
Austrianoak |
1 person marked this as a favorite. |
Hi Folks, I like the play style of both the War Priest or Inquisitor but cant figure out which to play. I think they fulfill similiar roles. Religions currently represented in our campaign are from Faeurn and either Tyr or Oghma along with some druidic involvement. Any thoughts on which class you like to play more from a role play or a power play? My party already has a cleric, wizard, magus, ranged slayer, sword and board fighter, and a bard. I realize this is open ended but appreciate any thoughts. Thanks!

NoTongue |
1 person marked this as a favorite. |

I would look into monster tactician for Inquisitor. It gives you the summoners ability of summon monster 3+wisdom modifier, they also gain some of your team work feats and you even get to add monsters from the expanded list.
I would also take the Urban Infiltrator archetype, this drops the knowledge boost for some social skill boosts which are more fun and gives you the awesome roleplaying ability of alter self at will at level 11.
Pick up an inquisition that also substitutes wisdom for charisma if you want.
Play an Oni Tiefling, they get perfect stats, bonuses to disguise and intimidate and you can take the pass for human trait to gain access to that fantastic human favorite class bonus.

![]() |

Warpriests are slightly better in combat, have way more Feats (allowing certain fighting styles), and can use normally sub-par weapons better. Also, as prepared casters, they're better at grabbing niche spells when they need them, like condition removal stuff.
Inquisitors are at least 90% as good at combat, and an order of magnitude better outside of it. They have several times as many skills and huge bonuses to them. Also, due to having their own spell list, they can get several spells that you might not expect at particular levels (they can get Overwhelming Presence, normally a 9th level spell, as a 6th level one for example).
You could also combine some elements of both with some Archetypes, what are you looking for specifically in a character?

Mysterious Stranger |

War Priests are better when you are fighting long battles against multiple different types of creatures. Inquisitors are better at going nova vs specific creatures. The big advantage the War Priest has over the Inquisitor in combat is they can get their spells of much faster while still attacking, and that they can last longer because of being able to use swift action healing on themselves. The inquisitor on the other hand has a lot limited use abilities that all stack together to allow him to exceed what the War Priest can do. The problem is unless he has advance warning It may take him a few rounds to get up to speed. The Inquisitor also faces the problem that once he runs out of his special abilities he is actually a lot weaker than the War Priest.
As Deadmanwalking said Inquisitors have much better noncombat abilities. Their spell list contains more utility spells and includes many spells that divine casters usually don’t get.
I would see how the cleric is planning on building his character. If he is going to go for a more martial build than I think that the War Priest is probably going to be redundant.

BadBird |

Both classes are great. I'd probably overall give a slight preference edge to the Warpriest simply because there's a bit more crazy stuff you can pull off with their feats and options, and because a few of their Archetypes are really differently powerful. Sacred Fist built right with a two-handed weapon is a massive beat-down, for example, and Champion of the Faith is basically a Warpriest with Smite.

My Self |
Coordinate with your team members with skills. Your Bard, Slayer, and Wizard will have a lot of skills between them. The Bard will likely be heavier on the influence skills, the Slayer will likely have a dash of survival and some roguish skills, and the Wizard will be stacking knowledges and perhaps Spellcraft. The Cleric might have some Knowledge (religion), Sense Motive, and/or Perception. If you feel that your party still has a lot of holes in their skill layout, perhaps an Inquisitor may be the better fit. The Warpriest is a 1st and 2nd line combatant with a lot of good self-buffs. However, the Cleric will get better group and self-buffs sooner than the Warpriest. The Inquisitor has a more roguish and more dedicated 2/3 caster list (as opposed to 2/3 of a full caster list), but at the same time is more limited in spell choice. The Inquisitor is 100% a team player, with an entire class feature (solo tactics) and multiple archetypes (sanctified slayer, vigilant defender, preacher, tactical leader, etc.) that require team play. The Warpriest is much more of a solo class, since most of its abilities give you extra damage, feats, or let you self-buff harder.

Grumbaki |

Inquisitor.
6 skill points vs 4, the ability to use Wis instead of Cha, and almost as good in combat.
Pathfinder is 2/3 problem solving/talking and 1/3 combat.
An inquisitor is miles ahead of a warpriest outside of combat and only slightly worse in combat.
---
Plus with sanctified slayer or huntsman, you get around the issue of running out of tricks due to judgement use. If nothing else, getting a pet with teamwork feats you can share with it is a neat trick that warpriest cant do.

