Warpriest feat ideas please


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Hello! I'm making an Android Warpriest for Iron Gods, and I have never played a Warpriest before.

For what I want to do with him is make him a fighter type with all the extra feats he gets, crit build with a falchion...so the usual power attack,weapon specialization, critical focus etc.

But also feats that can also be useful in a pinch like using divine interference for rerolls for my friends and fey foundling for my self heals etc.

Does anyone have any suggestions on feats?


Never pick Weapon Specialization unless you are going with a TWF build, and even then it's very doubtful in use. Weapon Focus and Greater Weapon Focus are a million times more important.

Anyway, you want to look into Toughness and Quick Blessing... Extra Channel is not terrible either if you have healing duties for your party. Quick Channel is also pretty neat to have.


Jay707 wrote:

Hello! I'm making an Android Warpriest for Iron Gods, and I have never played a Warpriest before.

For what I want to do with him is make him a fighter type with all the extra feats he gets, crit build with a falchion...so the usual power attack,weapon specialization, critical focus etc.

But also feats that can also be useful in a pinch like using divine interference for rerolls for my friends and fey foundling for my self heals etc.

Does anyone have any suggestions on feats?

Well, WS needs 4th level, so you'll need to have another fighter level before becoming 3rd level warpriest if you want it sooner rather than later:

You could go Warpriest 2/Fighter 1 then Warpriest 1 to qualify
or Warpriest 3/Fighter 1


Never multiclass a Warpriest plz you need the Fervor.

I'd also like to add Vital Strike -- it's actually great on Warpriests who can nab it at level 6.


Thank you for the replies, as for the Warpriest dipping into fighter.

It says Warpriest treats his Warpriest level as his Fighter level for feats, no?

And is Vital strike worth it going Falchion crit build instead of Greatsword?


Yeah, any weapon with 2dX dice gets a good boost from Vital Strike.

Plus, if you are smart and don't ever take levels into anything other than Warpriest, you can rush for Righteous Might which should give you a size increase which in turn increases your weapon's damage dice.

This also works with Enlarge Person, but for the love of all that's good don't ever dip into Fighter since it washes down your casting.


Secret Wizard wrote:

Yeah, any weapon with 2dX dice gets a good boost from Vital Strike.

Plus, if you are smart and don't ever take levels into anything other than Warpriest, you can rush for Righteous Might which should give you a size increase which in turn increases your weapon's damage dice.

This also works with Enlarge Person, but for the love of all that's good don't ever dip into Fighter since it washes down your casting.

But he'll have to wait till 6th for WS. I'm just suggesting 1 dip so he gets it earlier. Since he did say he wanted it.


Ah, I just meant eventually but thank you for the suggestion


Weapon specialization is a terrible feat. You don't wait for it, you avoid it.


Secret Wizard wrote:
Never pick Weapon Specialization unless you are going with a TWF build, and even then it's very doubtful in use

Pretty much any many hit styles, since they would get to use the feat many more times per turn for greater returns. Archery has a better argument for weapon specialization, since you can pretty much always shoot out a ton of attacks.

Heck, maybe reach weapons could use it too. They can get more attacks than normal through AoOs, and thus more chances to use the extra damage. Especially with a fortuitous weapon. In that line of thought, if you use righteous might or enlarge person a lot, regular 2 handed builds could also use this kind of strategy using natural reach (you might have to be really dedicated to this to grab combat reflexes and a fortuitous falchion...)

But past this, I would say leave it to pure fighters, who have the ton of bonus feats to spend on it.

Scarab Sages

Greater weapon of the chosen plus vital strike is really quite good for warpriests. You always have access to the next vital strike feat before you have access to your next iterative attack, and rolling twice to hit really helps make sure you crit. It's slightly less damage than full attacking once you have access to haste, but its still solid and you have great mobility.


I you want a million attacks, dip one level of sohei monk, take cornugon smash and hurtful, and buff yourself with channel vigor. At 7th lvl you now have 5 attacks per round. Very smashy!


Thanks for the tip!

Anyone else have any other feat suggestions?


If you do decide to use intimidate, the cruel feat from inner sea gods is completely overpowered because intimidate is a fear effect.

I can't find it on the internet, though. Maybe I pulled the wrong name? Its definitely a feat.


Cruelty

@OP: Have you read this thread?

RPG Superstar 2012 Top 32

If you are allowed to use 3rd party feats, Mystical Healer is really great.

It provides a scaling bonus to all healing you do. +1d4 at 1st level, up to +4d6 at 13th level. This can shore up the reduced Channel Energy healing the warpriest gets.

