Warpriest (and Warrior Muse Bard?) Martial Progression


Pathfinder Second Edition General Discussion


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I was really happy when I first heard Warpriest gets Master Weapon Proficiency (nice)
It was a little dampened when I heard 'Deities Weapon only' (well...understandable)
But Hearing it was level 19 only...

That changes nothing for most campaigns
What is the Point of Master Profiecency and (if I heard that correctly) some Martial support feats if you are behind every other character half of the campaign anyway?

In that vein I don't exactly have high hopes for the Warrior Muse Bard either tbh

So here is my suggestion to deal with it:
Make Warpriests and Bards who follow the Warrior Muse Wave Casters

Warpriests are supposed to get more Martial support and they will retain their divine font, so they are certainly not without magic options

Bards stil have their composition spells

they both still have a lot to do when they have reduced spell slots, but they both will be able to make more out of their Newly found proficiency with this and enable some new playstyles which, so far, were only be possible with lots of archetype feat investment or dual class optional rule

I think this would redefine the subclasses identity and strenghten it, making them more unique and being able to do their own thing - which is strongly in line with what their name implies anyway

I dare say that making the eldritch trickster rogue also a wave caster would elevate it from being the imo (and I believe several other people agree) worst rogue racket to pick to its own thing, even if that would mean giving up on some stuff like additional skill feats/points


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The drawback people complained about for Warpriest was losing legendary casting and not getting anything in exchange that couldn't be acquired through feats. Legendary casting is 19th. Getting master weapon proficiency when the miss out on legendary casting makes plenty of sense to me.

A wave caster should just straight up be a different class because it needs different feats to support it. Cleric's pile of extra top-level Heal spells (or Harm in an undead campaign) seem like they more or less cancel out a big part of the wavecaster drawback. My point of comparison is Summoner needing a feat just to swap a top-level slot for two summoning spells for a measly three total, while a hypothetical wavecaster Warpriest would be walking around with six or seven at late levels.

Over to Bard, they're already basically only one point of accuracy down from a martial instead of two. They shouldn't be put one point ahead.

But, hey. It doesn't matter much if I think it's broken or not. We have the announcement on what Warpriest is, which is what a lot of people asked for.

(I think Eldritch Trickster is often placed ahead of Mastermind, because the latter relies on successful recall knowledge checks in combat.)


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I also don't think we know for sure it will be level 19. We know it is in Final Doctrine, which is currently level 19 but that could change. I think it likely will stay the same for parity with legendary casting, because that seems likely to remain unchanged across all casters.

Dark Archive

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QuidEst wrote:

The drawback people complained about for Warpriest was losing legendary casting and not getting anything in exchange that couldn't be acquired through feats. Legendary casting is 19th. Getting master weapon proficiency when the miss out on legendary casting makes plenty of sense to me.

A wave caster should just straight up be a different class because it needs different feats to support it. Cleric's pile of extra top-level Heal spells (or Harm in an undead campaign) seem like they more or less cancel out a big part of the wavecaster drawback. My point of comparison is Summoner needing a feat just to swap a top-level slot for two summoning spells for a measly three total, while a hypothetical wavecaster Warpriest would be walking around with six or seven at late levels.

Over to Bard, they're already basically only one point of accuracy down from a martial instead of two. They shouldn't be put one point ahead.

But, hey. It doesn't matter much if I think it's broken or not. We have the announcement on what Warpriest is, which is what a lot of people asked for.

(I think Eldritch Trickster is often placed ahead of Mastermind, because the latter relies on successful recall knowledge checks in combat.)

The drawback people complain about are in two camps as evidenced by OP and you. One group wanted a simple exchange of Legendary casting and Master Weapons (i.e. a 85% caster 15% martial split). One group wanted a divine wave caster with martial weapon proficiency (i.e., exert/master at L5/13 or a 50% caster 50% martial split).

There is no need to have a divine wave caster be a separate class because the cleric base feat set already has a generous portion of great feats for a wave caster. That includes:

- 4 emblazon feats,
- 3 domain focus spell feat options with tons of workable options (e.g., advanced travel domain gives a focus point fly spell)
- L12/L18 refocus feats (now just 1 in remaster)
- sap life
- divine weapon
- 3 channel related feats that would be great on melee clerics or to expand versatility
- L10/L12 replenishment feats
- 2x alignment armament feats
- eternal bane/blessing
- a ton of 'situational' feats I wouldn't pick but I bet others would (things like castigating weapon).

So that is 20+ base feats that a gish would want AND want at the earliest possible level instead of half level from a MC. The wave caster subclass could just re-jig font and should/decouple it from CHA anyways. I'd recommend looking at the Clerics+ third party content because its a way better martial cleric than the warpriest at all levels. They 'did' add a handful of feats, but they didn't need to do too much in reality. A real life example of non-paizo designers doing a much better job than paizo.