BadBird |
1 person marked this as a favorite. |

One somewhat team-oriented option with Warpriest is to use Archon's Aura and Aura of Doom (you can Fervor them in a pinch, though they also last well); this requires investing in things like higher WIS and Metamagic stuff, but it's an undeniably powerful bonus when you're dropping -2's or -4's on enemy attacks, AC and saves just for being near to them.
It's actually quite possible to be a Guided Hand Warpriest (or Sacred Fist) and still do quite reasonable damage, while taking advantage of high DC on Blessings and spells.
A Dual Talent Human Sacred Fist of Gorum can start out with 16STR/18WIS and have Guided Hand operating by level 7... while flurrying a greatsword buffed with Divine Favor + Destruction Blessing and inflicting Archon's Aura on everything within 20 feet.

![]() |
1 person marked this as a favorite. |

6 skill points vs 4, the ability to use Wis instead of Cha, and almost as good in combat.
Actually, Warpriests only get 2, not 4. Which just reinforces your point, really.
Pathfinder is 2/3 problem solving/talking and 1/3 combat.
This varies somewhat by game. And, in fairness, being prepared casters with a whole list to choose from, Warpriests are actually better at a subset of problem solving (ie: anything there's a particular spell to fix).
An inquisitor is miles ahead of a warpriest outside of combat and only slightly worse in combat.
But basically, I do agree with this. Inquisitor is just so much better at most things outside combat that Warpriest has always been really difficult for me to justify playing.

Melkiador |

I think the war priest is a little more redundant with the cleric than the inquisitor, so you should probably go inquisitor. Having full access to the entire spell list is a very nice trick, for out of combat usefulness, but it's one the cleric does better. The warpriest shines a lot more in the absence of a cleric, so wait for a party that has just about any other divine full caster, before trying that.

![]() |

If you want to be on the Group Support/Face/Knowledge Path Inquisitor is the Right Choice.
If you want to be a Melee Behemonth/or Roque like choose Warpriest.
Casting as Swift Action is a Rediculus Huge benefit starting LvL 2 and after Reaching 11 you get Swift Blessing which makes your action economy a truly rediculus thing.

Melkiador |

I think War priest is better tank while inquisitor deal more dps. Both make good archers btw.
I'm pretty sure the warpriest wins in dps too, by a slim margin. I have a vague memory of us doing those comparisons before. But the inquisitor is clearly superior with out of combat skills.

![]() |

Grumbaki wrote:Both use Wis for spells, Ferver uses are based off of Wis, and unlike a Cleric, DC for channels are based off of WIs as well.
the ability to use Wis instead of Cha,
He meant that Inquisitors can use Wisdom for all the social skills. Which, with the Conversion Inquisition, they can.

voska66 |

I'd go Inquisitor based on the other classes you have present party. Between the Magus, Fighter and Slayer you have melee covered. The Inquisitor is great in melee but brings out melee stuff that will be useful. You'll tracking, Monster Lore, discern lies, stern gaze, and tons of skills. I think this will be beneficial with the Bard, you'll be able to play off their abilities well. So would the War Priest just you get more of that with Inquisitor.
So it really depends what you want. If you want to get into the combat with the other 3 melee/ranged classes War Priest is a bit better but seems to me a more rounded character might do better here.

Vatras |

Power-wise I'd say warpriest, RP-wise inquisitor.
The ability to do several things as swift actions is pretty powerful and the warpriest gets to quick-cast a buff, which is usually a problem for other priests (buff myself and lose a round or not?).
The only thing I don't like about the warpriest are his skillpoints, which suck.
By preference I would play neither but an oracle of course :)

Austrianoak |
nennafir wrote:There is the new Living Grimoire inquisitor archetype from Horror Adventures that mixes the two (war priest and inquisitor.) You might take a look at it.Inquisitor archetypes just keep getting wackier and wackier. It's got a dash of wizard/magus in there too.
Awesome, ill check that out!

