I need help for my Warpriest


Advice


What do you think about my warpriest for Rappan Athuck?
In the group there are a fighter with tower shield, a ranger( the one with trap finding), a paladin-oracle( the oradin build) and an Arcanist.

hero:

Male half-orc warpriest (arsenal chaplain) of Iomedae 2 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
NG Medium humanoid (human, orc)
Hero Points 2
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 17 (2d8+5)
Fort +7, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron lucerne hammer +8 (1d12+6)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron lucerne hammer)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 2nd; concentration +4)
1st—divine favor (2), shield of faith
0 (at will)—create water, detect poison, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes, Weapon Focus (lucerne hammer)
Traits ancestral weapon (numeria), fate's favored, reactionary
Skills Acrobatics -2 (-6 to jump), Bluff -2 (-6 vs. those who have an attitude of indifferent or better), Climb +5, Intimidate +0, Sense Motive +7, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ guilty fraud, hero points, orc blood
Other Gear scale mail, longbow, mwk cold iron lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (iomedae bible)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of iomedae incision, 20 gp
--------------------
Special Abilities
--------------------
Blessings (4/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 (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Guilty Fraud -4 to bluff vs. those with attitude of indifferent or better.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Liberty's Edge

Anything specific you want help with? I don't see any big problems.


Do you have any way to threaten adjacent enemies, like armor spikes or something similar?

Silver Crusade

I have played Rappan Athuck with a long-spear character, and I assure you will be going to be surrounded a lot of times. I strongly suggest you take the half-orc trait Tusked instead of Reactionary.

Reach-AoO builds are more "reactive" than "proactive". Furthermore you can buff yourself as swift action which does not eat any of your "combat" actions, so you can practically buff in the middle of the fight if you need to. At the same time, Combat Reflexes allows you to make AoOs even when flat footed, so you don't need that much initiative.

On the other hand, having a bite attack is very useful: it's a primary attack when used alone against adjacent enemies, so 1.5x Str and Power Attack to damage; additionally you can use it as part of a full attack (as secondary attack), either to damage two different creatures (one at reach and one adjacent), or to damage the same creature by moving 5ft between attacks.

I also suggest you take Phalanx Formation asap (that is, at 3rd level, together with Power Attack). Allies will eventually obstruct you, especially in dungeons (and Rappan Athuck has A LOT of them), which means soft cover, which means -4 to hit and NO AoOs.

Finally (but this is strictly subjective), I would try to put a bit more on Wisdom


Apply Fortuitous to that polearm as soon as possible.

Gray Warden wrote:
I have played Rappan Athuck with a long-spear character, and I assure you will be going to be surrounded a lot of times. I strongly suggest you take the half-orc trait Tusked instead of Reactionary.
The problem with Toothy is that it forfeits Orc Ferocity (which can be important for staying awake when you're the party healer).

Buy an Animal Mask (boar) for 2700gp, and get a gore attack.

Trick: get some Tusk Blades. Leave them in your pocket when you activate the animal mask, then put the blades on your tusks. (Works for five minutes anyway.)


Tusked > Toothy

And yeah, you'll want Ferocity down there (I've seen it save a character from an early demise in Rappan Athuk, near REDACTED where we ran into REDACTED .

My one piece of advice from spending a lot of time down there: buy the highest-level scroll of Summon Monster you can cast/afford. Rappan Athuk is full of deadly surprises and that spell's flexible enough to answer some of them, and you'll have the Wisdom to avoid a scroll mishap to boot.

Love that dungeon.


I forget the name of it, but there's a trait that extends Orc Ferocity for another round. Well worth grabbing.


Agreed, Tusked trait is going to be better than the Toothy ART. Even better if you take Weapon Focus (bite) to make your mouth a sacred weapon.

Regarding Orc Ferocity, there are other ways to improve survivability, and so many good ART's replace orc ferocity that it shouldn't be considered a must have (no other race in the party is going to have it anyway).

I have a half-orc warpriest that traded away Orc Ferocity for perception (Bestial ART) and then took Shaman's Apprentice (trades away Intimidating for a bonus Endurance feat) which leads to Diehard, which is decidedly much better than Orc Ferocity, and opens the doors to the Deathless line of feats.


If you're the big-time healer who's aslo a front-liner, Orc Ferocity is the best possible defensive racial trait you can possess (for example, I would never play a half-orc paladin without it). Then, the difference between cakewalk and TPK no longer hinges on whether or not you hit -1. Extra secondary attacks? There's a dozen different ways to get those that only cost money. Orc Ferocity, otoh, is not something you can buy. There's also a feat (the name of which also escapes me) which gives half-orcs who didn't forfeit Orc Ferocity the universal monster Ferocity ability.


I was simply stating that diehard is better than orc ferocity.

Orc ferocity - one disabled round < 0 hp once/day.

Diehard - endless disabled rounds/day < 0hp. auto stabilizing.