Depending on your stats, using the Reach Cleric build & guide might be useful. Or just using reach and Combat Reflexes, maybe invest in Exotic Weapon Proficiency fauchard if you want to crit-fish at reach.

Does the Warpriest weapon increase and Vital Strike combine?


You can use the Sacred Weapon damage dice as the base for Vital Strike, yes.

Mind that Exotic Weapon Prof requires BAB +1, so you couldn't apply your free Weapon Focus at lvl1 to the Faulchard; which means you have to spend another feat to get Sacred Weapon with it.


Also, mind the fact that you don't really gain anything for using sacred weapon damage dice for vital strike until... level 15 or so?

That is assuming the original build with a falchion. Sacred weapon damage dice aren't really that noticeable with 2 handed martial weapons, since they already have decent dice.

Not that vital strike can't be decent for such weapons prior to level 15. You still have good dice. Just that being a warpriest isn't going to help much until level 15 when you upgrade to greatsword levels of damage.

It is honestly why I tend to go with arsenal chaplain. The weapon training is just straight better than the sacred weapon dice. Bonuses to damage that actually affect 2 handed weapons, and bonuses to attack that basically put you on par with a fighter in straight melee when you also fervor up a divine favor. The only real flaws in the archetype is that it restricts your blessing and removes channel energy (which likely has some nice melee options if you are willing to invest).

Scarab Sages

Channel energy is ok because it allows you to take some feats such as guided hand or crusaders flurry, but if you really wanted it you would be better off with a dip of crusader cleric or nature fang Druid with one of the channel domains.

Channel energy is a wast of fervor for a pure warpriest.


Jay707 wrote:

Hello! I'm making an Android Warpriest for Iron Gods, and I have never played a Warpriest before.

For what I want to do with him is make him a fighter type with all the extra feats he gets, crit build with a falchion...so the usual power attack,weapon specialization, critical focus etc.

But also feats that can also be useful in a pinch like using divine interference for rerolls for my friends and fey foundling for my self heals etc.

Does anyone have any suggestions on feats?

not a feat suggestion, just wondering, since you have martial weapon prof. why are you using a falchoin instead of a Nodatchi ?

edit. a real man's weapon so big you need two to use it!


Couple feats (most have already been mentioned) -

Toughness (You'll need the health)
Power Attack (A must when 2handing)
Furious Focus (Helps when Power Attacking for that first attack)
Improved Critical - 9th level bonus feat (for the improved crit range)

Opitional, strongly suggested
Weapon of the Chosen, Improved Weapon of the Chosen, and Greater Weapon of the Chosen (Helps getting through certain types of DR, a 'fake' blind fighting feat, and improved accuracy with a single attack)
Vital Strike - 6th level Bonus feat (Works great with weapon of the chosen feat line, Power attack, Furious Focus, and Vital Strike for just that extra damage. Tack on Improved Crit at 9th level and you have a great chance to deal serious damage with a Alpha Strike.)

That's 8 Feats there that'll take you to 9th level warpriest, if you go this way.


Last minute add -

If going with the Weapon of the Chosen/Vital Strike Feat line, I like using Oversized Weapons with a decent crit range. Think rolling 2D20 to hit with and the extra damage dice size more then make up for the -2 to hit penalty when using oversized weapon.

might face the problem of access to oversized weapons depending on the game your gm is running. So check on that before making a decision.


Remmber if it take two hands as medium u cant lift it if it is large.inapropiate size panilty is for when u pick up a large one handed weapon with two hands.like halfing two handeling a medium longsword,he would have it better with a small geartsword same damage and no size penalty


The only oversized weapons with higher damage than a greatsword are Bastard Sword, Dwarven Waraxe; and Scizore. The damage increase without further enlargement would be +2 damage per roll. Only the Bastard Sword is suitable for Weapon of the Chosen if using Golarion gods.
Irongrip Gauntlets can negate the improperly sized penalty.

@lemeres: Depends on the weapon, Falchions for instance gain half a point of average damage at 10th level.


Derklord wrote:
@lemeres: Depends on the weapon, Falchions for instance gain half a point of average damage at 10th level.

I am aware. But falchions ONLY gain half a point of average damage at 10th level.

Also, I might argue that moving from 2d4 to 1d10 might be seen as a negative fro some- it makes things more swing-y. You can roll a 10...or you can roll a 1. 2d4 at least guarantees that you will at least get a 2. Similar average damage, and you have a guarantee of basic damage (I know you never really know enemy hp unless you have that one slayer talent... but still, you can get a better estimate with stable numbers).

