Tiefling Warpriest Advice needed


Advice


My Gm made Table with races and classes and had me roll on it and Tiefling Warpriest was the result.

How ever I am not sure what method or combat would be best.

Nor do I know if any Archetype would be good.

I want to Deal Good damage but make use of or fervor ability as well.

If I go melee 8 like two dual wielding kukuri

Or If range maybe go with a build that'll yield high damage

What is a good build for my race and class?


Arsenal Chaplain Warpriest for Weapon Training. Done and done. Lol.


VoodistMonk wrote:

Arsenal Chaplain Warpriest for Weapon Training. Done and done. Lol.

Bow or kukri?

I hear that archetype makes high damage Archer

Where Dose all the damage come from?


The damage comes from hitting your target...

Weapon Training gives you a static accuracy bonus. Every attack is more likely to land.

Weapon Training also happens to give a static damage bonus. Every attack that lands does this extra damage.

Archers get a lot of attacks when they full attack, and can full attack almost every turn because they are far away from the danger and do not have to move each turn to engage the enemy.

Advanced Weapon Training options can enhance a lot of builds.

The Gloves of Dueling increase your Weapon Training bonus. It's almost not fair... until you remember you're just martial with some fancy gloves. Lol.


VoodistMonk wrote:

The damage comes from hitting your target...

Weapon Training gives you a static accuracy bonus. Every attack is more likely to land.

Weapon Training also happens to give a static damage bonus. Every attack that lands does this extra damage.

Archers get a lot of attacks when they full attack, and can full attack almost every turn because they are far away from the danger and do not have to move each turn to engage the enemy.

Advanced Weapon Training options can enhance a lot of builds.

The Gloves of Dueling increase your Weapon Training bonus. It's almost not fair... until you remember you're just martial with some fancy gloves. Lol.

Any spells you recommend?


Divine favor, later divine power, is your always running buff. Contagious zeal is nice for side stepping the "self only" rule on fervor casting. After that it is whatever the circumstance requires.


Abundant Ammo
Bane
Bless
Divine Favor
Weapon Wand
Bull's Strength/Cat's Grace/Etc
Fear the Sun
Make Whole
Shatter
Silence

The usual healing/conditional removal BS...


Build #1:

I would go Asura-spawn Tiefling for +2 Dex, +2 Wis, –2 Int, and then focus on TWF with Kukri. Go vanilla Warpriest with no archetype.

Get Agile/Keen enchanted on your Kukri asap and start crit-fishing (use Sacred Weapon to put Keen on your weapons until you can afford permanent enchants). Get Dazzling Display at lvl 3 with your Bonus feat, get Cornugon Smash and Imp TWF at level 6, max your Intimidate, get a +1 Cruel enchant on one of your weapons by level 6 as well, and then get Shatter Defenses at lvl 7, so then you'll Shaken/Sicken for -4 att/saves/skills/abilchecks and -2 dmg, and then make them FF'ed to all your subsequent attacks once they're Shattered, making all your iterative attacks much easier to land and providing you and your allies with a nice debuff that helps all your allies' spells land while also making you harder to hit. Get Boots of Speed for haste asap as well so you can get as many hits per round as possible.

Build #2:

Go Oni-Spawn Tiefling for +2 Str, +2 Wis, and -2 Cha, and vanilla Warpriest with no archetype, use a Greatsword and worship Gorum and get Step Up & Strike, Vital Strike, Combat Reflexes, and Gorum's Swordsmanship DFT so you can Vital Strike on Charge and Vital Strike on your Attacks of Opportunity (Step Up & Strike). Choose to Channel Negative Energy for inflict spells at level 1, and after your Vital Strike/SU&S/GorumSwords are all online, get Quick Channel and Selective Channel so you can nuke everything within 30ft with Negative Energy (except allies) as a Move Action.

Increase your size with wands of Enlarge Person and Lead Blades, or an Impact enchantment so you can be swinging a Huge-sized Greatsword for 4d6 dmg, or 8d6 while Vital Striking. And now your reach is 15ft, so this is nice for provoking AoO's whenever enemies have to move through your area. Combat Reflexes will help a lot here too.

1st round: Charge --> Vital Strike, next round: Vital Strike + AoE Negative Energy Nuke (if you don't have to Move). If they 5ft step away from you, you move 10ft with them and Vital Strike as an AoO.

