Building a Warpriest.


Advice


I was looking at my character sheets and I realized that some of them weren't finished. I hadn't written down feats and other class plans and now I have no idea what I was going to do with them.

I was thinking the easiest one to redo is the Dwarven Warpriest. The sheet says Arsenal Chaplain, but I don't think I want to do that archetype anymore. I'm thinking I want to use the Forgepriest archetype instead. I know a blacksmith dwarf probably isn't the most original, but it's what I want to do. I once had a character idea using a 3pp class and this seems pretty close to the basic concept I had.

I think Torag is the best choice of deity with the artifice domain.

For stats, I'm going strength based for once as Torag's sacred weapon is a warhammer. And since Craft and Spellcraft are both Int based, I'm thinking this as the 20 point spread:
16 Str, 12 Dex, 14 Con, 14 Int, 16 Wis, 5 Cha. She will not be a people person.

Also, I'm thinking that aside from her regular warhammer, she could also fight with her forge tools. Like a chisel or something. That's just something I think might be fun for her to do. Though oddly enough I can't seem to find a chisel in Archives aside from two magical ones. Weird.

So, any feedback or suggestions?


I think you can safely substitute Kunai with the chisel for all intents and purposes.

Sadly I cannot find any traits to make crafting with a Wisdom based character any easier.

Maybe take the feats for a familiar and do the crafting shenanigans that way?


Blessed hammer is a natural feat for a Toragist warpriest.

Improvised weapons though really don't work for a warpriest. There are some feats to make throwing hammers (light hammers might be tools, or a dwarven sphinx hammer is a decent thrown weapon) sort of viable for a dwarf. I guess a kunai could be a chisel as VM suggests but I can't think of a reason for you to use it.


I suppose I could reflavor the kunai as a chisel. But it's weird that I can find info for a branding iron, crowbar, and shovel, but not a chisel. It was mostly just an idea for character flavor, but if it wouldn't work, I can always drop it.

How does having a familiar help in crafting?


Heather 540 wrote:

I suppose I could reflavor the kunai as a chisel. But it's weird that I can find info for a branding iron, crowbar, and shovel, but not a chisel. It was mostly just an idea for character flavor, but if it wouldn't work, I can always drop it.

How does having a familiar help in crafting?

the valet familiar archetype.


Lelomenia wrote:
Heather 540 wrote:

I suppose I could reflavor the kunai as a chisel. But it's weird that I can find info for a branding iron, crowbar, and shovel, but not a chisel. It was mostly just an idea for character flavor, but if it wouldn't work, I can always drop it.

How does having a familiar help in crafting?

the valet familiar archetype.

I will keep that in mind.


I messed up. Warpriests don't get domains, they get blessings. I like the Earth blessing better than the Artifice blessing. It's just more useful.


Just gonna point out that if you were willing to give up feats you could always VMC Cleric to get a domain anyway.


The Way of Patient Strikes is a fine divine fighting technique, and benefits a lot from the Warpriest's sacred weapon damage boost. Have you considered a Vital Strike build? As a 3/4 BAB class that can qualify for the feats as though it were a full BAB class, they could add quite a bit of damage to your attack routine with the right feats.

You're a dwarf too, so that means you could take two handed weapon trick for the cleaving smash ability, and take advantage of cleave and great cleave with the Giant killer/Orc Hewer/Goblin Cleaver feat chain.

One more thing. Equipment trick may not give you the ability to fight with your forge tools (although if I were your DM, we could definitely work something out) but it will let you put your anvil to use, and that's just fun.


One last thing I forgot to mention. If your DM allows third party material, then take Vicious Opportunity and Vicious Cleave instead of Patient Strikes and Weapon Trick, respectively. They are functionally much better, and come online far earlier.

Flavor isn't near as good though, in my humble opinion.


So on PFSRD is an Improvised Hurler NPC. It is a dwarf monk 15 with a lot of feats around improvised weapons. They are described as hurling "chisels" in a fight alongside tankards, ladders and others.

His ranged improvised weapon attacks are all 1d8 damage types which is one step up from their standard damage due to the Improvised Weapon Mastery feat. I'd guess that a chisel is a 1d6 piercing weapon for a Medium sized creature. What that is like is up to you all, but that's the only RAW that seemed to come close I could find.

If you take Weapon Focus: Improvised Weapons though, does the damage or weapon emulation really matter? You'll deal damage as per your Warpriest Sacred Weapon progression and the other details of the weapon fall under the general rules for Improvised Weapons right?

