Advice on first Warpriest


Advice


Hello everyone, below what I have got so far.

Please take note he is statted with Divine Favor, Magic Vestment, and Greater Magic Weapon running.

What I am looking for is general advice on the build itself - I have never played a Warpriest, but will now join a game of Rise of the Runelords starting at level 11 (and I believe... book 4?), and think this one may fit what the group needs.

By the way, we have:

- An Evoker
- A Ranger/Sorcerer/Arcane Archer
- An Inquisitor

Will this guy be able to withstand the frontline, and still provide some (much needed) divine support for the group?

Also, I am at a loss regarding what deity to chose...

Thank you for any possible feedback.

Half-Orc Warpriest:

Male half-orc warpriest of Arqueros 11 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 30, touch 17, flat-footed 27 (+11 armor, +2 deflection, +2 Dex, +1 dodge, +2 luck, +2 natural)
hp 96 (11d8+38)
Fort +14, Ref +9, Will +13
Defensive Abilities sacred armor (+2, 11 minutes/day)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 adamantine bardiche +16/+11 (1d10+21/19-20)
Special Attacks blessings 8/day, channel positive energy 3/day (DC 16, 4d6), fervor 7/day (4d6), sacred weapon (+2 1d10, 11 rounds/day)
Warpriest Spells Prepared (CL 11th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 16), greater magic weapon
. . 3rd—magic vestment
. . 2nd—bull's strength
. . 1st—divine favor (3)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Base Atk +8; CMB +14 (+20 trip); CMD 31 (33 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Felling Smash[UC], Fury’s Fall, Greater Trip, Improved Trip, Mobility, Paired Opportunists[APG], Power Attack, Weapon Focus (bardiche)
Traits dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +6, Intimidate +15, Knowledge (religion) +15, Sense Motive +14, Survival +7, Use Magic Device +14; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ blessings (good: battle companion, holy strike, protection: aura of protection, increased defense), orc blood
Combat Gear extend metamagic rod, jingasa of the fortunate soldier[UE], potion of fly, wand of enlarge person (50 charges), wand of mirror image (50 charges), wand of shield (50 charges); Other Gear +2 mithral full plate, +2 adamantine bardiche[APG], amulet of natural armor +2, belt of physical might +2 (Str, Con), boots of speed, cloak of resistance +2, ring of protection +2, 150 gp
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Special Abilities
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Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Felling Smash Trip a foe when you make a power attack
Fervor (4d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (11 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 (11 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Silver Crusade

Equipment-wise, I would drop the ring of protection, and rely on Divine Favor for the deflection bonus. Also, drop the amulet of natural armor and use the extra cash from this and the ring to increase the plate mail and the cloak. I would consider more fly potions - one might not be enough.


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Lunge and pushing assault.

These feats are the core of reach weapon distance control.

With lunge, you preserve your ability to get AoOs, even if you attack first. Normally, when you attack first, the enemy is in 5' step range. With lunge, they are 10' away, and have to use a move and eat an AoO to reach you. Also carries the intended benefit of letting you full attack anything in a circle 45' wide.

With pushing assault, you can reset the AoO after the enemy get right up on you. It can push enemies out to the same distance as lunge (and lunge lets you push first, and then still full attack).

Oh, and for any reach build- fortuitous weapon. Get an extra AoO in for the same action. 1/round, and it is at BaB-5...but that basically means the first fool to draw an AoO from you eats a mini full attack. So well worth the +1.

EDIT/SIDENOTE- is the divine support 'much needed'? You also have an inquisitor. Now, having two 6 level divine casters is fine and good. Just doesn't seem 'much needed'.


PCScipio, quick post from my phone to say Divine Favor doesn'grant any deflection bonuses :P (or was that Protection from Evil you meant?). Also, my Magic Vestment will not stack if I improve my plate (it currently has no pluses), right?

Iemeres, so you think I should forget about tripping?

And you may be right about the divine support, though thr Inquisitor alone would be hard pressed to keep up with the task, don't you think?

Silver Crusade

Sorry, brain fart, I meant Shield of Faith.


Albion, The Eye wrote:

Iemeres, so you think I should forget about tripping?

And you may be right about the divine support, though thr Inquisitor alone would be hard pressed to keep up with the task, don't you think

Your decision really. Both are important paths for reach builds. Lunge/pushing assault are the distance control feats, and trip feats would be the area control feats. It is depth and berth of control.

