Build Advice: Whip-based Calistrian Warpriest for Hell's Rebels


Advice


Spoiler:
Elf Warpriest (Cult Leader) of Calistria

STR 10
DEX 16
CON 10
INT 16
WIS 14
CHA 13

HP: 9 (+1 favored class)
FORT +2, REF +3, WILL +5

Attacks: Whip +3 (1d6), other finesse weapon +3

Equipment: Whip, Chain Shirt, other stuff

Feats: Weapon Finesse, Exotic Weapon Proficiency: Whip

Skills:
Acrobatics (Dex) +7
Disguise (Cha) +7
Knowledge (local) (Int) +7
Knowledge (religion) (Int) +7
Perception (Wis) +8
Sense Motive (Wis) +6
Stealth (Dex) +9

Spells:
0: Light, Guidance, Stabilize
1: Shield of Faith, Bless

Blessings: Luck, Trickery


A friend asked me to whip up something for a Hell's Rebels game he's running, and I thought the idea of an Elven dominatrix Batman fighting the forces of hell sounded kind of entertaining. The thing is, I'm not sure that the "Cult Leader" archetype is worth what I'm giving up; on one hand, light armor is what I wanted for this character concept anyway. On the other hand, losing Weapon Focus is a bummer, since it complicates getting Whip Mastery ASAP.

But here's my plan: at level 3, use the 3rd level character feat to pick up Weapon Focus, and the 3rd level Warpriest Bonus feat to pick up Whip Mastery, at which point she can use the whip full-time as a weapon. Prior to that, focus on trying to disarm/trip from a distance to avoid provoking AoOs, since I won't have the improved Disarm/Trip feats. Does this seem viable?


Looks like an interesting build to me, and not having any dumped stats is a bonus. I think you'll be fine waiting until 3 for Whip Mastery. APs are not usually that difficult early on, and if you at least have a competent group to back you up and run interference, your plan to disarm and trip early should work fine. You should look into grabbing phalanx formation at some point down the line. It'll stop you from needing to yell at your friends when they get in your way!


Those are good points; I'm also a little iffy on giving up Channeling for the ability to cast Enthrall without using spell slots. The extra skill points and sneak attack seem nice, though.

Liberty's Edge

spectrevk wrote:
Those are good points; I'm also a little iffy on giving up Channeling for the ability to cast Enthrall without using spell slots. The extra skill points and sneak attack seem nice, though.

A Warpriest's Channel Energy is lower dice than a Cleric's and costs two uses of Fervor, which they should basically never use for that purpose. It shouldn't be a major concern.


Deadmanwalking wrote:
spectrevk wrote:
Those are good points; I'm also a little iffy on giving up Channeling for the ability to cast Enthrall without using spell slots. The extra skill points and sneak attack seem nice, though.
A Warpriest's Channel Energy is lower dice than a Cleric's and costs two uses of Fervor, which they should basically never use for that purpose. It shouldn't be a major concern.

Isn't a bad heal option better than a bad crowd-control that requires you to start using it outside of combat in order for it to work?

I guess it's kind of a wash, and the archetype seems appropriate for a warrior-priest of an outlawed religion.

Liberty's Edge

spectrevk wrote:
Isn't a bad heal option better than a bad crowd-control that requires you to start using it outside of combat in order for it to work?

Technically. I just think both are niche enough to not be a major factor in the decision-making.

spectrevk wrote:
I guess it's kind of a wash, and the archetype seems appropriate for a warrior-priest of an outlawed religion.

Yeah, seems good to me.

Oh! On a mechanical note, I'd go Con 11 and Cha 12. That seems better over the long term assuming you wanna beef up the odd stat, and it buys an extra round in the negatives before death even if you never raise it.


Good idea! I was originally going for WIS 16, then I remembered that Warpriest only gets 6 levels of spells anyway. I'd also kind of wanted a maxed-out DEX, if only to justify wearing studded leather armor instead of a chain shirt (again, for that dominatrix/Batman look), but I can't really justify the expense. I figure I can pump up the DEX later with a belt and go back to leather.

Liberty's Edge

spectrevk wrote:
Good idea!

Thanks, I try. :)

spectrevk wrote:
I was originally going for WIS 16, then I remembered that Warpriest only gets 6 levels of spells anyway.

Yeah, and are primarily buffers to boot. No need for super-high Wis.

spectrevk wrote:
I'd also kind of wanted a maxed-out DEX, if only to justify wearing studded leather armor instead of a chain shirt (again, for that dominatrix/Batman look), but I can't really justify the expense. I figure I can pump up the DEX later with a belt and go back to leather.

You can also go with a mithral chain shirt and wear whatever clothing you want over it. Something in black and yellow silk seems appropriate...


Hmm...DEX is both attack bonus *and* AC with this build, as well as stealth and acrobatics skill bonuses...what if I went with:

STR 10
DEX 20
CON 10
INT 10
WIS 13
CHA 12

after Elf stat adjustments? I'd have to shave down the skill list though, which would be kind of a shame. I'm also leery of over-committing to one stat.

What about:

STR 10
DEX 18
CON 11
INT 14
WIS 13
CHA 12

After elf stat adjustments?

Liberty's Edge

The first seems seriously over-focused. The second seems quite workable.

You're eventually gonna want Slashing Grace on this build, so ditching Str to 8 might also be worth it for Con 12 or Wis 14 on that second one, too.

That reduces damage, but you're not gonna be doing much damage with the whip until 5th level (when you get Whip Mastery) anyway, and you can get Slashing Grace at 6th.


So, I've updated the build a bit, this time going with a Tiefling for more of that Chelaxian flavor:

http://pastebin.com/BSDeEQgQ

Thoughts/suggestions, anyone?

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