Malik Gyan Daumantas
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Ok so after long deliberation, I managed to come up with 2 different warpriest builds
One is an Unarmed Warpriest and the other is a Sacred Fist/Evangelist
The thing is I'm not sure which one between these 2 would objectively
A. Win in a fight between them
and
B. Be more Beneficial to a team
Both Characters are assumed level 13,Human,and Starting at a 15 point buy
So here's the Unarmed Warpriest
Str 12,Dex 13+2
Con 12,Int 13
Wis 14,Cha 10
Traits:Reckless
Orphaned
Irori Feat:Improved Unarmed Strike
Warpriest Feat:Weapon Focus(Unarmed Strike)
lvl 1:Weapon Finesse
Human Feat:Two Weapon Fighting
Lvl 3:Outslug Style
Bonus Feat:Combat Expertise
Lvl 5:Deific Obedience
Bonus Feat:Lunge
Lvl 7:Outslug Weave
Lvl 9:Outslug Sprint
Bonus Feat:Barroom Brawler
Lvl 11:Quicken Blessing
Bonus Feat:Weapon Specialization
Lvl 13:Improved Two Weapon Fighting
And here's the Sacred Fist
Stats:
Str 13,Dex 13
Con 12,Int 12
Wis 14+2,Cha 10
Traits:Orphaned
Fate's Favored
Improved Unarmed Strike
Lvl 1:Dodge
Bonus Feat:Mobility
Lvl 3:Deific Obedience
Lvl 5:Channel Smite
Bonus Style Feat:Jabbing Style
Lvl 7:Guided Hand
Lvl 9:Jabbing Dancer
Lvl 11:Power Attack
Bonus Style Feat:Jabbing Master
Level 13:Quicken Blessing
The unarmed warpriest gets a lot of Flat damage Bonus from things like the brawling enchant, Weapon specialization, Outslug Weave and buffs from Divine Power, and would focus more on dancing around the enemy dealing a lot of damage all at once
The Sacred fist would be more wisdom based and would take much more time to ramp up and would be more of a support character until it does, having more of a focus on Channeling, casting and healing and effectively being a more combat capable cleric
So Basically One would focus more on body and the other on spirit.
As usual any suggestions to improve either of them are greatly appriciated.
| avr |
Warpriests are terrible channellers and the difference between 14 and 16 wis is minimal - by the time a warpriest can get 3rd level spells they should have a +2 wis headband, by the time they get 4ths or shortly after they should have a +4 wis. You have no channeling feats and no real way to fit them in. What I'm saying is go with the 1st, or make a cleric who fights unarmed rather than a warpriest, it can be done.
Edit: with either warpriest build note the human alternate favored class bonus. Extra combat feats (without the counts as full BAB/fighter levels bit, BTW) at levels 6 & 12 will probably help.
Malik Gyan Daumantas
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Warpriests are terrible channellers and the difference between 14 and 16 wis is minimal - by the time a warpriest can get 3rd level spells they should have a +2 wis headband, by the time they get 4ths or shortly after they should have a +4 wis. You have no channeling feats and no real way to fit them in. What I'm saying is go with the 1st, or make a cleric who fights unarmed rather than a warpriest, it can be done.
Edit: with either warpriest build note the human alternate favored class bonus. Extra combat feats (without the counts as full BAB/fighter levels bit, BTW) at levels 6 & 12 will probably help.
Dude I actually completely forgot about the favored class bonus bit
Davor
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It depends on what the group needs.
I wouldn't mind playing a more support-themed Warpriest personally, but I would only do it in a group that could hold its own, and if I thought I would personally really enjoy playing it. So, in a group with at least one martial character, and two Hammers, I'd say go the support build. Otherwise, go for the harder hitting Hammer build.
| avr |
For that first build moving feats up and taking penetrating strike as the 12th level bonus, maybe something defensive like deflect arrows or resisting grappler or a save boost at 13 is how I'd change it with the extra feats. For the second - maybe try and squeeze in combat reflexes & bodyguard if you want to do support?