2d6 is the big qualitative leap where the majority of weapons are getting an upgrade. Only greatswords and some of the 1d12 weapons are outside of that. And most of the time, the weapons you want to replace the damage dice for are the ones with special qualities, such as the falchion's crit range, and those usually trade away the ability to get up to 2d6 in return for that quality. So 2d6 is when you see the large leap in power, usually.

At least if you aren't using a kukri build or something. Light weapons obviously get far more effect at a far faster rate with this damage dice stuff.


think katana with Shizuru divinity
katana is like a bastard sword but 1d8 with 18/20*2
in owersize you go 2d6 two handed

Scarab Sages

Is 1.5 average damage worth a -2 to hit? Because you can use an appropriate size nodachi for 1d10 18-20 instead of the 2d6 katana. The large bastard sword is at least 2 full points of average damage higher than the greatsword.

What's really interesting is an oversize falcata for 2d6 19-20/x3, although it also has the no golarion deity downside locking you out of weapon of the chosen.

Grand Lodge

For my human scythe-wielding warpriest of Urgathoa, this is my build at level 12.

Warpriest: Weapon Focus (Scythe)
Human: Weapon of the Chosen
1) Improved Weapon of the Chosen
3) Greater Weapon of the Chosen
3 Bonus) Power Attack
5) Combat Reflexes (needed because of Outflank and kukri wielding partner)
6 Bonus Feat) Vital Strike
6 Bonus Feat (FCB x6)) Outflank (Retrained to Improved Vital Strike)
7) Potion Glutton
9) Extra Traits (Fate's Favored, Glory of Old) (started with Observant (perception as class skill) and Dirty Fighter (+1 damage while flanking) since always flanking)
9 Bonus) Furious Focus
11) Outflank again after retraining
12 Bonus) Pin Down
12 Bonus (FCB x6)) Improved Critical

Things you probably won't need, Potion Glutton, Outflank, Combat Reflexes, Pin Down

Grand Lodge

Fun statistics fact: if you use a keen 18-20 weapon with greater weapon of the gods, you have a 43.75% of threatening a critical strike.

(3/4*3/4 for probabiltiy of not getting a critical strike (rolling 14 or lower) = 9/16. Chance of getting a critical is therefore 1-(9/16) = 7/16 = .4375).

Yay Maths!

But actually, that is quite high. It would be worth looking into critical feats and effects that trigger on critical strikes in this case.


Er, 51% crit chance because the normal crit chance for 15-20 is 30%, not 25%.

Grand Lodge

Good golly gosh, so it is.

That's a crit on >50% of attacks. Get Excited.


Ive been seeing a lot of weapon of the chosen builds, which looks great.

But you have to worship the evil god Lamashtu to be able to use falchion with it. But i'm pretty sure my DM wouldn't want me to go that route sadly.

Scarab Sages

Or you can worship the lawful good god shizuru and use a katana. Or Sarenrae and use a scimitar.

If you specifically want a falchion, there is the neutral ancient Osirion God Sobek, or the CG Empyeal Lord Reymenda.


Thanks for pointing out those options, ill have to ask my DM considering I already said Desna since the cleric in the group is Desna as well. It's for the Iron Gods AP, I think they want something that fits with that story line.


Secret Wizard wrote:
Weapon specialization is a terrible feat. You don't wait for it, you avoid it.

I disagree. +2 damage is pretty solid as far as feats go, even if you are not focusing on generating a ton of hits. It is literally damage that does not cost you anything once you have taken the feat. (No penalties to hit, or AC, or need to keep investing in it.) I do agree that there are better feats out there, but there are also a lot of worse feats out there too.

Pathfinder is a game where large numbers come from getting incremental increases, not large chunks of increase (barring a couple of exceptions).

+2 damage is the equivalent of ignoring 2/5s of most early/mid level dr. and 1/5 of most mid level hardness. Not too shabby.

Over the course of a fight that +2 damage over the course of the fight adds up. The extra 6-8 damage that is netted is often the difference between a monster getting an extra turn to hurt the party or not.


I am thinking of going with these feats to level 12 and go from there, pointers or criticism is helpful.

Note that these feats aren't in any particular order, as well as my character is Android and not Human.

Desna - luck and travel blessings

Weapon focus - Falchion

Fey Foundling
Power attack
Furious Focus
improved critical - Falchion
vital strike
improved vital strike
greater weapon focus - Falchion
devastating strike
critical focus
Maybe Divine interference in there somewhere? As I think with the rerolls with the luck Domain against critical hits against me or party members is nice.