The feat you were describing is Ferocious Resolve, which does allow surviving more rounds than the 1-round orc ferocity, but it also causes an automatic loss of 1hp/round, no matter what action is taken. I'd much rather spend the feat on Diehard than on Ferocious Resolve.

Silver Crusade

He's not the primary healer, since there's an Oradin in the party. His 1d6/3lvl swift heals are laughable compared to it.

Reach (which also allows you to trip opponents before they come close), heavy armor, and a pseudo fast-healing 5 from the Oradin's Life Link make Ferocity almost useless, at least compared to Sacred Tattoo + Fate's Favored (which is the trait replacing Ferocity).

If you want to invest in survivability, then just take the Shaman Apprentice alternate racial trait, which gives you Endurance, and pick Diehard, as suggested by others before.

I have played a reach Alchemist from level 1 to 4, which are usually the most dangerous levels. He had relatively low AC, but with clever positioning and AoO-trip I was able to stay alive with no problems (we didn't even have a dedicated healer, everybody had a minor way to heal some damage after combat though).

The primary bite (which you have since level 1, unlike expensive items), however, was extremely useful.


Thank you for all your advices, i am the one with the higest dmgs in the party and i am a monster with enlarge person, i have some troubles in the room with 9 giant leeches also if i killed 2 in a round with AoOs, that room was really terrible and difficult i have the impression that the DM leave us live, now we are level 3 and i think i'm gonna take the phalanx feat, i don't know if i want power attack


Quote:
i don't know if i want power attack

Its utility depends upon whether or not you're two-handing, and how far ahead of the curve your total attack-bonus is. (And also if you're an AoO-generating machine, or have an even spread of three iteratives down to -10.)


Slim Jim wrote:
Quote:
i don't know if i want power attack
Its utility depends upon whether or not you're two-handing, and how far ahead of the curve your total attack-bonus is. (And also if you're an AoO-generating machine, or have an even spread of three iteratives down to -10.)

I fight with a lucern hammer, 2 handed weapon and i make a lot of AoOs, can i use dirty trcik on AoO? Because i prefer it to trip

Silver Crusade

Nope. Dirty Tricks require a standard action. You can't even substitute one of your attacks with a DT maneuver, unless you have the Quick DT feat. However, you can consider trip as DT itself -> 'Tripped': the target takes -4 to AC against melee attacks and cannot move until he removes the condition as a move action; unlike other dirty tricks, removing the 'tripped' condition provokes AoO.

I think that Power Attack is necessary for any 2H build. +3 to damage might not seem much to you when you deal 1d10+10 damage at 1st level, but it is not going to grow very quickly. I suggest you take it at 5th level, so that you get a tasty +6 to damage as soon as you hit BAB +4.


I need int 13 for improved trip, i can pick the feat for stamina point for bypassing the int 13 prereq.


The dirty fighting feat will substitute for combat expertise for pqs, no int requirement.

Silver Crusade

Chelios wrote:
I need int 13 for improved trip, i can pick the feat for stamina point for bypassing the int 13 prereq.

You don't need Improved Trip if you trip enemies that can't threaten you. For example, imagine someone approaches to you. While moving from 10ft to 5ft, he's actually moving away your threatened area (or within it if you have the bite), which provokes AoO from you. Since the AoO is triggered when the target is still 10ft away, you can trip him, and even if this triggers AoO from him, he can't attack you. This is even easier if you are enlarged, since your threatened area grows.

So yeah, my advice is to focus on damage, but consider also trip as a smart way to do battlefield control.


I prefer to go with diehard in stand of power attack that i'll pick at lv 5, now this is my character

Spoiler:

Unnamed Hero
Male half-orc warpriest (molthuni arsenal chaplain) of Iomedae 3 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
NG Medium humanoid (human, orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 23 (3d8+6)
Fort +7, Ref +5, Will +7
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron lucerne hammer +9 (1d12+6) or
bite +1 (1d4+2)
Ranged longbow +4 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron lucerne hammer)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 3rd; concentration +5)
1st—divine favor (2), shield of faith (2)
0 (at will)—create water, detect poison, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 7
Base Atk +2; CMB +6; CMD 18
Feats Combat Reflexes, Diehard, Endurance, Phalanx Formation, Weapon Focus (lucerne hammer)
Traits ancestral weapon (numeria), fate's favored, tusked
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-6 vs. those who have an attitude of indifferent or better), Climb +5, Sense Motive +8, Swim +5
Languages Common, Goblin, Orc
SQ guilty fraud, hero points, orc blood
Other Gear chainmail, longbow, mwk cold iron lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (iomedae bible)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of iomedae incision, 20 gp
--------------------
Special Abilities
--------------------
Blessings (4/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).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Guilty Fraud -4 to bluff vs. those with attitude of indifferent or better.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I need help for my Warpriest All Messageboards

Want to post a reply? Sign in.