Also, what are we shooting for here? Are we talking about a DPR monster that uses Fervor and other Swift actions to pump their damage sky high? as such at low levels a +1d4 Acid to all foes might sound better than ignoring Hardness on Constructs or objects only. At higher levels though you could grant Holy to a weapon you're holding, then hand off that quality to a DPR melee type in the party if need be with the Artifice blessing, while under Earth the best you can do is give them DR 1/- or higher. Since that DR doesn't stack and it comes online at level 10, the ally in question might already have better DR than this anyway.

Personally I like the flavor and high-level utility of the Artifice blessing, but there's no wrong answer here.


I don't think you can normally take Weapon Focus in improvised weapons.
There's Improvisational Focus, which is almost the same thing, but I don't think it meets the criteria for letting a weapon count as a sacred weapon. It'd be a pretty decent house rule to let that work though, so try asking your GM.

Edit: So... Improvisational Focus does seem to have a side effect of letting you qualify for Weapon Focus with improvised weapons. If your GM won't let Improvisational Focus grant sacred weapon on its own, then that's an alternative option.


I will look at all of those. I don't really need her to be high DPR herself, but I do want her to be able to contribute in combat. It's a matter of balancing optimization with flavor. Just a few tools would be needed as improvised weapons anyway - a chisel for working with wood and gems, a hammer obviously, and perhaps a branding iron for marking leather and wood. And of course she'll have an anvil, but if it gets to the point that that's the only weapon she has, then she's in big trouble.


A trait was suggested on another forum that would get rid of the biggest problem of improvised weapons - Rough & Ready. As long as you have at least one skill point in the appropriate Craft or Profession, you can use a tool of the trade as an improvised weapon without the -4 attack penalty.


The issue with using your tools of the trade is that there is no mechanical reason to ever do so. In-universe, it isn't much better, because why should your character attack with a chisel when they have a perfectly working warhammer? Unless your GM has played to much Counterstrike and hands out better loot for kills made with inferior weapons...

I think improvised weapons in general can work well on a Warpriest. Even without Improvisational Focus or anything; quite frankly, people tend to vastly overrate the Sacred Weapon Damage. You'd probably want to focus on them, though (mainly the Shikigami Style chain and Gloves of Improvised Might), and not combine it with a regular weapon.


Shikigami Style looks pretty helpful for this. I don't think I'll need Throw Anything. I'm not sure if I could even get magical tools that fit the theme of a blacksmith's tools, so I probably wouldn't need Shikigami Manipulation. And that means I won't need Shikigami Mimicry either as the weapon qualities are only useful in niche cases that are unlikely to come up much.

I looked at all the other feats about improvised weapons and found I didn't really need them all that much. Improvisational Focus is just fine but not essential. Oh, and instead of using Rough & Ready, I'll go with Surprise Weapon as a trait. Catch-Off Guard already removes the attack penalty and Surprise Weapon has a slightly bigger bonus than the other trait.

Catch-Off Guard, Shikigami Style, Surprise Weapon, and the gloves are all I really need for this theme to work. Don't have the dex for Two-Weapon Fighting and she won't be fighting with her warhammer and her tools at the exact same time anyway. I have something neat that my character can do if she needs to, but she won't always need to with just those feats. So the rest of the build can be focused on her warhammer and taking Craft Wondrous Items.

I think I might go with Artifice blessing after all.


Heather 540 wrote:
I'm not sure if I could even get magical tools that fit the theme of a blacksmith's tools, so I probably wouldn't need Shikigami Manipulation. And that means I won't need Shikigami Mimicry either as the weapon qualities are only useful in niche cases that are unlikely to come up much.

You want all three, because each followup feat increases the damage dice used by one step. With all three feats, you treat the improvised weapon as three sized larger for damage dice. That's what makes the feat chain so powerful*, especially with e.g. a sledge.

Depending on the 'weapon' used, the high base damage might make the early access Vital Strike feats interesting.

*) Shikigami Manipulation with a Lesser Metamagic Rod of a +0 feat like mercy is also nice, being a +4 weapon for 1500gp, although it does "only" 3d6 damage. Not for your character, obviously, I just mentioned it for completeness.


I will keep that in mind. In the meantime, I'm trying to decide what the second trait to be. I'm looking at Eldritch Smith or Bladed Magic.

Bladed Magic gives +1 to Craft for making masterwork or magic weapons.

Elritch Smith reduces the cost to craft stone or metal items by 5%.

I'm also going to use the racial traits Craftsman and Unstoppable.