That doesn't preclude making new a divine bounded wave caster class with some special feature, but its been almost 2 years since wave casters came into existence and Paizo seems allergic to the idea. Not addressing the gap in the warpriest OR not adding a new 'battle cleric' type subclass is a missed opportunity and leaves a massive gaping design space hole unfilled.

All of that applies for the bard as well. Tons of in class feat support with very little else needed such as:
- 5 warrior muse feats already that would work great.
- Hymn of healing, base inspire courage/Vigorous Inspiration/Discordant Voice, dirge of doom, House of Imaginary Walls, Inspire Defense, lingering composition, and soothing composition would be great on a martial bard
- 3x Masquerade of Seasons Stance feats,
- L12/L18 refocus feats (now 1 in remaster space)
- Versatile Performance, Inspire Competence, bardic lore, Eclectic Skill, and know it all for skill based boosts to augment your base class features.
- Soulsight and Shared Sight

That is 25+ options already in the base package plus all the caster feats (metamagics and L10 spells) that would also be useful like quickened metamagic, effortless concentration, etc.

Cleric is themed as self buffer, Bard as party buffer, so you don't need any magus style spell strike feature or arcane cascade add on. 1 or 2 action economy feats (like a sudden charge) is really the only thing you'd need and maybe a feat to cast a spell + move so long as it only impacts you for cleric or an allied party member for bard.

Saying a bard is -1 from martial is pretty silly. There are tons of competitive compositions that would be way more fun. Even a new composition that can add/swap a rune for the party so they could trigger weaknesses could be really fun. Imagine a L10 martial bard running up and dropping a 1 round 10ft imaginary wall to partition off a hallway for some battlefield control. Thinking every 3rd action must be a inspire courage or dirge of doom is a failing of imagination.

Dark Archive

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Captain Morgan wrote:
I also don't think we know for sure it will be level 19. We know it is in Final Doctrine, which is currently level 19 but that could change. I think it likely will stay the same for parity with legendary casting, because that seems likely to remain unchanged across all casters.

The funny thing is when Clerics+ looked at doing the same thing during their playtest it was, by their accounts, highly divisive. Many folks said it it was way too late which is why they ended up on a class archetype that changes the class to a bounded caster with martial progression.

Turns out if you engage the community before sending stuff to print (e.g., via surveys, via playtests, etc.) you find that stuff out! The catchphrase of 'we have been playtesting for 4 years' is clearly inaccurate.

As it stands Paizo took a 'nearly meaningless' step in the right direction. A L19 feature is 'great' if all you do is high level one shots, but across all 20 level campaigns, its going to be like 6 sessions across 1-2 years? It is essentially a ribbon feature that only serves to muddy the waters because now we all have to say 'yes they get master, but too late for it to matter' and have that silly debate until we get PF3e.

As for 'if the doctrine changes level', there is no indication of that right now. Even still, unless it goes to the 13-15 level range its just a sliding scale of bad to meaningless.

Liberty's Edge

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Red Griffyn wrote:
Captain Morgan wrote:
I also don't think we know for sure it will be level 19. We know it is in Final Doctrine, which is currently level 19 but that could change. I think it likely will stay the same for parity with legendary casting, because that seems likely to remain unchanged across all casters.

The funny thing is when Clerics+ looked at doing the same thing during their playtest it was, by their accounts, highly divisive. Many folks said it it was way too late which is why they ended up on a class archetype that changes the class to a bounded caster with martial progression.

Turns out if you engage the community before sending stuff to print (e.g., via surveys, via playtests, etc.) you find that stuff out! The catchphrase of 'we have been playtesting for 4 years' is clearly inaccurate.

As it stands Paizo took a 'nearly meaningless' step in the right direction. A L19 feature is 'great' if all you do is high level one shots, but across all 20 level campaigns, its going to be like 6 sessions across 1-2 years? It is essentially a ribbon feature that only serves to muddy the waters because now we all have to say 'yes they get master, but too late for it to matter' and have that silly debate until we get PF3e.

As for 'if the doctrine changes level', there is no indication of that right now. Even still, unless it goes to the 13-15 level range its just a sliding scale of bad to meaningless.

If it was that much highly divisive, it just means there is no way to go that does not leave 50% of the potential customer base dissatisfied.

If so, it's better to go for the solution that entails less changes.

And, in any case, the Warpriest was, from the beginning, based on the Cleric of 3.5+. So, a full caster who could manage being on the frontline. Not a Divine gish.