I would generally say that grabbing lunge at least is great, since it is a quality of life feat (allows you to attack first without sacrificing the damage/trip opportunity from your AoOs, allowing you to get full attacks off easier due to wider reach, allowing you to pretty much never suffer AoOs for coming up and attacking creatures huge or below)

About Divine Support- yeah, the burden is halved with two divine casters. Even just judging off of magic, warpriest is a decent choice, let alone the fact that it is an excellent class overall.

ADDITIONAL NOTE- have you taken a look at the dirty fighting feat? It has the additional property of counting as combat reflexes, dex 13, int 13, and improved unarmed strike. IE- it has the additional property of acting as all the prerequisites people complain about. Also, its primary ability is to give another +2 to combat maneuver checks when you are flanking as long as you have the maneuver feats (or allow you to avoid AoO without the maneuver feat if you sacrifice your flanking bonus).


What teamwork feats does the Inquisitor have?

Shadow Lodge

lemeres wrote:
EDIT/SIDENOTE- is the divine support 'much needed'? You also have an inquisitor. Now, having two 6 level divine casters is fine and good. Just doesn't seem 'much needed'.

As someone who played an inquisitor as the party's sole divine support - yes, it's pretty needed.

The inquisitor spell list lacks some significant buffs from the cleric/oracle list, such as Blessing of Fervor, in favour of utility spells like Keep Watch or debuffs like Blistering Invective.

Also, because they are not just a partial caster but a spontaneous partial caster they have a hard time using spells for condition removal (Neutralize Poison, Remove Disease, Remove Blindness/Deafness, Break Enchantment... it's a ton of spells known). They also lack any non-spell source of healing. You end up going through consumables like candy in order to fill basic healing needs. If the party had a witch, alchemist, or other backup healer it would be less of a big deal.

I'm hoping, btw, that the evoker and arcane archer are looking at at least some battlefield control options instead of just damage?


Try to make room for the Quicken Blessing feat with the battle companion. Level 10+ warpriests can make great summoners.


Ick.
Joining RotRL book 4 at level 11 with a class you've never played.
Not ideal, but at least you have a very solid character.
Here's my suggestions;

Pick up a side arm. Not saying to out of your starting gold, but if a +1 dagger drops, scoop it.
I know it seems kinda pointless, but trust me, you'll want it in the long run.
RotRL has a number of monsters that will get inside your reach, grabbing you, using their superior natural reach to ensure they can always hit you, or even swallowing you whole.
Monsters will end up grappling you, and you won't always have Freedom of Movement to fall back on.
If you can afford to drop a single feat for Weapon Focus, even the lowly Dagger can be an incredible back up weapon (remember, weapons you have Weapon Focus for have their damage scale off of your level).

After that, remember that your swift action is your friend.
Be sure to use it readily.
The biggest issue you'll find is debating whether to Fervor a spell, pop Sacred Armor, or pop Sacred Weapon.

If you can, push your main weapon up to an enhancement bonus of +3 asap.
+3 will overcome DR/silver and DR/cold iron.
Coupled with your Sacred Weapon to boost it to a +3 Holy weapon, you'll overcome most DRs you'll face in RotRL.

Remember that you count as a fighter with BAB of your level for your bonus feats, so Fighter Only feats are actually accessible to you.

Finally, pack some support spells in your lower level slots.
A single Resist Energy will be useful more often than not, and when it is not it can readily become a Cure Moderate Wounds.


Not a necessity, but a little extra trick could be swapping out Dangerously Curious for Toothy. You lose out on UMD (but already have a great spell list for wands and scrolls) but gain the ability to threaten adjacent and reach simultaneously. If you take Weapon Focus (natural weapon) you can even make your bite a big-hitter.


"Pick up a side arm. Not saying to out of your starting gold, but if a +1 dagger drops, scoop it."

Yep - an extra weapon never hurts, especially if it has different damage type and material. Daggers are especially cool as they give you two damage types you can choose between. Also never forget that any medium+ armor comes with a pair of gauntlets - which conveniently enough offer the third kind. There may be moments when your are grappled and, say, cannot draw a second weapon - but you are still armed and can, say, make attacks of opportunity or just attacks that do not provoke.


Thank you everyone for some solid advice - I've went over the character again. Some comments first:

PCScipio wrote:
Equipment-wise, I would drop the ring of protection, and rely on Divine Favor for the deflection bonus. Also, drop the amulet of natural armor and use the extra cash from this and the ring to increase the plate mail and the cloak. I would consider more fly potions - one might not be enough.

