I need the best DPS Warpriest for Strange Aeon


Advice


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We're doing this campaign.
I'm going archer and WP because we need some healing and the best possible damage.
Also having access to Cleric Spell list can make a lot of things easier.

Party will be:

2H Paladin
Witch
Investigator ( I believe pure Int, almost zero damage)
Archer WP

Since they will be only 2 of us dealing damage, I need to be particularly good at it.
I can chose anything, from race to feats, traits (except those that belong to other campaigns) and spells.

25 PB

I'm ok with not going human, I was hoping for a +2STR/DEX Race (I believe Aasimars might be the only one) or something that is similarly good enough.
I'd like to start with 18 DEX so I don't overkill and 14 WIS

This was my main idea for feats:

Traits
Fate's Favored
Campaign +2 Ini +1 Reflex
FREE

Build

1 Point Blank Shot
3 WP Precise Shot - Rapid Shot
5 Deadly Aim
6 WP Manyshot - Feat - FCB Human Feat
7 Clustered Shot
9 WP GWFocus/WSpec/Friendly Fire - Feat - AWT Bonus
11 Empty
12 IPS - FBC Human Feat


At 6th & 12th level Weapon Spec. & Greater WS will be the best feats for damage if human. For the 11th level feat you might consider Snap Shot. Quicken Blessing can also help, or Tenacious Spell if you get dispelled a lot is another option.

I can't think of a +str/+dex race or subrace even among aasimar, though dual talent humans can choose that as an option. There are str/con (e.g. gnoll), dex/con (e.g. hobgoblin), str/wis (e.g. orang-pendak) and dex/wis (e.g. garuda aasimar) races though. Probably the dual talent human would work best due to the human FCB.

If you have one trait free then deadeye bowman will be the best for an archer.


Just a note, you can't take clustered shot at 7, you need to take it at 6 with a bonus feat or 9. If you want to have the best DPS Arsenal Chaplain will help

25 point buy human Molhuni Arsenal Chaplain
14 str 16+2 dex 12 con 10 int 16 wis 8 cha

1 point blank shot 1 human precise shot
3 rapid shot 3 warpriest deadly aim
5 advanced weapon training something
6 manyshot 6 fcb clusted shot


citricking wrote:

Just a note, you can't take clustered shot at 7, you need to take it at 6 with a bonus feat or 9. If you want to have the best DPS Arsenal Chaplain will help

25 point buy human Molhuni Arsenal Chaplain
14 str 16+2 dex 12 con 10 int 16 wis 8 cha

1 point blank shot 1 human precise shot
3 rapid shot 3 warpriest deadly aim
5 advanced weapon training something
6 manyshot 6 fcb clusted shot

If I can live with no Darkvision, I think Human is the best choice. By level 12 I'm getting 3 extra feats, I start with Precise Shot and I get 1 additional Skill Point.

I was told though that the WP "count as fighter" doesn't apply for FCB Bonus feats.

My MAJOR concern is fly. I know I will have a witch with it, but sometimes you just need it. Though being an Archer might make it less useful.

It's possible what I would go this way for Abilities:

STR 14 / 14
DEX 18 / 19
CON 12 / 12
INT 14 / 12
WIS 14 / 14
CHA 8 / 8

Mostly because I'd love the idea of having these skills:
Perception
Sense Motive
Survival
Heal or not if 12 INT

I'm not sure whether starting with 19 DEX is good or not, but I won't need more than 12 CON since I'm an archer.
I could potentially go 14 CON, only 3 Skill Points, but I lose Survival and that could come in handy for this type of campaign.


Molthuni Arsenal Chaplain Warpriest is your route.

For feats, your basically going to build the standard archery build that's recommended for rangers. At some point you'll want to pick up weapon spec so you can also get Point Blank Master. After you get weapon training you'll want to use a feat on advanced weapon training so you can pick up Warrior Spirit which will allow you to apply Bane on the fly to your weapon, something the warpriest's own similar ability doesn't allow you to do.

For the most part doing just these basic things will make you an incredibly deadly force without having to do anything else.


Take a closer look at the Heal skill and Signature Skill (Heal) for the rank-based unlocks.