Heather 540 wrote:

I will keep that in mind. In the meantime, I'm trying to decide what the second trait to be. I'm looking at Eldritch Smith or Bladed Magic.

Bladed Magic gives +1 to Craft for making masterwork or magic weapons.

Elritch Smith reduces the cost to craft stone or metal items by 5%.

I'm also going to use the racial traits Craftsman and Unstoppable.

Torag has a trait “Defensive Strategist” which is one of the best traits in the game. Not a crafting trait, but still really good.


I'll look at it. Although I'm really leaning towards Elritch Smith. Not many ways to reduce crafting costs.

As for feats, the first 5 levels are already decided. I get Toughness from the racial trait and the class gives me Weapon Focus and Craft Magic Arms & Armor. I need Catch Off Guard and Shikigami Style for the improvised weapons and Craft Wondrous Items for crafting.

The archetype removes the bonus feat at level 6, but I get the rest of them. I can choose item creation feats as those bonus feats if I want, but I don't think I need to. So going all the way up, I have 11 feats to fill. 4 of them are bonus feats so will need to be combat ones.


Your next couple of feats will be the remaining shikigami feats. A total lack of skill points would have me getting cunning. After that it's a question of which means of increasing damage you like. Any one of these would suffice, I wouldn't get more:

Plain old power attack. Cheap in feats, effective.

Improvisational focus/weapon spec./greater weapon focus/greater weapon spec. More accurate than using power attack which can be handy.

Vital strike. Your warpriest bonus feats are treated as full BAB so you could do vital strike and devastating strike at 9, improved vital strike at 12, greater vital strike at 18. If you're doing 3d6 damage via shikigami that multiplies quite well.

For other feats quicken blessing is something you might consider. Blissful spell could be useful with your buffs. A variety of the dwarven racial feats can be useful. Though losing hardy for toughness cuts you off from some of the better ones, stonecunning is the prereq for improved stonecunning - stone sense, or for an odd stealth-based feat line.


I really don't think I want to put the entire Shikigami chain in. In fact, if the GM says that Improvisational Focus allows for Sacred Weapon damage, then I'd rather use that than Shikigami Style in the first place. I want this to be something she CAN do, but doesn't HAVE to do it every fight.

I am definitely considering Vital Strike. There's so many feats to read and I have limited time to read them so I'm still going through. I will definitely put Cunning on the consider list and take a look at the others you mentioned.

I looked at Hammer Throw, but when I saw that it's mostly about tripping with your hammer, I decided against it. Bounding Hammer might be fun though.


If you're stopping at 1d8 base damage don't get vital strike, it's not worth it. Vital strike can be useful in specialised builds but it's a waste of feats on a build which is doing a bit of this, a bit of that, that looks fun. Power attack is the 'works with multiple weapons' damage feat.


Heather 540 wrote:
In fact, if the GM says that Improvisational Focus allows for Sacred Weapon damage, then I'd rather use that than Shikigami Style in the first place. I want this to be something she CAN do, but doesn't HAVE to do it every fight.

The problem is that either the warhammer is better, in which case you have no reason to ever use the improvised weapon, or the improvised weapon is better, in which case you have no reason to ever use the warhammer.

Every time you use the weaker options, you're deliberately gimping yourself. How does your character justifies doing so to their party members?

A: "Hey, <warpriest>, I almost dies last fight. What happened there?"
B: "Well, I already used my proper weapon the previous fight. I didn't feel like using it again, so I tried to hit the enemies with my toothpick chisel instead!"
A: *facepalm*


Derklord wrote:
Heather 540 wrote:
In fact, if the GM says that Improvisational Focus allows for Sacred Weapon damage, then I'd rather use that than Shikigami Style in the first place. I want this to be something she CAN do, but doesn't HAVE to do it every fight.

The problem is that either the warhammer is better, in which case you have no reason to ever use the improvised weapon, or the improvised weapon is better, in which case you have no reason to ever use the warhammer.

Every time you use the weaker options, you're deliberately gimping yourself. How does your character justifies doing so to their party members?

A: "Hey, <warpriest>, I almost dies last fight. What happened there?"
B: "Well, I already used my proper weapon the previous fight. I didn't feel like using it again, so I tried to hit the enemies with my toothpick chisel instead!"
A: *facepalm*

More like "Dang it, we're being attacked at this meeting where we had to leave our weapons in the coatroom. Good thing I'm always wearing my tool belt!" *stabs with chisel*

Out of all the feats a warpriest gets, even a forgepriest, I can afford to sacrifice two for flavor.


