges), wand of endure elements (50 charges), acid, alchemist's fire, artoku's fire, bottled lightning[UE], holy water; Other Gear +1 full plate, "oathkeeper" +1 mwk longsword, ioun torch ioun stone[APG], wayfinder[ISWG], bandolier[UE], basic maps (major landmarks only), bedroll, belt pouch, belt pouch, blanket[APG], candle (10), canteen[UE], chalk (10), crowbar, earplugs[APG], flint and steel, grappling hook, hammer, hammock[UE], hollowed pommel[UE], holy symbol with compartment[UE], holy text[UE], journal[UE], knife, utility (0.5 lb), masterwork backpack[APG], masterwork crusader's cross, mess kit[UE], mirror, mwk manacles, mwk manacles, periscope[APG], portable ram, sack, sack, scrivener's kit[UE], scroll box[UE], signet ring, silent whistle[APG], silk rope (100 ft.), soap (2), spell component pouch, survival kit[UE], tabard[UE], tattoo holy symbol of Iomedae[UE], waterproof bag[UE], waterproof bag[UE], weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, charity (worth 100 gp), 1,801 gp, 8 sp, 5 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alchemist's fire - 0/1
Artoku's fire - 0/1
Blessings (5/day) (Su) - 0/5
Bottled lightning - 0/1
Fervor (1d6, 4/day) (Su) - 0/4
Holy water - 0/1
Light (1/day) - 0/1
Light (At will) - 0/0
Sacred Weapon +1 (4 rounds/day) (Su) - 0/4
Wand of cure light wounds (50 charges) - 0/50
Wand of endure elements (50 charges) - 0/50
Warpriest Channel Positive Energy 1d6 (2/day, DC 15) (Su) - 0/2
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Despite not needing Cha, I wanted to have some for this character anyway so I could utilize both Diplomacy and Intimidate reasonably well. In play, he has rolled absolutely terrible, not getting higher than a 10 or so on every Dazzling Display attempt, and my original idea was to use that and possibly Fervor to self buff first round if circumstances favored that, then step into combat. I also wanted to try out the Inheritor's Crusader Prestige Class, and am intending to go with a build that focuses exclusively on the Longsword, (Imp Crit, Weapon Spec, Vital Strike, etc. . .) I'm debating still on Weapon of the Chosen line.

All in all, though, it's hard to tell if I find this build decent or not as so many very poor rolls suggest it's pretty weak.

I also have

Saint Germaine:

Saint Germaine
Male archon-blooded aasimar (lawbringers) warpriest of Ragathiel 8 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 65 (8d8+22)
Fort +8 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. hot weather), Ref +3, Will +11; +2 vs. [evil]
Defensive Abilities sacred armor (+1, 8 minutes/day); Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine bastard sword +9/+4 (1d10+13/19-20) or
. . a.) mwk cold iron armor spikes +8/+3 (1d6+7)
Special Attacks blessings 7/day (Good: holy strike, Law: axiomatic strike), channel positive energy 4/day (DC 19, 3d6+1), fervor 9/day (3d6), sacred weapon (1d8, +2, 8 rounds/day)
Spell-Like Abilities (CL 8th; concentration +9)
. . 1/day—continual flame
Warpriest Spells Prepared (CL 8th; concentration +13)
. . 3rd—magic circle against evil, stone shape, wrathful mantle[APG] (DC 18)
. . 2nd—bear's endurance, bull's strength (2), burst of radiance (2, DC 17)
. . 1st—bless (2), divine favor, murderous command[UM] (DC 16), remove fear, shield of faith
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, mending
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 20, Cha 12
Base Atk +6; CMB +7; CMD 20
Feats Angelic Blood[ARG], Improved Initiative, Power Attack, Step Up, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Weapon Versatility
Traits armor expert, blessed touch
Skills Climb +5, Diplomacy +8, Handle Animal +5, Heal +10, Intimidate +7, Knowledge (engineering) +5, Knowledge (religion) +5, Ride +1, Sense Motive +11, Spellcraft +4, Survival +11, Swim +3; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common
Combat Gear potion of cure light wounds, potion of fly, wand of comprehend languages (50 charges), wand of cure light wounds (50 charges), wand of endure elements (50 charges), alkali flask[APG] (2), antiplague[APG], antitoxin, artoku's fire (2), bottled lightning[UE] (2), holy water (2), stormstone; Other Gear +1 silver dragonhide full plate, +1 adamantine bastard sword, boots of striding and springing, handy haversack, headband of inspired wisdom +2, pathfinder pouch, ring of the sublime, bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, blanket[APG], candle (10), canteen[UE], chalk (10), charcoal stick (10), cleats[APG], climber's kit, coffee pot[UE], coffin[UE], cold weather outfit (2), crowbar, earplugs[APG], fire-resistant boots[UE], flint and steel (2), flotation device, grappling hook, hammer, hammock[UE], hollowed pommel[UE], holy symbol with compartment[UE], holy text[UE], hot weather outfit[APG], ice skates[UE], incense (arg)[ARG] (10), ink, inkpen, journal[UE], knife, utility (0.5 lb), masterwork backpack[APG], masterwork crusader's cross, masterwork snorkel[UE], mess kit[UE], mirror, mug/tankard, periscope[APG], purchased a half-orc slave's freedom (worth 200 gp), sack, sack, scroll box[UE], sealing wax, signal horn[APG], signal whistle, signet ring, silk rope (200 ft.), sled, smoked goggles[APG], soap, spell component pouch, tabard[UE], tattoo holy symbol of Ragathiel[UE], wagon, medium[UC], waterproof bag[UE], weapon cord[APG], weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, a.) heavy war horse with basic riding gear (2 pp), z.) coninual flame components x2 (signet ring & holy symbol) (worth 100 gp), z.) vial of djezet x6 (coninual flame as 4th level spell) (worth 1,200 gp), 1,655 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (3d6, 9/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (8 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Warpriest Channel Positive Energy 3d6+1 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