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Tactical Drongo wrote:

I was really happy when I first heard Warpriest gets Master Weapon Proficiency (nice)

It was a little dampened when I heard 'Deities Weapon only' (well...understandable)
But Hearing it was level 19 only...

That changes nothing for most campaigns
What is the Point of Master Profiecency and (if I heard that correctly) some Martial support feats if you are behind every other character half of the campaign anyway?
...

The point of the designers in these modifications was exactly what was explained in the Paizocon video, to make the warpriests no worse than a cloistered cleric with champion dedication (they talk about sentinel there, but in fact it would be the champion even already that sentinel provides no more than light armor for spellcasters untrained in any type of armor), or a battle oracle. But they have shown no intention of going any further than that.

In discord it was explained that Doctrine isn't exactly like a 5th edition subclass, it's something minor that isn't designed to make a huge difference in the chassis of a class to the point of putting 2 classes into one as it would end up being if it becomes a wavecaster (bounded caster) doctrine.

Perhaps in the future they plan to make a new class to meet this demand, but I believe they didn't want to do something as big as "creating" a wavecaster as a cleric variant in the corebooks. For now, for those who want a martial that heals, I suggest you consider a champion with cleric dedication (the new refocus rules will greatly benefit Lay on Hands which will help well in this type of build) or a summoner with divine/primal sorcerer dedication (depending on your preferred eidolon or tradition).


Red Griffyn wrote:
The drawback people complain about are in two camps as evidenced by OP and you. One group wanted a simple exchange of Legendary casting and Master Weapons (i.e. a 85% caster 15% martial split). One group wanted a divine wave caster with martial weapon proficiency (i.e., exert/master at L5/13 or a 50% caster 50% martial split).

Gotcha. Well, I'm not gonna worry about it too much. My personal divine wavecaster hopes are that Synthesist is still in the cards for PF2.


The Raven Black wrote:
Red Griffyn wrote:
Captain Morgan wrote:
I also don't think we know for sure it will be level 19. We know it is in Final Doctrine, which is currently level 19 but that could change. I think it likely will stay the same for parity with legendary casting, because that seems likely to remain unchanged across all casters.

The funny thing is when Clerics+ looked at doing the same thing during their playtest it was, by their accounts, highly divisive. Many folks said it it was way too late which is why they ended up on a class archetype that changes the class to a bounded caster with martial progression.

Turns out if you engage the community before sending stuff to print (e.g., via surveys, via playtests, etc.) you find that stuff out! The catchphrase of 'we have been playtesting for 4 years' is clearly inaccurate.

As it stands Paizo took a 'nearly meaningless' step in the right direction. A L19 feature is 'great' if all you do is high level one shots, but across all 20 level campaigns, its going to be like 6 sessions across 1-2 years? It is essentially a ribbon feature that only serves to muddy the waters because now we all have to say 'yes they get master, but too late for it to matter' and have that silly debate until we get PF3e.

As for 'if the doctrine changes level', there is no indication of that right now. Even still, unless it goes to the 13-15 level range its just a sliding scale of bad to meaningless.

If it was that much highly divisive, it just means there is no way to go that does not leave 50% of the potential customer base dissatisfied.

If so, it's better to go for the solution that entails less changes.

And, in any case, the Warpriest was, from the beginning, based on the Cleric of 3.5+. So, a full caster who could manage being on the frontline. Not a Divine gish.

I wouldn't call someone getting expert in offense and defense with 8 hp per level 'managing being on the front line'

they are slightly more durable then mages, but to really be on the frontline they need spells to buff themselves which costs them 2-4 actions setup (which could be used for support of allies or fighting enemies) +up to 2 spell slots to even out the disparity to martials and then still have lower hit points then most

they are on average 10% easier to hit and to crit if they dont spend a turn and a spellslot to buff themselves and they are on average 10% worse at hitting the enemy without buffing themselves

honestly, martial characters could legit be insulted by warpriests trying to group themselves with them


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So, all I have is the benefit of my experience. I played a Warpriest in Extinction Curse, which we wrapped up a few weeks ago. So, I've played the doctrine for all 20 levels.

Some takeaways from that experience:

1) I usually didn't have time to cast a Buff Spell.

Combat moves pretty fast. Most times I ended up in the thick of it with no warning.

2) My accuracy was still fine.

Despite point #1 above, I usually did ok when it came to hitting things. I think it was because my role was usually being the Barbarian's flanking buddy, at least until he grabbed them (he was a Free Archetype Wrestler) and started all of that fun stuff and flanking didn't matter anymore.

3) Being on the front lines was the place to be.

