Salarain
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HELLO ALL,
I would like some help here for a War Priest build. I am having issues with Feats choices.
Stats:
Human:
Str: 18
Dex: 15
Con: 16
Int: 16
Wis: 22
Cha: 16
level 13
Favorite class: 1/6 feat(x2)= 2 Feats
Mythic levels 2
Human Bonus feat use: EWP (Falcata), Weapon Focus (Falcata) and Sacred Weapon: (Falcata).
Level Bonus Feats (1st,3rd,5th,7th,9th,11th,13th,15th,17th, and 19th)
War Priest Bonus Feats (3rd,6th,9th,12th,15th, and 18th) (Combat Feats only)
I also have 3 traits to choose.
If need to i can raises my Dex to 17 and I have 140,000 GP to work with.
I do want to use Shields as a backup choices for Sacred Armor/Shields. I know i'll be using Power Attack feats and looking forward in the chooses Vital Strike. I don't know if i need to focus for Channel Blessing?
| VoodistMonk |
Shield Focus and Unhindering Shield, so you can keep your shield bonus as you 2H power attack with your Falcata. It's just a Mithral buckler, but Shield Focus bumps it up to real shield AC. And Sacred Armor will carry it from there.
Martial Focus and Cut From the Air. Survivability from ranged attacks.
Weapon Versatility to overcome damage reduction, since you already have Weapon Focus.
One Hand Weapon Trick, since Unhindering Shield makes your buckler hand count as a free hand, you qualify for Stylish Riposte. And Free Hand Maneuver.
Dirty Fighting, Combat Reflexes, Lightning Reflexes, Dodge, Improved Initiative, Additional Traits, all the standard crap you have plenty of feats available. Take Weapon Specialization and Greater Weapon Focus and Greater Weapon Specialization, since you can. Maybe even Disruptive/Spellbreaker or Penetrating Strike and the Greater thereof when you can. Since you can.
A +2 Adamantine Falcata with Keen and Impact is a priority.
I don't know how you intend to use this character within your team. Vital Strike may or may not fit. Spring Attack is an option. Any of the many feats that trigger off of Power Attack. Probably should take Lunge. Maybe invest in a fighting style, and the feats that go with it. Teamwork Feats if others will join in the fun.
Magda Luckbender
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@OP: Check out the Reach Cleric Guide. This guide totally applies to a Warpriest. One might reasonably argue that the Warpriest class was created partially to solve the Cleric's perceived problem with Action Economy. Warpriests get Swift Action buffs. The Reach Cleric approach is a different solution to this same Action Economy problem, a solution that stacks with the Warpriests' improvements to Action Economy.
There are a number of guides to various styles of Clerics, and they all possess the same inherent problem:
Action Economy. Or more specifically, what to do with the Standard Action each turn.At level 1, Clerics are completely martial. With only 3 or 4 non-cantrip spells per day, they're going to basically
be a fighter that can cast Cure Light a few times. They simply can't cast enough spells to be any sort of "caster
character". At level 1, there's not a problem with Action Economy: each action is being spent doing some sort
of attack.At level 20, Clerics are completely caster. The get far more value out of casting a spell than they do by
attacking. Why do a standard attack if you can summon a Storm Giant that will do more damage over the
course of a battle while soaking up damage? Why do a quickened Righteous Might when you can do a
quickened Wall of Stone? At level 20, there's not much problem with the Action Economy either: you use
magic if you've got a standard action to work with.And in between those two levels? The Cleric is a strange mix between the two directions, which intersect in a
very bad way: The Standard Action. Unless a Full Attack is involved, both the martial and spellcasting require
the round's standard action, which means you have to choose which half of the character to use. It's especially
bad if you play a character through a wide range of levels - all those martial feats and abilities you took early on
have to look on sadly while your character spends most of their time in battle casting spells.Fortunately, there's a build that gets around this limitation: a Reach Cleric
What's a Reach Cleric?
A Reach Cleric uses a Longspear and smart tactics to do full spellcasting while using Combat Reflexes and
Attacks of Opportunity to deal out martial damage. One common example would be the Reach Cleric
positioning themselves 15 feet away from the enemy and then casting a spell. If the enemy wants to close the
distance, the Reach Cleric will get the attacks they didn't take during their own turn.This means the martial aspect and the spellcasting aspect no longer conflict over the standard action. The
spellcasting is done on the Reach Cleric's turn, while the damage dealing is done on the foe's turn.This will likely only work the first round or two; afterwards, the battlefield will probably be in a position where
you can't back away and still have the enemy approach you on their turn. But that turn or two is all you need -
you get off your spells during the most critical rounds of combat, and without sacrificing your martial abilities.
| Ryze Kuja |
| 2 people marked this as a favorite. |
A Half-orc Fauchard-wielding War Priest with Bred for War, Fate's Favored (w/Sacred Tattoo), and Snowstrider traits, with maxed Intimidate skill, and Lunge, Power Attack, Cornugon Smash, Greater Trip, Step Up & Strike, Critical Focus, Staggering Critical, Reach Spell, and Fateful Channel, and Cruel/Keen weapon enchants would be an absolute BEAST.
You'd have a 10ft reach weapon with Lunge (15ft) and Enlarge Person (20ft), and with Snowstrider, you can trip targets two sizes bigger than you. Any time the enemy tries to move away, you get a free 10ft step and an AO. Every time you hit with PA/Intimidate, you can Shaken/Sicken combo for -4 att, saves, skills, abilchecks, and you'd crit on a 15-20, and any time you crit, they're Staggered (Standard or Move action only). At any point in a Full Attack action, you can substitute a Trip attempt in there. And once the party starts taking a beating, you can Channel Energy and give them a free d20 reroll. And with Reach Spell, you can use a +1 or +2 spell slot to make your Cure spells into Close-range or Medium-range healing spells... Nerf.
| Slim Jim |
What Ryze Kuja said. As a slight variation, take the trait Bruising Intellect instead of Bred for War; this lets you un-MAD intelligence and charisma, and dump the latter, as, unlike a channeling cleric, a Warpriest has no use for it at all. (This doesn't appear to make a difference with the OP's spectacular stats, but it certainly will in, say, PFS 20pt-buy.)
And consider Fortuitous and especially Dueling (PSFG version) on your polearm before Cruel or even Keen. Free extra attacks are always a total gimme, and monster CMDs will be quickly rocketing into the stratosphere at high level, especially if they're two sizes bigger than you.
| HedwickTheWorldly |
Greater Weapon of the Chosen, Vital Strike chain, and Improved Critical/Keen Weapon give you pretty good odds of critting every round with a big hit, or using your weapon to trip/disarm/sunder with decent odds of success.
Half Orc with Sacred Tattoo/Fates Favored is pretty standard Warpriest choice
Shield Focus/Unhindering Shield is very good.
Power Attack/Furious Focus seem like a given if you use Greater WotC.