Shizuru - warpriests rejoice


Advice


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Going through Gods and Magic and Shizuru looks like a pretty sweet option for aspiring Good warpriests.

Divine Abilities - Str or Wis
Domains - Duty, Perfection, Sun, Vigil
Spells - True Strike, Reflective Scales (??), Summon Dragon
Favored Wep - Katana

Looks like a pretty sweet set of abilities to start from. Katana's work for 1hand or 2 and are versatile.

The Vigil domain makes it work well since they can become expert in any weapon with the initial doman power Object Memory, while Duty offers a soft taunt with Dutiful Challenge.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yup, True Strike as a granted spell is wonderful for a class that never gets better than expert prof, it's equivalent to a +5 bonus so it lets you turn your spellcasting resources into martial capability to punch above Legendary Prof by a point or so, this is especially nice at higher levels when you can devote your low level slots to it, and still have high level slots for other cool spells, font helps a lot as well by giving you extra resources to heal yourself and your party with.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I like Ragathiel a lot too. Bastard sword, true strike, haste, zeal domain, and you can take Harm as your Divine Font, pretty awesome if your battling non-undead and want to channel smite a lot.


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The-Magic-Sword wrote:
Yup, True Strike as a granted spell is wonderful for a class that never gets better than expert prof, it's equivalent to a +5 bonus so it lets you turn your spellcasting resources into martial capability to punch above Legendary Prof by a point or so, this is especially nice at higher levels when you can devote your low level slots to it, and still have high level slots for other cool spells, font helps a lot as well by giving you extra resources to heal yourself and your party with.

It also synergizes pretty well with the Divine Weapon cleric feat.


The-Magic-Sword wrote:
Yup, True Strike as a granted spell is wonderful for a class that never gets better than expert prof, it's equivalent to a +5 bonus so it lets you turn your spellcasting resources into martial capability to punch above Legendary Prof by a point or so, this is especially nice at higher levels when you can devote your low level slots to it, and still have high level slots for other cool spells, font helps a lot as well by giving you extra resources to heal yourself and your party with.

It's it really equivalent to +5? I've never been certain of the math, that's crazy strong


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Pathfinder Adventure Path Subscriber

The value of True Strike is tied to how difficult the initial roll is to succeed at. The more difficult the attack roll, the greater a bonus it works out to be as far as changing the percentages in your favor. That is why it can’t be quantified in a single static bonus amount. The higher level you get though, the wire the war priest skews towards “less accurate” than expected attack bonuses and the more it benefits from True Strike.


Vlorax wrote:
The-Magic-Sword wrote:
Yup, True Strike as a granted spell is wonderful for a class that never gets better than expert prof, it's equivalent to a +5 bonus so it lets you turn your spellcasting resources into martial capability to punch above Legendary Prof by a point or so, this is especially nice at higher levels when you can devote your low level slots to it, and still have high level slots for other cool spells, font helps a lot as well by giving you extra resources to heal yourself and your party with.
It's it really equivalent to +5? I've never been certain of the math, that's crazy strong

It's a +5 exactly only if you would otherwise hit on an 11+ (50% chance to hit).

Chance to hit with two rolls is 1-(.5)^2, or 75%. Chance to hit with a +5 is hitting on a 6+, or 75%.

If you're hitting on a 15+ (30% chance to hit) the chance to hit with two rolls is 1-(.7)^2, or 51%. So there it's equivalent to a hair more than a +4.

If you're hitting on a 7+ (70% chance to hit) the chance to hit with two rolls is 1-(.3)^2, or 91%. Once again worth a shade more than a +4.

The further away you get from a 50% chance to hit or miss the less the reroll is worth. If you're a 90% chance to hit it increases you to a 99%, not quite a +2. If you're a 10% chance to hit it increases you to 19%, the same.


Vlorax wrote:
.... Divine Abilities - Str or Wis ...

Does this indicate you can Boost Strength or Wisdom for your Warpriest with their class boost? In which case, I assume spellcasting is still off of Wisdom, but class abilities would be off strength?


tivadar27 wrote:
Vlorax wrote:
.... Divine Abilities - Str or Wis ...
Does this indicate you can Boost Strength or Wisdom for your Warpriest with their class boost? In which case, I assume spellcasting is still off of Wisdom, but class abilities would be off strength?

no, it's for the new background you can take

gods and omens wrote:

RAISED BY BELIEF BACKGROUND

Whether in a monastery, a religious household, or just as
part of your everyday life, your upbringing was steeped in
the traditions of a faith or philosophy. You might remain
committed or you may have turned from your childhood
creed, but your skills are still founded in your devotion.
Choose two ability boosts. One boost must be to an ability
specified in the Divine Ability entry for your deity, and one is
a free ability boost.
You’re trained in your deity’s associated skill, and you gain
Assurance with that skill. You gain a Lore skill with a subcategory
associated with your deity (Abadar Lore, for instance).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No.