Chess Pwn |

Assuming equal starting str
fighter is taking weapon focus/spec as soon as he can
_______________accuracy____Damage___accuracy W/PA_____Damage W/PA
lv1 fighter 2 0 1 3
lv2 fighter 3 0 2 3
lv3 fighter 4 0 3 3
lv4 fighter 5 2 3 8
lv5 fighter 7 3 5 9
lv6 fighter 8 3 6 9
lv7 fighter 9 3 7 9
lv8 fighter 11 3 8 12
lv9 fighter 13 4 10 13
inquisitor is using accuracy judgment till 5 when it's bane using 7 for damage then / judgment active t2 and then damage judgment when he gets 2.
lv1 inquisitor 1 0 1 0
lv2 inquisitor 2 0 2 0
lv3 inquisitor 3 0 2 3
lv4 inquisitor 4 0 3 3
lv5 inquisitor 5/7 9 4/6 12
lv6 inquisitor 6/8 9 4/6 15
lv7 inquisitor 7/9 9 5/7 15
lv8 inquisitor 8/10 9/12 6/8 15/18
lv9 inquisitor 8/10 9/13 6/8 15/19
so at level 9 lets give them +4 start str and +2 belt and +3 weapon against a CR 9 AC for a rough DPR:
fighter = 13.3 18.4
Inquisitor 1 round = 13.3 15
inquisitor 2 round = 18.4 20.3
as you can see DPR went up for all with power attack.

lemeres |
1 person marked this as a favorite. |

Please list me Swift Actions you need except Casting 1-2 Spells each Fight that truly Benefit a Melee Warpriest.
Cause I don't know any.
Fervor, which has two separate types of use, Sacred Weapon and/or Sacred Armor and Quicken Blessing. And that's assuming that a swift action doesn't get added from another source. The warpriest really doesn't play well with the mythic rules which are also swift action based.
I will also add in blessings. A lot of great blessings are already swift actions, and you can make others swift actions by taking a feat.
So yes- they are fairly swift action starved. I mean... you have to decide between casting a buff spell, activating one of the sacred features, or doing something like summoning another creature to the field. You can probably pull two of those off (since the spells are standard actions made swift by fervor- just cast them normally), but still.
You would only really feel 'free' after round 2-3... when a lot of thing should be dead.
The one thing that does bug me with Wapriest vs. Inquisitor of Gorum (he's my go to god) is that the Warpriest lacks the ability to get rage, whereas the Cleric and Inquisitor can both easily get it.
Yeah, but warpriest can grab arsenal chaplain.
You don't lose too much (sure, choice of blessings, but we are comparing it to a specific domain choice anyway, so you aren't free in that sense either for this comparison to work). Sacred armor is lost, but it was a rather C grade ability when you consider the swift action problem above. You lose sacred weapon damage dice... but if you grab a greatsword like anyone else worried about damage dice, then you are fine.
So the general end result is more attack/damage overall. The rage domain doesn't carry the +6 or +8 versions of rage, while the arsenal chaplain gets the full +4 of weapon training. And it can also grab gloves of dueling for an extra +2.
So overall, you can't be as angry as the clerics of gorum, but you can still be mighty in battle. An arsenal chaplain is less of a 'spell caster that can work his way up to full martial like ability' and more 'full martial with some spell casting on the side'.

Major_Blackhart |
Yeah, but warpriest can grab arsenal chaplain.
You don't lose too much (sure, choice of blessings, but we are comparing it to a specific domain choice anyway, so you aren't free in that sense either for this comparison to work). Sacred armor is lost, but it was a rather C grade ability when you consider the swift action problem above. You lose sacred weapon damage dice... but if you grab a greatsword like anyone else worried about damage dice, then you are fine.
So the general end result is more attack/damage overall. The rage domain doesn't carry the +6 or +8 versions of rage, while the arsenal chaplain gets the full +4 of weapon training. And it can also grab gloves of dueling for an extra +2.
So overall, you can't...
Arsenal Chaplain is my favorite archetype for Warpriest. Definitely amazing. Any devotee to any god is ultimately made a badass with this one, and you're right about the attack damage etc. I just really like the flavor of a Gorumite so out of his mind with bloodlust he just goes berserk. It's why I've always chosen those rage based domains/inquisitions. They're badass like that.
Granted you could go with VMC of a barbarian or something, or a cleric and get the Rage subdomain. Still, I prefer a class to get that ability some other way than VMC.
lemeres |

Arsenal Chaplain is my favorite archetype for Warpriest. Definitely amazing. Any devotee to any god is ultimately made a badass with this one, and you're right about the attack damage etc. I just really like the flavor of a Gorumite so out of his mind with bloodlust he just goes berserk. It's why I've always chosen those rage based domains/inquisitions. They're badass like that.
Granted you could go with VMC of a barbarian or something, or a cleric and get the Rage subdomain. Still, I prefer a class to get that ability some other way than VMC.
I understand. If it makes you feel better, you could always go with a toppling admonishing ray build to angry shout enemies to death when they aren't in reach.
...which, thinking about it, basically makes you a skyrim character...
General point- keeping your spell casting is the non-rager's main advantage.