If you're not keen on the Negative Energy nuking, then consider going Arsenal Chaplain archetype and drop your channel energy, and then shoot for getting Imp Vital Strike---> Cleaving Smash weapon trick so you can Vital Strike two targets with Cleave.

Don't worry about healing, your party can heal with Wands of CLW when the fight is over.


Minor Clarifications for Build #1: You need the Pass for Human alt racial trait, and then you can use the 1/6 FCB for humans, which allows you to get a Bonus Combat Feat every 6 levels. Also, make sure you have minimum 13 Str to qualify for Power Attack at lvl 5 ---> Cornugon Smash & Imp TWF at lvl 6. Get Weapon Finesse & Dazzling Display at level 3. Start level 1 with TWF.

You also need the Pass for Human trait for build #2 as well, so you can qualify for Enlarge Person.


If you're using a race picked by rolling on a table I wouldn't assume that you necessarily get to pick a variant heritage. You might well be stuck with the base tiefling, +2 Dex & Int, -2 Cha. Fortunately the warpriest isn't that sensitive to ability scores - self buffing means that a 14 base Wis is fine (a +2 Wis headband gets you an extra 3rd level spell slot from there.)

Is this still starting at level 7?


avr wrote:

If you're using a race picked by rolling on a table I wouldn't assume that you necessarily get to pick a variant heritage. You might well be stuck with the base tiefling, +2 Dex & Int, -2 Cha. Fortunately the warpriest isn't that sensitive to ability scores - self buffing means that a 14 base Wis is fine (a +2 Wis headband gets you an extra 3rd level spell slot from there.)

Is this still starting at level 7?

Ya still level 7


OK. A couple more builds for you to eye. The first one is for if you're likely to be the only one in melee.

Knives in the Dark:
1: weapon finesse
Warpriest 1: weapon focus (kukri)
3: TWF
Warpriest 3: blind-fight
5: combat expertise
Warpriest 6: weapon spec (kukri)
7: moonlight stalker

Cast darkness or even deeper darkness on yourself (possibly using fervor) then enjoy fighting in the dark with better bonuses than your enemies. You like the darkness.

Alternately if there's lots of melee around then you might like range. Besides the obvious but effective archer as VM describes, warpriests get enough feats to throw weapons effectively.

chakram pinball:
1: point blank shot
Warpriest 1: weapon focus (chakram)
3: startoss style
Warpriest 3: startoss shower
5: dodge
Warpriest 6: close quarters thrower
7: startoss comet
(If you can get an extra feat via pass for human/favored class bonus, use it for CQT and get weapon spec with the warpriest 6 feat).

Startoss works fine with a chakram, and you're bouncing chakrams off multiple enemies each round with at least +6 damage - and it only takes standard action attacks so you can move around as well. Just take care to move then throw rather than vice versa if you're using a returning chakram.

If you want skills there's a warpriest archetype which is compatible with that. The cult leader gets 4 + Int skills, a better skill list and 2d6 sneak attack by your level. Less feats and stuff, true.

slightly sneaky blender:
1: weapon finesse
3: TWF
5: skill focus (stealth)
Warpriest 6: Imp TWF
7: hellcat stealth

You worship Tanagaar (LG) or something from the lower planes, since you wanted to use a kukri and cult leaders don't otherwise get proficiency. If the stealth stuff doesn't appeal get step up and press to the wall to help enable sneak attack.


@ AVR The Pinball Build looks Nice.
How many foes can I hit per round ?

And ya I'll get weapon Spec for it via FCB


Nosta1300 wrote:

@ AVR The Pinball Build looks Nice.

How many foes can I hit per round ?

Two at 3rd level, three at 7th, four at 14th, five at 20th.

If you take the Molthuni Arsenal Chaplain archetype (which you should), you can take Ricochet Toss, which opens up full attacks. Takes two feats, and you'd want Rapid Shot, so you'd probably have to replace Dodge+Close Quarters Thrower.

@avr: Pinball? Seriously? How can you call it pinball instead of referencing the original?


Nosta1300 wrote:

@ AVR The Pinball Build looks Nice.

How many foes can I hit per round ?

And ya I'll get weapon Spec for it via FCB

If you like the startoss chain, I would get Vital Strike at lvl 6 with the pass for human FCB. You can Vital Strike on your first target.

Fiendish Heritage feat can let you get variant tiefling ability #16: "You have oversized limbs, allowing you to use Large weapons without penalty", and with Enlarge, you could be throwing a huge chakram 3d6 dmg, so 6d6 on a vital strike.

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