I took your advice and dropped the Ring of Protection, mainly because I am planning on using that Wand of Shield as often as I can (routine would be, zap wand, swift Divine Favor, move in and wait for AoO). However I couldn't bring myself to lose the Amulet of Natural Armor - this way I run with an AC of 28 as base, which is not impressive but...

Also, for the plate, my plan was to grab a Rod of Extend and roll with Greater Magic Weapon and Magic Vestment (which should both last 22 hours?) - unfortunately only at level 12 do those bonuses increase to +3 each... Do you think this is a bad option?

I am definitely getting more fly potions (can't afford the wand) ;)

lemeres wrote:

Lunge and pushing assault.

These feats are the core of reach weapon distance control.

With lunge, you preserve your ability to get AoOs, even if you attack first. Normally, when you attack first, the enemy is in 5' step range. With lunge, they are 10' away, and have to use a move and eat an AoO to reach you. Also carries the intended benefit of letting you full attack anything in a circle 45' wide.

With pushing assault, you can reset the AoO after the enemy get right up on you. It can push enemies out to the same distance as lunge (and lunge lets you push first, and then still full attack).

Oh, and for any reach build- fortuitous weapon. Get an extra AoO in for the same action. 1/round, and it is at BaB-5...but that basically means the first fool to draw an AoO from you eats a mini full attack. So well worth the +1.

I managed to fit Lunge and Dirty Fighting into the build - great suggestions there. But I do have some doubts, If I move in with Lunge, and I trip my opponent, won't he be too far away for me to fish any AoOs as he tries to stand up?

As for fortuitous, I am not sure how to balance things between weapon enchants (Duelist would be another great choice I think), and using Greater Magic Weapon... Maybe I should drop the Rod to a lesser one, gaining 8k gold in the process, and use that to enhance my weapon?

My Self wrote:
What teamwork feats does the Inquisitor have?

I think he may be open for a few suggestions on my end :D

Weirdo wrote:
I'm hoping, btw, that the evoker and arcane archer are looking at at least some battlefield control options instead of just damage?

And you hope correctly - it would seems our Evoker has shifted to a more buff/summon/Battlefield control build ;)

Melkiador wrote:
Try to make room for the Quicken Blessing feat with the battle companion. Level 10+ warpriests can make great summoners.

What feat would you replace in my current build? I am looking at taking out Additional Traits, because I took it only really for the 'Bred for War' trait - maybe that +1 to CMB isn't THAT important?

Lord Twitchiopolis wrote:

Pick up a side arm. Not saying to out of your starting gold, but if a +1 dagger drops, scoop it.

I know it seems kinda pointless, but trust me, you'll want it in the long run.
RotRL has a number of monsters that will get inside your reach, grabbing you, using their superior natural reach to ensure they can always hit you, or even swallowing you whole.
Monsters will end up grappling you, and you won't always have Freedom of Movement to fall back on.
If you can afford to drop a single feat for Weapon Focus, even the lowly Dagger can be an incredible back up weapon (remember, weapons you have Weapon Focus for have their damage scale off of your level).

After that, remember that your swift action is your friend.
Be sure to use it readily.
The biggest issue you'll find is debating whether to Fervor a spell, pop Sacred Armor, or pop Sacred Weapon.

If you can, push your main weapon up to an enhancement bonus of +3 asap.
+3 will overcome DR/silver and DR/cold iron.
Coupled with your Sacred Weapon to boost it to a +3 Holy weapon, you'll overcome most DRs you'll face in RotRL.

Remember that you count as a fighter with BAB of your level for your bonus feats, so Fighter Only feats are actually accessible to you.

Finally, pack some support spells in your lower level slots.
A single Resist Energy will be useful more often than not, and when it is not it can readily become a Cure Moderate Wounds.

I'll keep an eye out for that 'sidearm' ;)

But in the meantime, would you say that as an alternative I can roll with the Gauntlet (from the Full Plate)? Less than optimal though... Maybe I can scrounge up a few extra gold to buy a close reach magical weapon...

I would like to push my weapon to +3, I'm just not sure what else I should drop. Greater Magic Weapon would put it there, but then again, only at level 12...

Corvino wrote:
Not a necessity, but a little extra trick could be swapping out Dangerously Curious for Toothy. You lose out on UMD (but already have a great spell list for wands and scrolls) but gain the ability to threaten adjacent and reach simultaneously. If you take Weapon Focus (natural weapon) you can even make your bite a big-hitter.

