| Ckorik |
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Has anybody run the Scribbler as a warpriest instead of a cleric/fighter? This would change tactics some (swift actions used to buff with fervor). Thinking of trying this with my players, any advice welcome.
Here is my take....
Scribbler - reloaded
Scribbler - Reloaded CR 14
XP 38,400
Divine guardian human (Azlanti, Pureblooded) warpriest of Lamashtu 14 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 4 60)
CE Medium humanoid (evil, human)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +20
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Defense
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AC 27, touch 14, flat-footed 23 (+9 armor, +3 Dex, +1 dodge, +4 natural)
hp 150 (14d8+84); fast healing 5
Fort +13, Ref +7, Will +19
Defensive Abilities ability healing, sacred armor (+3, 14 minutes/day); Immune disease, mind-affecting effects, poison; SR 15
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Offense
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Speed 60 ft. (50 ft. in armor)
Melee +1 returning cold iron dagger +15/+10 (1d4+5/19-20) or
. . fanged falchion +18/+13 (1d10+9/15-20)
Special Attacks blessings 10/day, channel negative energy 7/day (DC 26, 5d6), fervor 15/day (5d6), sacred weapon (+3 1d10, 14 rounds/day)
Spell-Like Abilities (CL 14th; concentration +16)
. . At will—dimension door (within sacred site only)
. . 3/day—alarm, knock
. . 1/day—arcane lock, augury, clairaudience/clairvoyance, commune, dismissal (DC 17), forbiddance, guards and wards, hold portal
Warpriest Spells Prepared (CL 14th; concentration +22)
. . 5th—quickened divine favor, righteous might, quickened shield of faith
. . 4th—cure critical wounds, divine power, freedom of movement, extended magic vestment, spell immunity, spiritual ally[APG]
. . 3rd—blindness/deafness (DC 21), cure serious wounds, cure serious wounds, dispel magic, protection from energy, wind wall
. . 2nd—bear's endurance, bull's strength, cure moderate wounds, cure moderate wounds, gentle repose (DC 20), hold person (DC 20), ironskin
. . 1st—command (DC 19), cure light wounds, cure light wounds, moment of greatness[UC], protection from good, sanctuary (DC 19), shield of faith
. . 0 (at will)—bleed (DC 18), create water, guidance, light, read magic
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Statistics
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Str 18, Dex 16, Con 19, Int 12, Wis 26, Cha 14
Base Atk +10; CMB +14; CMD 28
Feats Bloody Assault[APG], Craft Magic Arms & Armor, Critical Focus, Dodge, Extend Spell, Improved Critical (falchion), Iron Will, Lunge, Power Attack, Quicken Spell, Skill Focus (Bluff), Toughness, Weapon Focus (falchion)
Skills Acrobatics +0 (+8 to jump), Bluff +13, Intimidate +12, Knowledge (arcana) +9, Knowledge (planes) +8, Knowledge (religion) +9, Perception +20, Perform (oratory) +9, Sense Motive +13, Spellcraft +11; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Abyssal, Azlanti, Thassilonian
SQ blessed life, blessings (chaos: anarchic strike, battle companion, trickery: double, greater invisibility), divine swiftness, sacred site
Other Gear +3 spell resistance (15) breastplate, +1 returning cold iron dagger, fanged falchion, headband of inspired wisdom +2
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Special Abilities
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Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score.
Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.
Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Bloody Assault Take -5 to all attacks and maneuvers until your next turn to add 1d4 bleed damage to all weapon melee attacks.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Swiftness A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature's speeds is doubled. If the base creature has a fly speed, the divine guardian's maneuverability becomes perfect if
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fervor (5d6, 15/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Sacred Armor +3 (14 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 Site You are bound to a specific sacred site that you must guard.
Sacred Weapon +3 (14 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spell Resistance (15) You have Spell Resistance.
Warpriest Channel Negative Energy 5d6 (7/day, DC 26) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Note - armor here has the warpriest sacred armor for spell resistance (as he looses that spell from the original) - the sacred weapon is also active - all 'spells before combat' he still could cast are active on him at this time.
Let me know what you think.
| Cody Anderson |
I like what I see (pretty similar to what I've mocked up, but the armor for spell resistance is a good idea). Still curious as to what people think of doing the change. Would this make it too difficult? Too easy?
The only challenge with the warpriest build, with the Scribbler tactics, is running out of swift actions. Not sure what I feel about that yet...
| Ckorik |
Well the biggest difference is that he looses the summon monster VI for the babu's - assuming he actually gets to use that (full round spellcast.... I would be it gets interrupted unless you fudge it and say it happened before the fight). Honestly after looking it over - I'd most likely replace quicken spell with another feat and let him use frevor to cast quickened. As to what feat... well go with one of the critical line as his entire theme is to crit as much as possible for the sword synergy.
Overall he trades a few spells for higher to hit and a bit higher damage - I don't think it's overpowering and it does fit thematically - the warpriest should be able to get off more spells as he can essentially quicken them 15 times a day. The warpriest version had more feats than the original - I gave him Lunge - so he could take advantage of someone assuming he has a short reach. The higher to hit bonus lets him keep power attack on without having issues with hitting.
Given that you can swift action *and* still full attack - I think I'd change his tactics to: "Jumps into melee using Fevor to cast righteous might - then following with divine favor, and then spiritual ally against any casters staying out of range."
I don't think that he'd be very different than the original honestly - perhaps just a *bit* more dangerous but not 'omg he's going to kill them now' level - given his original version made liberal use of quicken I think the WP is perfect, and honestly looking at the two you can see the inspiration they had for the class.
| Basillicum |
Ckorik's suggested build looks very nice. It'll be ages before my group gets to the Scribbler, but I'm looking forward to it already.
Since we have six players with rather powerful characters, I will have to compensate a bit. I'm considering making him a dual-wielder with the Dimensional Savant feat (and more fighter levels), which should fit nicely with his at will Dimension Door ability. I'll throw out the build here if I put it together any time soon.
I'm aware that the Scribbler only gets to use Dimension Door due to his sacred site, but I figure that -- just like an ability score bonus from a magic item worn for more than 24 hours -- it counts as permanent in regards to feat requirements.
| Ckorik |
Well if you use the option that most GM's I know use (buffs are always cast pre combat unless the party is able to actually surprise the boss) - the stat's above reflect all the spells in the 'before combat' - and using his weapon and armor buffs from the warpriest.
Just keep in mind that if the fight lasts long enough - on round 9 he needs to use his swift to reactivate the armor buff - and on round 10 the same for his weapon.