Claxon wrote:

Molthuni Arsenal Chaplain Warpriest is your route.

For feats, your basically going to build the standard archery build that's recommended for rangers. At some point you'll want to pick up weapon spec so you can also get Point Blank Master. After you get weapon training you'll want to use a feat on advanced weapon training so you can pick up Warrior Spirit which will allow you to apply Bane on the fly to your weapon, something the warpriest's own similar ability doesn't allow you to do.

For the most part doing just these basic things will make you an incredibly deadly force without having to do anything else.

Why is Bane important? Oh, it's a +1 that gives me a +2 enhancement and +d26 damage, I see now. It helps a lot with DR.

I think that's the build.
Do you think it's better 19 or 18 DEX? Does it actually make a difference?

And is Half Orc worth a +2 to Saves versus losing 1 Feat and 1 Skill Point and gaining Darkvision as well?


I think going half orc is worth it, you really have enough feats past level 6, +2 to saves is quite nice. I'd drop con to 10 to get int to 12 so you still have 3 skill ranks a level. 19 dex would be nice, but I think 18 is better for the extra points in int and con.


Letric wrote:
Claxon wrote:

Molthuni Arsenal Chaplain Warpriest is your route.

For feats, your basically going to build the standard archery build that's recommended for rangers. At some point you'll want to pick up weapon spec so you can also get Point Blank Master. After you get weapon training you'll want to use a feat on advanced weapon training so you can pick up Warrior Spirit which will allow you to apply Bane on the fly to your weapon, something the warpriest's own similar ability doesn't allow you to do.

For the most part doing just these basic things will make you an incredibly deadly force without having to do anything else.

Why is Bane important? Oh, it's a +1 that gives me a +2 enhancement and +d26 damage, I see now. It helps a lot with DR.

I think that's the build.
Do you think it's better 19 or 18 DEX? Does it actually make a difference?

And is Half Orc worth a +2 to Saves versus losing 1 Feat and 1 Skill Point and gaining Darkvision as well?

Yeah, Warrior Spirit allows you to apply a different type of bane each combat. Normally bane isn't a great weapon enhancement because you can't be 100% sure what you'll be fighting and it will only apply some of the time. But since you can choose each combat, it means you're basically getting a free +2 bonus to attack and damage as as an additional 2d6 of damage. That's an average of 9 extra damage per attack, and on an archer that's a lot of attacks. For DR, you really shouldn't be worrying in the first place. You'll want to pick up Clustered Shots as soon as you can. And until then you can purchase Durable Arrows made with Cold Iron or Silver.

For an archer warrpriest stat wise I would go with something like:
STR: 12 DEX: 16 CON: 12 INT: 12 WIS: 14 CHA: 7
Which is pre-racial adjustment and only accounts for 17 of 20 points. You can increase strength or constitution to 14 depending on your choice.

Personally I think archery is very feat intensive, and warpriests have good fort and will saves already. While an additional +2 to all saves from half-orc with fate's favored is nice, being able to have all the desired archery feats earlier also really nice. Either choice works well. Usually I go with human for the feat and extra skill point, but I like to make my characters more well rounded. Archery is naturally a very high damage combat style anyways, and the warpriest ability to swift action buff makes it even more insane. Just keep in mind that you're not an offensive spell caster. You're job is to buff yourself for your archery or to help buff/status remove on other party members. You're only improving your wisdom enough to cast all your spells, not really to increase spell DCs because you're not that kind of caster.


This is sort of a sample but it's not complete, also some of the numbers arne't right because Herolab still hasn't implemented fixes for Warpriest getting weapon training:

Quote:

Unnamed Hero

Human warpriest (molthuni arsenal chaplain) of Erastil 10 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
LG Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 21 (+8 armor, +2 deflection, +5 Dex, +1 natural)
hp 73 (10d8+20)
Fort +12, Ref +12, Will +13; +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +2 composite longbow +15/+15/+10 (1d8+11/×3)
Special Attacks blessings 8/day (War: battle lust, war mind), fervor 8/day (3d6), sacred weapon (1d10, +2, 10 rounds/day), weapon training (sacred weapons)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 10th; concentration +13)
4th—divine power
1st—divine favor
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 12, Wis 16, Cha 7
Base Atk +7; CMB +8; CMD 26 (30 vs. disarm, 30 vs. sunder)
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Quicken Blessing[ACG], Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored
Languages Common, Elven
Other Gear mwk mithral breastplate, composite longbow (+1 Str), gloves of dueling[APG], 450 gp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Blessings (8/day) (Su) - 0/8
Fervor (3d6, 8/day) (Su) - 0/8
Sacred Weapon +2 (10 rounds/day) (Su) - 0/10
Weapon Attunement (1/day) - 0/1
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Blessings (8/day) (Su) Pool of power used to activate Blessing abilities.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (3d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quicken Blessing (War Blessing) Expend 2 uses of blessings to deliver selected blessing as swift action.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Weapon +2 (10 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Weapon Training (Sacred Weapons) +2 (Ex) +2 to hit and damage with your sacred weapons.


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This will tell you everything you need to know and much more. In the unlikely event you haven't read it already.


Claxon wrote:
Feats

Human

1 PBS H> PS
3 WP Deadly Aim - RS
5
6 WP MS FCB >
7
9 WP Clustered Shot
11
12 WP IPS FCB >

Yours:
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Quicken Blessing[ACG], Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)

I don't get your feats, how do you manage at level 10 to have:
Greater Weapon Focus > Requires Fighter 8 (can only take at level 9)
Many Shot > BAB 6 (can only take at level 6)
PBM > Fighter 4
Weapon Specialization > Fighter 4 (no spots left to take it)


It should be noted that Advanced Weapon Training is a dubious feat choice for Warpriests. PFS does not allow it. I'm not sure I completely agree with their reasoning, but it's not bunk either, the RAW is vague.

Snap Shot is a nice feat because it allows your buddies to flank with you, and shoot if you don't mind being right next to a monster, though level 9 is late.

A question for your GM is if he/she allows Channel Vigor, by far the best third level buff spell.
It is from Inner Sea Gods, and there it is a spell usually cast by Irori followers.
It is PFS legal for all characters, but a GM may balk at it on a non Irori caster.
The spell is so good that it may trump the also godtier Erastil trait. (Not only does it give +4 to hit or haste if you need it, if things go bad you can turn it into +6 (!!!) to will or fort instead)

The thing about the Warpriest is that it spins up, especially at level 7+

First round it's decent (Divine Favor/Divine Power)
Second round it hurts (third level buff Spell)
Third round it devastates (Activate Holy Weapon)
If you're 10+, 4th round it should really game over anyone (Quicken Vicious, at this point you are shooting 4 arrows for roughly 22 (many shot = x2) / 22 / 22 / 17 at 1d8+22+4d6

Gloves of Dueling, as above, are very nice, buy them before you turn your weapon from +2 to +3

As a Faith's Favored, pick up a Four-Leaf Clover. It's a +2 (So +3 for you) luck bonus to saves as a Free Action, 3x/day 3750. Probably better than turning a cloak from +1 to +2, definitely better than +2 to +3

Archers are great because they start doing damage on turn 1, don't care nearly as much about positioning. Different Ammo types cover a LOT of problems. (Durable Adamantine Arrows etcet.) Warpriest archers are good because if the fight is tough the can keep spending resources to become more powerful. They are very reliant on the manyshot arrow to land though. If you don't like your hitchance dropping Deadly Aim or using your iterative to launch a tangleshot arrow (which is a touch attack and lowers dex unless the creature spends its very precious actions removing it)
It is also not the most dynamic playstyle (I shoot. I shoot.) and is very mathy (You drown in varying activating and deactivating buffs)


If you've got your heart set upon being human but still want that sweet darkvision goodness, then the alternate racial trait of Dimdweller from the Blood of Shadows Player Companion should have you covered. If it gets allowed by your GM, that is. ;)


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Here4daFreeSwag wrote:
If you've got your heart set upon being human but still want that sweet darkvision goodness, then the alternate racial trait of Dimdweller from the Blood of Shadows Player Companion should have you covered. If it gets allowed by your GM, that is. ;)