Early on, he seemed to do pretty well, but around 3rd level, he just couldn't seem to keep up with the party. Levels 6 and 7 where really difficult, being really behind the curve for damage with a lack of actual BaB and the second attack. I'm aiming to go for Angel Wings, and see about making them a Sacred Weapon, but that's still a while away. Step Up was basically a wasted Feat, (has never come up), and +13/+8 1d10+18 plus 0-3d6 (Power Attack, Divine Favor, Bull's Strength, Good/Law Blessing, Sacred Weapon) just really doesn't seem all that great for a level 8 character.

The last one is partially a concept character and joke:

Thor Odinson (comic):

Thor Odinson
Male dwarf bloodrager 3/warpriest of Cayden Cailean 6 (Pathfinder RPG Advanced Class Guide 15, 60)
CG Large humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 14 (+7 armor, +1 Dex, +1 dodge, -1 size, -2 untyped penalty)
hp 97 (9 HD; 6d8+3d10+45)
Fort +14, Ref +5, Will +11; +2 morale bonus vs. charm and fear, +2 vs. poison, spells, and spell-like abilities, +2 bonus vs. spells cast by self or an ally, +4 and one size larger to resist effects of wind
Defensive Abilities blood sanctuary, defensive training, uncanny dodge
--------------------
Offense
--------------------
Speed 60 ft., fly 70 ft. (average)
Melee (L) a.) mjolnir (+1 called adamantine) +15/+15/+10 (3d6+21) or
. . unarmed strike +16/+16/+11 (2d6+14)
Space 10 ft.; Reach 10 ft.
Special Attacks blessings 6/day (Strength: strength surge, Travel: agile feet), bloodrage (17 rounds/day), channel positive energy 2/day (DC 16, 2d6), elemental strikes, fervor 5/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 8th; concentration +10)
. . 2nd—bull's strength (2), burst of radiance (DC 14), sound burst (DC 14)
. . 1st—ant haul[APG] (DC 13), bless, divine favor, endure elements, liberating command[UC]
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 20, Int 10, Wis 14, Cha 14
Base Atk +7; CMB +17; CMD 26 (30 vs. bull rush, 27 vs. grapple, 30 vs. trip)
Feats Cleave, Extra Rage, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Startoss Style, Weapon Focus (light hammer), Weapon Focus (unarmed strike)
Traits magical knack, strong arm, supple wrist
Skills Acrobatics +6 (+18 to jump), Climb +12, Diplomacy +8, Fly +12, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (engineering) +4, Knowledge (local) +1, Knowledge (religion) +4, Linguistics +1, Perception +10 (+12 to notice unusual stonework), Ride +4, Sense Motive +6, Spellcraft +5, Survival +10 (+12 to track vs. humanoids of the Giant subtype, +12 to avoid becoming lost), Swim +11; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ fast movement, giant hunter
Combat Gear tankard of the drunken hero, wand of cure light wounds (50 charges), wand of enlarge person (48 charges), wand of obscuring mist (50 charges), wand of shield (49 charges), wayfinder, shining, bottled lightning[UE] (2), holy water (2), liquid ice[APG] (2), shriek bomb (2), stormstone (2); Other Gear +1 burdenless mithral agile breastplate[APG], a.) mjolnir (+1 called adamantine), clear spindle ioun stone, broom of flying, goz mask[ISWG], headband of mental prowess +2 (Wis, Cha), wayfinder[ISWG], adventurer's sash, applejack (per mug)[UE] (16), bandolier[UE], bandolier[UE], basic maps (major landmarks only), bedroll, dwarven stout (per mug)[UE] (16), flint and steel, hollowed pommel[UE], knife, utility (0.5 lb), linnorm mead (per mug) (16), masterwork backpack[APG], mead (per gallon)[UE], mess kit[UE], mug/tankard, mwk manacles, mwk manacles, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], signal horn[APG], silk rope (50 ft.), spell component pouch, survival kit, masterwork[UE], tabard[UE], tattoo holy symbol of C.C.[UE], waterskin, waterskin (2), weapon cord[APG], winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, z.) 4th heightened continual flames ring each using x3 djezets from silver mount colection (worth 700 gp), z.) 4th heightened continual flames ring each using x3 djezets from silver mount colection prepay (worth 700 gp), z.) platinum ring (one has a 4th spell level continual flame, one focus for shield other) (worth 100 gp), 435 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (17 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Electricity dam for 1 rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fervor (2d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fly (70 feet, Average) You can fly!
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Startoss Style +2 (Light hammer) Gain bonus dmg to thrown weapons.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Warpriest Channel Positive Energy 2d6 (2/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Constant Protection from Evil: has protection from evil mental control and manipulation.
Tankard of the Drunken Hero: 1/Day can drink to gain the benefits of:
Remove Fear [ ]
Heroism [ ]
Knock in a special form [ ]