Ok, I've looked through all the feats and have narrowed them down. I have 11 feats left to fill in all. There are a few that can be taken faster as bonus feats due to BAB requirement and one that has to be a bonus feat as it's a fighter only feat. Some are defensive, some are offensive, and some are skill based. Here they are:

Armor Focus: +1 armor AC.

Blessed Hammer: Warhammer can be used as a holy symbol for a divine focus. Swift action, if casting a divine touch spell, can have the warhammer carry it as part of a melee attack. Must be level 7.

Blissful Spell: Can alter a spell that targets a single person to make it blissful. If spell is offensive, target takes -2 to Atk and damage for one round. If spell is beneficial, target gains +2 moral on skills and saving throws for one round. Spells gains “Good” descriptor and the additional effect is a mind-altering compulsion effect. Spells are one level higher.

Bounding Hammer: Standard action, can throw a hammer as ranged attack at foe within 20 feet. If it hits, hammer rebounds and lands in your square. Needs BAB 6.

Cunning: +1 skill rank per level.

Improved Initiative: +4 to initiative.

Ironhide: +1 Natural Armor to AC.

Lunge: Can increase reach of melee attacks by 5 feet by taking -2 AC until your next turn. Needs BAB 6.

Prodigy: +2 to two Craft, Perform, or Profession skills. +4 at 10 ranks.

Shield Focus: +1 shield AC.

Weapon Specialization: +2 damage on weapon chosen with Weapon Focus. Must be bonus feat.

Vital Strike: When attacking, first attack deals extra damage. Roll damage dice twice before adding Str or other bonuses. Not multiplied on crit. Needs BAB 6.

Devastating Strike: When using Vital Strike, gain +2 damage on each extra damage dice roll, +6 max. Multiplied on a crit. Needs Vital Strike and BAB 9.

Improved Vital Strike: When attacking, first attack deals extra damage. Roll damage dice three times before adding Str or other bonuses. Not multiplied on crit. Needs BAB 11.

Bounding Hammer looks like something more fun than practical. I know I don't get it back if I miss and my range attacks won't be that great, but it's kinda funny visualizing a dwarf chucking a big ol' warhammer at someone's head and it bouncing off.


After doing some thinking and discussion on another forum, I have decided to remove Bounding Hammer, Blissful Spell, Devastating Strike, Improved Vital Strike, and all the static bonus feats except Cunning. I'm also adding Step Up and Forge Ring. I've ordered them all up to level 13. After that, I think I can wait until I actually play her to pick feats out. The order I'm thinking of is:

1: Toughness: +1 HP per level.
1: Weapon Focus: +1 Atk with Warhammer.
1: Catch Off Guard: No penalties with improvised weapons. Unarmed foes are flat-footed when you attack with improvised weapons.
3: Craft Magic Arms & Armor
3: Shikigami Style: Swift action to enter stance, improvised weapons deal damage as if one size bigger. Increase by one step for each feat in chain. Switch for Improvisational Focus if GM says it allows for Sacred Weapon damage.
5: Craft Wondrous Items
7: Cunning: +1 skill rank per level.
9: Blessed Hammer: Warhammer can be used as a holy symbol for a divine focus. Swift action, if casting a divine touch spell, can have the warhammer carry it as part of a melee attack. Needs 3rd level divine spells. So level 7.
9: Lunge: Can increase reach of melee attacks by 5 feet by taking -2 AC until your next turn. Needs BAB 6.
11: Step Up: If an adjacent foe takes a 5 foot step away from you, you can take a 5 foot step as an immediate action to stay adjacent to him. Can’t take 5 foot step on next turn. If moving on next turn, subtract 5 feet from total movement.
12: Vital Strike: When attacking, first attack deals extra damage. Roll damage dice twice before adding Str or other bonuses. Not multiplied on crit. Needs BAB 6.
13: Forge Ring: Can make magic rings. May switch order with Vital Strike.

Now I just need to pick out equipment. For the improvised weapons theme, I can use Artisan Tools. For damage type, I looked at real blacksmithing tools. There are plenty that would do blunt damage and a few that would be piercing, but none that would be slashing.


Ok, I think I'm just going to call my artisan tool a chisel for the improved weapon. I don't need more than one if I can't get full damage type coverage. There are saws, but I don't see anything that would be similar enough to convert for damage amount. Plus I think it would be awkward to use as a weapon in the heat of battle. It looks like the closest weapon is the Punching Dagger. 1d4, x3 crit, and piercing damage.

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