This Non Human build vs human

1 PBS
3 WP PS - RS
5 Deadly Aim
6 WP MS - Feat - FCB Human Feat
7
9 WP Clustered Shot
11 Empty
12 WP IPS - FBC Human Feat

Human
1 PBS H> PS
3 WP Deadly Aim - RS
5
6 WP MS FCB >
7
9 WP Clustered Shot
11
12 WP IPS FCB >

It honestly doesn't change much except until level 5, where they both become the same.
I can only select Fighter feats at level 3-6-9-12.
At 3 the ability is useless, I just a feat.
At 6 I must take Manyshot, and at 9 Clustered Shot, or I could take at level 11.


As to whether the FCB feats can use the bonus feats class feature to use Fighter level/BAB, it depends on when you can start taking that FCB. If it starts at level 1, then no, it's different. If it starts at level 3, it's part of that class feature and gains its benefits.


avr wrote:
As to whether the FCB feats can use the bonus feats class feature to use Fighter level/BAB, it depends on when you can start taking that FCB. If it starts at level 1, then no, it's different. If it starts at level 3, it's part of that class feature and gains its benefits.

I'm kinda annoyed that is not clarified.

I understand the case of the Oracle, because you can't get a bonus to something you don't have.
But gaining something from scratch is completely different.
It make a difference, because we're talking about 2 more fighter feats, that could be Weapon Specialization and Greater Weapon Focus for example.

Silver Crusade

For Warpriests I prefer Half-Orcs. You get one less feat, but with Fate's Favored you also get a flat +2 luck bonus on all saves. Eventually, you could even get the +1 skill point per level. Moreover, they qualify for Human's FCB, which I'd allow from the beginning, since it's not a bonus to a class feature you don't have (like Barbarian's Superstitious Rage Power), it's just a fractional combat feat.


Gray Warden wrote:
For Warpriests I prefer Half-Orcs. You get one less feat, but with Fate's Favored you also get a flat +2 luck bonus on all saves. Eventually, you could even get the +1 skill point per level. Moreover, they qualify for Human's FCB, which I'd allow from the beginning, since it's not a bonus to a class feature you don't have (like Barbarian's Superstitious Rage Power), it's just a fractional combat feat.

Do you think it's a WP Feat for Fighter prerequisites?

Silver Crusade

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I think it's just an extra combat feat with additional benefits, but in the end it's still a feat.

For example, the Human FCB for Barbarians adds a fractional bonus to the one granted by the Superstitious Rage Power: since you can't take the Rage Power before level 2, it makes no sense selecting that FCB at 1st level, since you have nothing to add that fractional bonus to. On the other hand, if the FCB had been: "add a fractional bonus to your saves, which stacks with the one given by Superstitious", it would have been allowed, since the two things would have been separate.

For the WP it's the same in my opinion. It's not like the FCB is telling you that you count like +1/6 your WP level for the purposes of a certain class feature that you don't get until 3rd level: you simply get a fractional feat which also obeys to the rules given by that feature.

Honestly, I think that in the end you just need to talk with your GM and hope he's rational about this. I bet that if you don't point him this apparent misunderstanding he wouldn't even notice it.


Gray Warden wrote:


For the WP it's the same in my opinion. It's not like the FCB is telling you that you count like +1/6 your WP level for the purposes of a certain class feature that you don't get until 3rd level: you simply get a fractional feat which also obeys to the rules given by that feature.

So if you spent the first 6 of your FCB as a human, then at level 6, you get a shiny new combat feat for free. :)

Letric wrote:


I'm ok with not going human, I was hoping for a +2STR/DEX Race (I believe Aasimars might be the only one) or something that is similarly good enough.

Unfortunately, Aasimars don't have a +2Str/Dex bonus normally unless you make use of the right roll on the optional d100 roll variant abilities chart, which some GM's might not allow for.

One solution is to get the Human Dual Talent racial alternate trait substitution where you get to put +2 on any two stat attribute at the cost of the normal +2 to any one stat/the bonus feat/and the extra skill points. Unfortunately, you will lose out on getting any kind of darkvision with the other racial alternate trait substitutions though.