Hehe, I like your thinking, and I do know that UMD is not an optimal choice (I mean at this moment I am only grabbing it for the potential utility, AND Enlarge Person + Mirror Image + Shield...), but since Warpriests can lay down regular buffs as Swift Actions, they seem to be the optimal combination to actually spend an action zapping a wand. I may be wrong though. Taking a second look at the wrist sheath (was planning to store two wands there), it will take a move and a standard to zap, free to drop, and then I am left with a swift to divine buff - does it suck?

The Shaman wrote:

"Pick up a side arm. Not saying to out of your starting gold, but if a +1 dagger drops, scoop it."

Yep - an extra weapon never hurts, especially if it has different damage type and material. Daggers are especially cool as they give you two damage types you can choose between. Also never forget that any medium+ armor comes with a pair of gauntlets - which conveniently enough offer the third kind. There may be moments when your are grappled and, say, cannot draw a second weapon - but you are still armed and can, say, make attacks of opportunity or just attacks that do not provoke.

Again duly noted :)

I'll try to scrounge for a +1 sidearm somewhere...

----------------------

And below is the current character iteration - what do you guys think?

I still need advice on spell selection, and the stuff I mentioned above.

Again: the stats include Divine Favor, Greater Magic Weapon, Magic Vestment, and Power Attack

Half Orc Warpriest of Torag - Whaaaaat? :D:

Male half-orc warpriest of Torag 11 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 26 (+11 armor, +2 Dex, +1 insight, +2 luck, +2 natural)
hp 96 (11d8+38)
Fort +14, Ref +10, Will +13
Defensive Abilities sacred armor (+2, 11 minutes/day)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 adamantine guisarme +17/+12 (1d10+21/×3) or
. . cold iron warhammer +14/+9 (1d10+14/×3)
Special Attacks blessings 8/day, channel positive energy 3/day (DC 16, 4d6), fervor 7/day (4d6), sacred weapon (+2 1d10, 11 rounds/day)
Warpriest Spells Prepared (CL 11th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 16), greater magic weapon
. . 3rd—magic vestment
. . 2nd—bull's strength, resist energy
. . 1st—divine favor (3)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Base Atk +8; CMB +18 (+24 trip); CMD 30 (32 vs. trip)
Feats [custom] Dirty Fighting, Additional Traits, Combat Reflexes, Felling Smash[UC], Fury’s Fall, Greater Trip, Improved Trip, Lunge, Paired Opportunists[APG], Power Attack, Weapon Focus (guisarme)
Traits bred for war (shoanti), dangerously curious, deft dodger, fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +6, Intimidate +16, Knowledge (religion) +15, Sense Motive +14, Survival +7 (+9 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ blessings (good: battle companion, holy strike, protection: aura of protection, increased defense), orc blood
Combat Gear extend metamagic rod, jingasa of the fortunate soldier[UE], potion of fly, potion of fly, wand of enlarge person (50 charges), wand of mirror image (50 charges), wand of shield (50 charges); Other Gear +2 mithral full plate, +2 adamantine guisarme, cold iron warhammer, dusty rose prism ioun stone, amulet of natural armor +2, belt of physical might +2 (Str, Con), boots of speed, cloak of resistance +2, ioun stone, pale green prism (atk), cracked, wayfinder[ISWG], masterwork backpack[APG], wrist sheath[UE] (2), 130 gp
--------------------
Special Abilities
--------------------
[Custom, At will] Dirty Fighting Custom made

Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a fe
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Felling Smash Trip a foe when you make a power attack
Fervor (4d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +2 (11 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 (11 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


Albion, The Eye wrote:

I managed to fit Lunge and Dirty Fighting into the build - great suggestions there. But I do have some doubts, If I move in with Lunge, and I trip my opponent, won't he be too far away for me to fish any AoOs as he tries to stand up?

As for fortuitous, I am not sure how to balance things between weapon enchants (Duelist would be another great choice I think), and using Greater Magic Weapon... Maybe I should drop the Rod to a lesser one, gaining 8k gold in the process, and use that to enhance my weapon?

Lunge tends to come up for opponents who are still standing up- ones you haven't engaged with yet (or ones you have reset the distance- more on that).

For a lot of what you are trying to do with it, you are trying to preserve your ability to both do regular attacks and ability to get in those trippy AoOs.

