
Cult of Vorg |

You could be a shield basher, weapon focus to shield, bashing or frequently enlarge person for upsized sacred damage. No early Shield Master is a shame though, and MAD for str/dex/wis/con..
Archery works with warpriest pretty well too, although no Clustered Shots hurts. Less str needed, but the more the better, so only slightly less mad..
You could take weapon finesse and slashing grace as a human warpriest, on a lower point buy might be worth it to cut out str.. Being stuck going one-handed is going to significantly hurt your damage though..
In general, can't go wrong with human for a race, especially with no alternate racial options available.

lemeres |

I was also looking at the tengu race, not sure how that would do.
Well, if you go with nautral attacks, your will be well for the first 15 levels.
Warpriests have decent static bonuses on their attacks if you use fervor to get divine favor on. With bite/claw/claw, you get a bunch of attacks that do fairly well until after you get BAB+10. After that, it is just 'alright'. That should last you through most campaigns.
Your sacred weapon suffers a lot, since you are using different types of attacks (which makes getting the damage dice change hard) and each counts as a separate weapon for adding enhancement bonus on with that ability.

Scott Wilhelm |
My Natural Attack builds tend to dip into Warpriest, but they multiclass so extensively, you could hardly identify them with any one class.
I have an idea for a single class Warpriest. This Warpriest uses 2 kukris, takes Crit Focus, Seize the Moment or Outflank (I think). Then takes Improved Crit ASAP. Then maybe one or more of those nasty Crit feats like Bleeding Critical.
Your 2 Kukris won't do 1d4: they will do Sacred Weapon Damage: 1d6 at level 1, 1d8 at level 5. Seize the Moment triggers Attacks of Opportunity in all your Flanking Allies whenever you score a Critical Hit, and with the Kukri's 18-20 Threat Range upped to 15-20 with Improved Critical and +4 on Crit Confirmation roles, that will happen a lot.
A Halfling Warpriest is worth considering, since Halflings have Racial Crit Feats. The Lower Damage is offset by the Risky Striker Feat. And the Minor Blessing of Destruction does not scale down with size. I haven't examined it.
You'll be wanting that Warpriest Archetype that has the Tactician ability. I think it's called Divine Strategist.
I have another idea that uses at least a few levels in Warpriest. Take Thunder and Fang. Take the Shield Slam, Greater Bull Rush and Paired Opportunist feats so you and all your friends get attacks of opportunity whenever you attack with that Klar. If your AoO is another Shield Bash, you can start looping Attacks of Opportunity for as long as your Combat Reflexes holds out.
Get the Bashing Enchantment on your Klar and it will do 2d6 just like your Earthbreaker for starters. Sacred Weapon is the gift that keeps on giving!

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I ended up making a udine warpriest, diety desna, using starknife as sacred, and weapon focus on elven curved blade. Took the good/luck domains. With heal, spellcraft skills so far, it is still a work in progress. Now my high wisdom, I have bonus spells, when can I start using the level two, and three spells.

Scott Wilhelm |
The Elven Curveblade works well with the Crit build I was referring to. I suggest you add Great Cleave. If you take Quick Draw, you can throw multiple Starknives as per your BAB.
I'm not sure that Starknife and Elven Curved Blade are the best match. You might consider going 2 weapon: Starknife and Rapier, or maybe even 2 Starknives. Unless it's just to throw the knife, you can't use it when you are using the Curved Blade, and then you can only attack with 1 and not the other. You could, on the other hand, throw your knife on the same round as you attack with the rapier. Your base damage would go up: 1d10 with the ECB averages out to 5.5. 1d6 with the Starknife and 1d6 with the rapier average out to 7. When you get to level 5, it goes up to 2d8. You don't really change the flavor of your character: rapier and starknife is still very starry-elven. Also, you save the Exotic Weapon Feat you would have spent on the ECB.
There is a feat you can take, Close Quarters Thrower that will let you throw your 'knife even while in melee without provoking Attacks of Opportunity, giving you some battlefield control from inside the battlefield, and that's rare and useful, especially if you took those Snapshot feats.
If you use 2 weapons, you only get half your strength Mod to your damage. If you dipped 3 levels in Unchained Rogue, you would get Weapon Finesse and Dex-to-Damage as bonus feats and class abilities, allowing you to dump Strength and have an even higher Dex. That opens the door to the False Opening Feat, which allows your oppoents to get their Attacks of Opportunity when you throw in melee, but then you get a +4 AC, and they are Flatfooted vs your next attacks. This adds complexity to your character, but it adds some powerful and interesting options and still keeps the flavor.

Matthew Downie |

Now my high wisdom, I have bonus spells, when can I start using the level two, and three spells
You can cast level 2 spells at character level 4, and level 3 spells at character level 7. The bonus spells for having a high Wisdom don't allow you to cast higher level spells before you'd gain them normally.