If your GM is willing to allow Third Party Races (those not created by Paizo), then you definitely got some options...

Obitu, living skeleton people that get +2 Str/Dex, -2 Cha and darkvision.

Nkosi, lion people that change into lion form, +2 Str/Dex, -2 Cha.

Kalisan, pale savage humanoids, +2 Str/Dex, -2 Int.

Awakened Gargoyle, Gargoyles with a +2 Str/Dex/Con, -4 Int, -2 Wis/Cha.


A fighter or Zen Archer monk could very easily get away with losing a feat. Zen Archer in particular already gets a lot of feat allowances, and is up there with DPS output/defensive power.

Silver Crusade

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Here4daFreeSwag wrote:
Gray Warden wrote:


For the WP it's the same in my opinion. It's not like the FCB is telling you that you count like +1/6 your WP level for the purposes of a certain class feature that you don't get until 3rd level: you simply get a fractional feat which also obeys to the rules given by that feature.
So if you spent the first 6 of your FCB as a human, then at level 6, you get a shiny new combat feat for free. :)

...yeah? This is what this FCB is supposed to do.


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Here4daFreeSwag wrote:
Good suggestions

I was looking at my build, talked to my GM and he´s allowing the FCB Feats to be WP Feats.

So I need to go a humanoied race, and in this case I´m going Half Orc because at level 12 we´re talking about 2 more feats.
Plus it´s another +2 Saves which always come in handy.

I have to decide whether I want 14 CON and 12 INT or viceversa.
I know if I go 12 INT I will have 3 skill points, but 1 is going to perception, and I will need a trait to make it Class Skill, and 2 more can go for Sense Motive and probably Survival.

Knowledges are being taken by a skill monkey and it doesn´t really fit my character concept.

I feel like having only 3 skill points is bad, but I think it´s good enough.

I´m considering 4 in the case I go Signature Skill Heal or just replace Survival, I looked at it and it´s quite good for the things it provide, specially since we won´t have a dedicated healer, and someone to remove Ability Damage.

I found Aasimars with DEX WIS but I would be giving up 2 feats and it´s just not worth.
Our Paladin is going with the Aasimar +2 STR-CHA so he´s going to be quite good.


Letric wrote:
Claxon wrote:
Feats

Human

1 PBS H> PS
3 WP Deadly Aim - RS
5
6 WP MS FCB >
7
9 WP Clustered Shot
11
12 WP IPS FCB >

Yours:
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Quicken Blessing[ACG], Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)

I don't get your feats, how do you manage at level 10 to have:
Greater Weapon Focus > Requires Fighter 8 (can only take at level 9)
Many Shot > BAB 6 (can only take at level 6)
PBM > Fighter 4
Weapon Specialization > Fighter 4 (no spots left to take it)

Human favored class bonus gets you an extra bonus which qualifies to use as BAB = class level and as though you were a fighter.


Claxon wrote:
Letric wrote:
Claxon wrote:
Feats

Human

1 PBS H> PS
3 WP Deadly Aim - RS
5
6 WP MS FCB >
7
9 WP Clustered Shot
11
12 WP IPS FCB >

Yours:
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Quicken Blessing[ACG], Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)

I don't get your feats, how do you manage at level 10 to have:
Greater Weapon Focus > Requires Fighter 8 (can only take at level 9)
Many Shot > BAB 6 (can only take at level 6)
PBM > Fighter 4
Weapon Specialization > Fighter 4 (no spots left to take it)

Human favored class bonus gets you an extra bonus which qualifies to use as BAB = class level and as though you were a fighter.

Yeah, took me a while to realize it. I need to star making my character


Warpriest Half Orc
Sacred Tatoo
Shamans Apprentice Endurance Feat

Traits
Fate's Favored
Sensitive Mind +1 Perception (Class Skill)
Finish the Fight +1 attack

STR 14
DEX 18
CON 14
INT 12
WIS 14
CHA 8

Skills
Perception
FREE
FREE

Build

1 PBS - Weapon Focus (Class)
3 WP PS - RS
5 Deadly Aim
6 WP MS - FCB Weapon Specialization
7 Reckless Aim
9 WP Greater Weapon Focus - Clustered Shot
11 FREE
12 WP IPS - FBC Burrowing Shot

Do you guys recommend something else? Is this a good build for a ranged character?