If you attack first, the enemy will almost never (assuming that no one just plain disengages the scuffle entirely) be a position where he will risk an AoO from your polearm- he will just 5' step to where he needs to be.

With lunge, you can full attack all you want, and the enemy will still be in a position where he needs to cross your threatened area with a move or charge. He will be outside of your threatened area. So you can engage him first all you want.

Lunge is more for the first encounter. At least until you find room for pushing assault in a few levels. Then you can reset the positions of the encounter over and over, allowing you to get trip after trip after trip.

Also- remember- trip is a relatively limited maneuver. So having distance tactics when your enemy is immune to your area tactic is not bad.

And this is rise of the runelords- never played it myself, but I know for a fact that you will face giants. Often. Lunge lets you engage with Huge sized giants without risking any AoOs yourself. And that seems like it is VERY valuable. Heck, see if you can get long arm cast on you- even with more conservative interpretations, you might actually have the right that lets you do reach AoOs against giants.


Iemeres, again thank you for the feedback, and above all for clarifying some of the game mechanics to me.

In the meantime, and at the suggestion of a fellow player, I went for a Whip build, and came up with:

Roryx:

Roryx
Male half-orc warpriest of Kurgess 11 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 26 (+11 armor, +2 Dex, +1 insight, +2 luck, +2 natural)
hp 96 (11d8+38)
Fort +14, Ref +9, Will +13
Defensive Abilities sacred armor (+2, 11 minutes/day)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 adamantine stinging whip +18/+13 (1d10+22 nonlethal) or
. . mwk cold iron stinging whip +16/+11 (1d10+14 nonlethal)
Ranged composite longbow +14/+9 (1d8+8/×3) or
. . mwk silver javelin +15 (1d10+7)
Special Attacks blessings 8/day, channel positive energy 3/day (DC 16, 4d6), fervor 7/day (4d6), sacred weapon (+2 1d10, 11 rounds/day)
Warpriest Spells Prepared (CL 11th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 16), greater magic weapon
. . 3rd—magic vestment
. . 2nd—bull's strength, resist energy
. . 1st—divine favor (3)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Base Atk +8; CMB +17 (+25 trip); CMD 30 (32 vs. trip)
Feats [custom] Dirty Fighting, Combat Reflexes, Fury’s Fall, Greater Trip, Improved Trip, Improved Whip Mastery[UC], Lunge, Paired Opportunists[APG], Power Attack, Weapon Focus (whip), Whip Mastery[UC]
Traits big game hunter, dangerously curious, fate's favored
Skills Acrobatics -1 (-5 to jump), Climb +6, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +15, Knowledge (religion) +15, Sense Motive +14 (+12 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +7 (+9 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Intimidate
Languages Common, Giant, Goblin, Orc
SQ blessings (good: battle companion, holy strike, travel: agile feet, dimensional hop), orc blood, pride
Combat Gear extend metamagic rod (lesser), jingasa of the fortunate soldier[UE], potion of fly, wand of enlarge person (50 charges), wand of mirror image (50 charges), wand of shield (50 charges); Other Gear +2 mithral full plate, +3 adamantine stinging whip, composite longbow (+5 Str), mwk cold iron stinging whip, mwk silver javelin, dusty rose prism ioun stone, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, gauntlet of the skilled maneuver (trip)[UE], ioun stone, pale green prism (atk), cracked, wayfinder[ISWG], masterwork backpack[APG], wrist sheath[UE] (2), 2,130 gp
--------------------
Special Abilities
--------------------
[Custom, At will] Dirty Fighting Custom made

Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a fe
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (4d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Armor +2 (11 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 (11 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 4d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Whip Mastery Using a whip does not provoke attacks of opportunity

------------------

A few differences: I dropped the Boots of Speed, and the Extend Magic Rod (swapped by a lesser one), and got a +3 weapon, and gauntlets of the skilled maneuver (trip).

What do you guys think - looks solid? Am I missing something important?


I would take quicken blessing at level 11 (to allow quickened summons) and pin down as your level 12 bonus feat.


Nicholas, what feat would you drop for Quicken Blessing?


Looks like it will take a bit of teamwork to get paired opportunist to work, especially against creatures with reach. Cloud giants (which are CR11) have a 15' reach, meaning your teammate would have to be both adjacent to you and threaten the giant.

Against giants, I don't see you getting opportunity attacks due to movement since they have reach. Summons would let you block off a few opponents to give you time to neutralize others.