He shined a lot more at earlier levels, but again is just starting to fall behind I feel. One thing that kind of sucked is I had started playing him long before Startoss Style came out, (thus didn't really build for it), and thrown weapon styles where, and still are kind of lacking. He is still fun to play, and in a lot of ways works very well with Bloodrager, but at the same time, as I was trying to build along a concept, did some doubling up on things, and I really need to find a way soon to do some sort of Lightningbolt/Chain Lightning style area attack, even if it's only 1/day.

He can be a switch hitter, though which can be interesting, though I wish I would have been able to build towards a slightly different focus earlier. It's also funny just straight up punching things in the face, but one big issue I've found with is that Swift Action limits are incredibly restricted, and I just don't have enough Feats to do all I want to. I need to take Mad Magic (to cast Warpriest spells in Rage), two more Startoss Style Feats, Vital Strike, and Precise Shot).


666bender wrote:

enlarge person? how?
1. it's not on our spell list.
2. it's a full round casting and onyl a min per level so pre-casting isnt going to work.

the str above is 24, which is a lot for a war priest. can you link the build ? i love maneuvers and... want to think on it

1.Potions with a quick-sip vest, or more reliably my friend who will be playing a wizard alongside me.

2. See above

I only have him built at first level, so it was mostly spitballing and quickly adding up numbers. As for STR>24, start with 18, +2 more by 8th level, +4 from belt, then enlarge person from my pocket wizard(probably extended), so ymmv. I will put together a full level 12 build, as I have his feats, ability increases, and everything else except spells written down at home. Will post it when can. I will just say, don't underestimate the warpriest because it doesn't have full BAB. They are really good at odd builds, if not for strait beatsticks.


With the Halfling Sling Staff and Slipslinger style, a Halfling Warpriest actually makes for a decent switch-hitter. Being able to apply all weapon-related feats to a single weapon that functions in melee and at range is quite effective. Get's pretty intricate with the Air Blessing as well.


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Cory Stafford 29 wrote:
I recently made a new pfs character, and wanted to go with mantis sworn warpreist because I dig red mantis assassins, and it's the closest you can get to playing one in pfs. Once I hit 2nd level, I started comparing it to inquisitor, and I just couldn't justify it compared to a sanctified slayer of Achaekek, so that's what I changed him to. I haven't played him at 2nd level yet, so if someone can give me a compelling reason to go mantis sworn or possibly even arsenal chaplain, I am open to input.

lv5 compare both have good things

Inquisitor
Studied Target = move action for +2 attack and damage
Bane = swift action +2 attack +2 +2d6 damage
1d6 sneak attack
Domain/Inquisition
Bonus to identify monsters
bonus to initiative
bonus to intimidate and sense motive
teamwork feat & ignore teammate
Inquisitor spells

- the inquisitor can spend a full round to cast divine favor and study a target, then swift next round and fight.

Warpriest
free WF = +1 attack
swift DF = +2 attack and damage
Weapon Training = +1 attack and damage
Sacred weapon = swift +1 enhancement or equivalent
War blessing
1 bonus fighter full bab feat.

- warpriest can swift round 1 and fight and swift next round to improve

As you level
Inquisitor gets some more sneak attack, study as swift, more teamwork feats, stalwart and a bonus slayer talent.

Warpriest gets weapon training 2 for +1 attack and damage, can buy the weapon training gloves for +2 attack and damage. swift action war blessing. sacred weapon goes up to adding +2 worth of enhancement. More fighter full bab feats.

Both have divine favor scaling up and additional spell levels.

So lv11
Inquisitor study +3 attack and damage, DF +4 attack and damage, bane +2 attack +2+2d6 damage and 3d6 sneak attack total is 1 round to buff and fight round two = +9 to attack and +9damage +5d6. damage on round 1 is just study or bane and you're using sneak attack.

Warpreist WF$G +2a, WSpecialization +2 damage, DF +4, SW +2 enhancement, war blessing for swift vicious and swift +1, WT+4. Round 1 = +10 attack and damage, R2 = +12 or +10 and vicious, R3 +12 and vicious

So combat wise, I feel the warpriest is the close enough the inquisitor at lv5 (bane is awesome) but the warpriest scales better while the inquisitor doesn't get as many combat helpers. (I'm not a fan of needing to spend a round buffing)

Skills wise the inquisitor super wins.

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