Silver Crusade

Endurance is useless unless you take also Diehard. I would recommend to keep the +2 to Intimidating, or eventually swap it for Burning Assurance (+2 Diplomacy) or, even better, Scavenger (+2 to Perception to spot hidden things + other stuff). Moreover, I'd take City Raised instead of the base Weapon Familiarity (since you are already proficient in all martial weapons).

For feats, I'd avoid taking Reckless Aim, too risky.

For skills, I'd also max Sense Motive and use the spare point to train eventually all class skills.


Gray Warden wrote:

Endurance is useless unless you take also Diehard. I would recommend to keep the +2 to Intimidating, or eventually swap it for Burning Assurance (+2 Diplomacy) or, even better, Scavenger (+2 to Perception to spot hidden things + other stuff). Moreover, I'd take City Raised instead of the base Weapon Familiarity (since you are already proficient in all martial weapons).

For feats, I'd avoid taking Reckless Aim, too risky.

For skills, I'd also max Sense Motive and use the spare point to train eventually all class skills.

I went with the following:

Sacred Tatoo +1 Luck Saves> Orc Ferocity
Fey Thoughts Bluff Perception > Weapon Familiarity
Scavenger +2 Appraise +2 Perception Hideen Objects> Intimidating

I'm maxing Perception, Sense Motive and Bluff. I was a Shaman at an orc tribe and I manage to survive by lying, using my intelligence and my phsyical and magical capabilities.
Also this comes in handy for my race trait Finish the Fight.

Now all that is left is deciding whether I should go Reckless Aim or not

Silver Crusade

Just a note about Reckless Aim. At 8th level you'll be firing 5 arrows per round: 2 from BAB, 1 from RS, 1 from MS, 1 from Haste/Blessing of Fervor. The probability of rolling 1 at least once is 22.62%. And since this feat can be activated only when the enemy is engaged in melee (presumably with your allies) this means that, on average, you'll hit one of your allies at least once every 4-5 rounds. And I'm saying AT LEAST because this doesn't count the unlucky times when you'll roll 1 more than once in the same round.

I vote against it. I'd probably take an item creation feat at that point, maximising Spellcraft instead of Bluff / Sense Motive or buying a +2 Int Ioun Stone with ranks in Spellcraft. After all, you are a caster!

Furthermore, since you are a caster, you might even want to consider a metamagic feat. I really like the combination Spiritual Weapon + Toppling Spell (+ Extend Spell, eventually).

Otherwise, you could take Deadly Aim as WP feat and Precise Shot as normal feat at 3rd level, and Rapid Shot at 5th level; then at 7th level you could ask your GM to retrain the 3rd level WP feat to Clustered Shot (you count as having BAB 7 for that feat), and take Deadly Aim at 7th. This leaves the 9th level WP feat free, in case you had some feat requiring BAB 9 in mind you wanted to take (Improved Critical maybe?)


Gray Warden wrote:

Just a note about Reckless Aim. At 8th level you'll be firing 5 arrows per round: 2 from BAB, 1 from RS, 1 from MS, 1 from Haste/Blessing of Fervor. The probability of rolling 1 at least once is 22.62%. And since this feat can be activated only when the enemy is engaged in melee (presumably with your allies) this means that, on average, you'll hit one of your allies at least once every 4-5 rounds. And I'm saying AT LEAST because this doesn't count the unlucky times when you'll roll 1 more than once in the same round.

I vote against it. I'd probably take an item creation feat at that point, maximising Spellcraft instead of Bluff / Sense Motive or buying a +2 Int Ioun Stone with ranks in Spellcraft. After all, you are a caster!

Furthermore, since you are a caster, you might even want to consider a metamagic feat. I really like the combination Spiritual Weapon + Toppling Spell (+ Extend Spell, eventually).