Well, he could be 5' away from the giant, while I stay 5' immediately behind him and to the left or right. Even though it means we would both be threatened, it would work, correct?

Maybe the best option would be to go for the trip first (I have 15' reach with a whip?), and move in after that? If he is down, can he still take AoOs as we approach?


Albion, The Eye wrote:
Nicholas, what feat would you drop for Quicken Blessing?

It would need to be whatever feat you get at level 11, because only then could you get the quicken blessing you want.


Albion, The Eye wrote:
If he is down, can he still take AoOs as we approach?

Yes, and even attack, but at a penalty for being prone.

/cevah


I´m playing a half-elf warpriest of Calistria in Mummys Mask at the moment, what is surprisingly strong.
Using a whip with weapon finesse. YOu can either get the agile enchantment or slashing grace for DEX to Damage.
With the whip, you don´t need lunge, since you already have 15 feet attack reach. 2 feats later - whip mastery and improved whip mastery - you threaten 10 feet too.
Warpriest does have the feats for that.
Even without power attack/piranha strike damage is more than high enough.
Divine Favor + Fates favored trait go a long way there.

Dirty fighting will give you all the maneuver feats you want.

I´m also gonna point out that warpriests can make surprisingly good ranged fighters. There´s some spells - especially at level 3 - that really turn the tide here.


Thanks for the good tips guys.

I may actually consider dropping Lunge, though against said Cloud Giant above (with 15' reach), it would be this feat that would make the difference between keeping him at distance, and making him eat an additional AoO to close the gap or not. And I would be heading towards Pushing Assault to make things even worse for him. Bottom line, it would allow me to use this tactic, even against giants.

There are alternatives of course, like Enlarge Person for example (I have a wand for that :P), though it means at least a move+standard to get rolling, while Lunge is always available.

Decisions, decisions... :D


My favorite warpriest is my dwarf warpriest of Angradd that uses a dorn durgar in one hand and a shield in the offhand. The dwarf chain flail can be used as either a reach or normal weapon. Gives you a reach weapon with the right feats you can swap out as either a reach or normal weapon. Pretty fun to be honest.


I was under the impression the whip could also be used at 5'. Am I wrong?


Hayato Ken wrote:
I´m playing a half-elf warpriest of Calistria in Mummys Mask at the moment, what is surprisingly strong.

I wanted to try this for a while, but isn't the whip damage limitation too much of a pain in the ass early on?


Had two people play a Warpriest the only complaint they have had is the BAB is on the low side compared to a straight fighter. They both agree it's a rather well made class. It more then any Hybrid class succeeds at being a true Hybrid class.


The Shaman wrote:
Hayato Ken wrote:
I´m playing a half-elf warpriest of Calistria in Mummys Mask at the moment, what is surprisingly strong.
I wanted to try this for a while, but isn't the whip damage limitation too much of a pain in the ass early on?

No, it´s your focus weapon and you get 1d6 damage.

With a human, you can have slashing grace at level 1 already and there´s also a trait giving you +1 damage for whips.


Albion, The Eye wrote:
I was under the impression the whip could also be used at 5'. Am I wrong?

Core Rules says:

"unlike most other weapons with reach, you can use [the whip] against foes anywhere within your reach (including adjacent foes)."

Good rule of thumb is that flexible reach weapons can be used against adjacent squares, but ones that involve rigid poles or similar cannot.


Hayato Ken wrote:


No, it´s your focus weapon and you get 1d6 damage.
With a human, you can have slashing grace at level 1 already and there´s also a trait giving you +1 damage for whips.

I am more worried about the whip limitation about damage being nonlethal and negated by armor/natural armor.Eventually, you bypass that, but isn´t it a problem early on?


The Shaman wrote:
Hayato Ken wrote:


No, it´s your focus weapon and you get 1d6 damage.
With a human, you can have slashing grace at level 1 already and there´s also a trait giving you +1 damage for whips.
I am more worried about the whip limitation about damage being nonlethal and negated by armor/natural armor.Eventually, you bypass that, but isn´t it a problem early on?

It's a very low level concern, but you don't lose much just by using a more conventional weapon until you can pick up the needed feat at 3rd level.


Thanks for the clarification PossibleCabbage. This means my build is basically done ;)

Any final insights on the Lunge/Quicken Blessing considerations above? Still haven't made up my mind on that one.


A slight bump? :P

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