Fey Foundling doesn't make a lot of sense on an Android in Iron Gods (at least, not without a rather unusual backstory), so you may get some funny looks from the GM.


Yeah, I have that part in my backstory already. Thanks for the input.

Scarab Sages

What weapons are the rest of the team using? Is someone else is using a x4 weapons, butterfly sting might be a good feat.


That's a interesting take, I'll have to look into my teams weapons.

Grand Lodge

You're missing out on a lot by having Vital Strike and not having Greater Weapon of the Chosen.

Assuming the feats you listed are in the proper order, you can't take Improved Crit that early, it has a bab requirement of +8. You don't need Furious Focus that early because Fate's Favored + Divine Favor make up for your lower 3/4 BaB.

I would reconsider your deity and find one that has an 18-20 favored weapon. (or better yet, convince your desna-worshiping friend to take Butterfly's Sting and find a deity with a x4 weapon).

Warpriests are simply awesome, though, and it's hard to go wrong.


I don't think you should go fey foundling. Your fervor healing doesn't scale that quickly and your spell healing is only a level above that, you're only getting a +2 healing till level 5 and +4 till 8. And most your swifts should be buffs and not healing in combat.
Just my thoughts


That's true about Fey foundling. I was looking at it more for all heals not just my own. But ill take it into consideration.

And I agree Claude, I am missing out on a lot without weapon of the chosen. But I don't think I have a choice in another deity other than Desna. Should I not even go vital strike build then?

Grand Lodge

Jay707 wrote:

That's true about Fey foundling. I was looking at it more for all heals not just my own. But ill take it into consideration.

And I agree Claude, I am missing out on a lot without weapon of the chosen. But I don't think I have a choice in another deity other than Desna. Should I not even go vital strike build then?

It's still good for a warpriest. It's just you've got the cake but you're missing the icing.


There is also the fact that thematically it is VERY strange for an android, which emerges fully formed to be raised by fey, since an android never has a childhood.

It is also strange that the fey would raise an artificial creature made out of, in part metal, when the fey are VERY strongly associated with nature.

Desna makes a lot of sense as a deity though. Androids being enslaved in many instances by the technic league. Butterfly sting is a very good feat.

Now if you want an example of a bad feat look no further than vital strike. Unless you have a very good reason not to be full attacking the feat will always under perform.

Scarab Sages

Mahtobedis wrote:


Now if you want an example of a bad feat look no further than vital strike. Unless you have a very good reason not to be full attacking the feat will always under perform.

For everyone that isn't a warpriest, vigilante, or barbarian/Druid this is true. For those that are vital strike makes a lot of sense. Warpriest bonus feats mean you always have a higher vital strike multiple than the number of iterative attacks available from BAB. Combined with greater weapon of the chosen, and you have a very high crit rate, and almost never miss. Yes you have lower maximum damage, especially if you add in haste and TWF. But you have better DR penetration and a higher crit rate. Mobility is a bonus.


I get Warpriest (BAB cheating bonus feats) and Druid (Wild Shape with only one strong attack), but how do Barbarians make Vital Strike good? I presume Vigilante is Stalker with Vital Punishment/Leave an Opening combination?


Derklord wrote:
I get Warpriest (BAB cheating bonus feats) and Druid (Wild Shape with only one strong attack), (((((but how do Barbarians make Vital Strike good?))))

Furious finish.

End your rage for maximized vital strike damage.
Add a oversized bastard sword with the IMPACT property and a potion of enlarge person you get a base damage of 4d8. With vital strike that's 8d8, improved vital strike 12d8, and greater vital strike 16d8.
If you can pull off some rage cycling that's a mighty hit and movement every round.
Can you say limit break. Lol

Scarab Sages

Furious Finish on a multiclass Barabarian/Cave Druid is a thing of nightmares.

And vigilante is actually using up close and personal move action attack + vital strike standard + vital strike aoo granted by leave an opening. Three attacks per round, and two of them are vital strikes.

Grand Lodge

Imbicatus wrote:

Furious Finish on a multiclass Barabarian/Cave Druid is a thing of nightmares.

And vigilante is actually using up close and personal move action attack + vital strike standard + vital strike aoo granted by leave an opening. Three attacks per round, and two of them are vital strikes.

Requiring Vital Punishment, too, right? Or am I missing something that makes the aoo or the swift up close an personal attack a vital strike?

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