Otherwise, you could take Deadly Aim as WP feat and Precise Shot as normal feat at 3rd level, and Rapid Shot at 5th level; then at 7th level you could ask your GM to retrain the 3rd level WP feat to Clustered Shot (you count as having BAB 7 for that feat), and take Deadly Aim at 7th. This leaves the 9th level WP feat free, in case you had some feat requiring BAB 9 in mind you wanted to take (Improved Critical maybe?)

Usually in our group we don't retrain.

Now I'm left with a level 7 feat empty, because I don't know what to take.
Skills are:
Perception
Sense Motive
Survival > I'm not sure about this, I'm thinking of dropping it and just going 12 CHA because I can LOL. Survival because the party lacks this skill and we only have a Witch as a full caster.

I can't think of a feat that I could use, and no Crafting Feats, I have banned those myself because they screw up with WBL and you need time to set them up.


Take point blank master at 7.


Skill Focus (Perception), Alertness ...


nicholas storm wrote:
Take point blank master at 7.

I can't, it requires fighter levels and I can only take with a WP Bonus feat or a FCB Bonus Feat.

The Mad Comrade wrote:
Skill Focus (Perception), Alertness ...

I don't usually think of those feats at such high level. I can get some item that gives me +5 to Perception for just 2500, so I'm usually looking for feats that give me more options, to do something else.

Right now I'm considering:

Additional Traits > Maybe I can get some cool stuff
Keen Scent > I get Scent!
Totem Spirit> +1 Will +2 Perception if I chose Moon Tribe. It's not super cool, but my character used to be a Shaman from an Orc Tribe.


I'd go with Keen Scent, it can come in really handy.


Letric wrote:
nicholas storm wrote:
Take point blank master at 7.

I can't, it requires fighter levels and I can only take with a WP Bonus feat or a FCB Bonus Feat.

The Mad Comrade wrote:
Skill Focus (Perception), Alertness ...

I don't usually think of those feats at such high level. I can get some item that gives me +5 to Perception for just 2500, so I'm usually looking for feats that give me more options, to do something else.

Right now I'm considering:

Additional Traits > Maybe I can get some cool stuff
Keen Scent > I get Scent!
Totem Spirit> +1 Will +2 Perception if I chose Moon Tribe. It's not super cool, but my character used to be a Shaman from an Orc Tribe.

Nope Point Blank Master only requires you to have weapon specialization. Read the prerequisites on the feat.


nicholas storm wrote:


Nope Point Blank Master only requires you to have weapon specialization. Read the prerequisites on the feat.

You're right, I must have it confused with something else, that's a good feat to take considering that could come in handy some time!

And I also have a spare feat, so it's not a loss


I was building a dwarf warpriest with the evangelist prestige class for fun. It delays your feats, but gives more skill points and you get a big payoff at level 14 with WIS to hit and damage within 30'.

If you build a straight warpriest, it's possible to load up on Wisdom instead of DEX if you take Erastil's Blessing.


If fighting a lot of evil things, blessing of good is always nice to have on a warpriest.


nicholas storm wrote:

I was building a dwarf warpriest with the evangelist prestige class for fun. It delays your feats, but gives more skill points and you get a big payoff at level 14 with WIS to hit and damage within 30'.

If you build a straight warpriest, it's possible to load up on Wisdom instead of DEX if you take Erastil's Blessing.

I HATE Erastil. The lore for that god is awful. I haven't decide my deity yet, but I'm going to be from Urglin, close to a human settlement, so I intend to worship a chaotic/evil god, being Chaotic Neutral if possible.

Evangelist is a great PrC, but I'd lose Fort/Ref, 1 BAB and 1 Casting level. And honestly, I don't even need 6 skill points!
Since we're always the same group, we have divided our skills carefully, so we have a skill monkey with some Knowledges and a Witch with others.

The paladin and my warpriest are the damage dealers of the party, so I need to be quite good.

I'm thinking about classes to combine evangelist with, because it's a really cool class


Questions -
You are planning on being range?
Do you really need that 14 CON? While the extra health is nice, you are a ranged person and should not be melee. Saves? Warpriest get bonuses to their Fort saves.

You mentioned that you did not like the lack of skill ranks. My suggestion is you exchange your CON and INT values.

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