"Divine Ability: This section lists the two ability boosts the deity grants as options for characters with the raised in belief background (page 9)."


Vlorax wrote:
tivadar27 wrote:
Vlorax wrote:
.... Divine Abilities - Str or Wis ...
Does this indicate you can Boost Strength or Wisdom for your Warpriest with their class boost? In which case, I assume spellcasting is still off of Wisdom, but class abilities would be off strength?

no, it's for the new background you can take

gods and omens wrote:

RAISED BY BELIEF BACKGROUND

Whether in a monastery, a religious household, or just as
part of your everyday life, your upbringing was steeped in
the traditions of a faith or philosophy. You might remain
committed or you may have turned from your childhood
creed, but your skills are still founded in your devotion.
Choose two ability boosts. One boost must be to an ability
specified in the Divine Ability entry for your deity, and one is
a free ability boost.
You’re trained in your deity’s associated skill, and you gain
Assurance with that skill. You gain a Lore skill with a subcategory
associated with your deity (Abadar Lore, for instance).

Thanks :), you really had me hoping...


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Unicore wrote:
The value of True Strike is tied to how difficult the initial roll is to succeed at. The more difficult the attack roll, the greater a bonus it works out to be as far as changing the percentages in your favor. That is why it can’t be quantified in a single static bonus amount. The higher level you get though, the wire the war priest skews towards “less accurate” than expected attack bonuses and the more it benefits from True Strike.

That's true in 5e (up to 50% anyway, after which the marginal benefit drops off), but not really in PF2, since at higher accuracy true strike also greatly increases your chance to crit. (If you hit on a 6+ and hence crit on a 16, for instance, true strike increases your chance to crit by 75%!)

For the curious, here's a simple program that calculates how much true strike helps you (in terms of expected hits, with crits counting double) for a three-action attack sequence (i.e. you either cast true strike and strike twice, or just strike three times): anydice.com/program/19ae8

Basically, true strike is indeed quite good for warpriests, who really shouldn't be hitting the accuracy levels where true strike isn't a benefit unless they're attacking a super-low-level target—over the course of a turn, it's roughly comparable to a +1 to attack rolls that stacks with everything. Note too that this analysis doesn't account for effects like deadly (e.g. from the Shizuru warpriest's katana), which makes true strike even better.


Ludovicus wrote:
Unicore wrote:
The value of True Strike is tied to how difficult the initial roll is to succeed at. The more difficult the attack roll, the greater a bonus it works out to be as far as changing the percentages in your favor. That is why it can’t be quantified in a single static bonus amount. The higher level you get though, the wire the war priest skews towards “less accurate” than expected attack bonuses and the more it benefits from True Strike.

That's true in 5e (up to 50% anyway, after which the marginal benefit drops off), but not really in PF2, since at higher accuracy true strike also greatly increases your chance to crit. (If you hit on a 6+ and hence crit on a 16, for instance, true strike increases your chance to crit by 75%!)

For the curious, here's a simple program that calculates how much true strike helps you (in terms of expected hits, with crits counting double) for a three-action attack sequence (i.e. you either cast true strike and strike twice, or just strike three times): https://anydice.com/program/19ae8

Basically, true strike is indeed quite good for warpriests, who really shouldn't be hitting the accuracy levels where true strike isn't a benefit unless they're attacking a super-low-level target—over the course of a turn, it's roughly comparable to a +1 to attack rolls that stacks with everything. Note too that this analysis doesn't account for effects like deadly (e.g. from the Shizuru warpriest's katana), which makes true strike even better.

explain that chart on anydice to me plz, what am i lookin at I'm dumb

you mentioned it being better since crits but above somebody said +5 and you say +1?


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And for the record: if you're REALLY looking to have fun with true strike as a warpriest, you don't worship Shizuru. You worship Ragathiel.

That's because Ragathiel likewise grants true strike but ALSO (a) grants haste too and more importantly (b) lets you take harmful font, enabling the following sequence:

(1) cast true strike,
(2) use Channel Smite,
(3) strike at –5.

Voila: you've now used true strike to add a lot of accuracy (and usually crit chance, with the right setup) to your harm effect as well as just to your strike, and thanks to haste even done so without trading away your second-best attack.


Vlorax wrote:

explain that chart on anydice to me plz, what am i lookin at I'm dumb

you mentioned it being better since crits but above somebody said +5 and you say +1?

Sure. You're looking at the difference you get in expected hits (with crits counting double) over three actions, between (a) casting true strike and then striking twice (at –0 and –5), versus (b) striking three times (at –0, –5, and –10). Here's another link that might make it more concrete: anydice.com/program/19aea

This gives you the number of expected hits you get in both scenarios, when you need 8 to hit with your best attack. You'll see that you get 1.6 expected hits if you start with true strike and 1.45 if you don't. Since +1 to attack adds 0.05 expected hits per attack not counting crit chances, that's a bit like getting +1 for each strike in a series of three.

Dark Archive

is Ragathiel legal in PFS?


Yes

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