There were times I had to play the healbot, and being close to everyone while being able to defend myself was great. When I didn't play the healbot, I was hitting a fair amount of times with a 2/3rd Runed Rapier (I like Ghost Touch, it came in really handy a lot) and little extras like Align Armament and, rarely, Divine Weapon. It added up. I had my share of foe-ending Strikes.

I also absorbed my fair share of damage. Sometimes more than my fair share. I leaned into Shield Block (man, did I come to love Shield Block) and Replenishment of War also added a fair bit to my longevity (like I said, despite expectations, I still hit a lot.)

4) Eternal Blessing is a nice touch.

Permanent +1 Status Bonus to Strikes is a very nice thing. As I mentioned in point #1, I didn't have a chance to cast a Buff Spell that often. With Eternal Blessing I was only -1 behind a baseline Martial, with the added bonus that if they were in range it helped my buddies! Great Feat.

5) I would've really liked that Master Rapier Proficiency at L19.

(My chosen deity was Cayden Cailean. I like his style. :) ) The one time, late game, I was really feeling my lack of Master Proficiency was the final boss fight. That extra +2 would have been quite welcome in that fight.


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I've been consistently pretty impressed with the war priest myself. The one in our AV game essentially just prepared True Strikes, Heals, Harms, and Heroism, plus the occasional fairies fire. With maxed strength and charisma, he can Channel Smite like a mother flipper. He uses a great axe instead of a shield, but if he takes a bunch of damage he can use just two action heal it all away.

Beyond that, a Divine prepared caster is a pretty incredible boon for condition removal, despite the lower proficiency for counteract.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Warpriest was fine, and now gets a few extra perks on top of an already solid chassis. I really don't see what the problem is.


I must say, while I stand with my point it is fascinating how much the experiences can vary


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WatersLethe wrote:
Warpriest was fine, and now gets a few extra perks on top of an already solid chassis. I really don't see what the problem is.

Their martial capability is worse compared to other martials simply because they get font plus full spellcasting, which isn't that strong when your save DC doesn't likewise scale (and you aren't incentivized to it); given that they are meant to be the "martial" Cleric, this is a really bad compromise. You don't have the defenses of other martials, and you don't have the offense of other martials (and no, Channel Smite + True Strike doesn't count).

Turning Warpriest into a Wave Caster (along with keeping the fonts), letting them select Strength or Dexterity as a key ability score (keeping Wisdom for Save DCs of course) while getting full Martial benefits would honestly leave a better taste in one's mouth for fulfilling the "martial" Cleric niche. Really, I think the only reason it wasn't designed this way from square 1 was because it wasn't really thought of to do at the time, compared to when Magus/Summoner were in development, and I'm pretty sure it's easy to design the Warpriest this way.

I think the same should be done for Warrior Muse Bard; make it Wave Caster, cap their spell proficiency to Master, change key ability score to Strength/Dexterity, and maybe let them make an attack roll not affected by (or affecting) MAP instead of a Performance check for things like Lingering Composition, Inspire Heroics, etc.


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Darksol the Painbringer wrote:
WatersLethe wrote:
Warpriest was fine, and now gets a few extra perks on top of an already solid chassis. I really don't see what the problem is.

Their martial capability is worse compared to other martials simply because they get font plus full spellcasting, which isn't that strong when your save DC doesn't likewise scale (and you aren't incentivized to it); given that they are meant to be the "martial" Cleric, this is a really bad compromise. You don't have the defenses of other martials, and you don't have the offense of other martials (and no, Channel Smite + True Strike doesn't count).

Turning Warpriest into a Wave Caster (along with keeping the fonts), letting them select Strength or Dexterity as a key ability score (keeping Wisdom for Save DCs of course) while getting full Martial benefits would honestly leave a better taste in one's mouth for fulfilling the "martial" Cleric niche. Really, I think the only reason it wasn't designed this way from square 1 was because it wasn't really thought of to do at the time, compared to when Magus/Summoner were in development, and I'm pretty sure it's easy to design the Warpriest this way.

I think the same should be done for Warrior Muse Bard; make it Wave Caster, cap their spell proficiency to Master, change key ability score to Strength/Dexterity, and maybe let them make an attack roll not affected by (or affecting) MAP instead of a Performance check for things like Lingering Composition, Inspire Heroics, etc.

But what about me and the other people on this thread who have played a warpriest and like it being a full caster with a little bit of martial? I've played it, its great. You still use spells all the time, it's just not offensive spells. Because the proficiency literally doesn't matter if you don't want to cast offensive spells. For half of your levels, you have -1 to hit with weapons, which is the same as the thaumaturge. For half of your levels, you have the same spell attack as other clerics (assuming you didn't dump wis). And for the levels where you are behind on your offenses? You will have enough spells that don't need attacks or saves to be effective throughout an entire day. You are as tanky as a rouge if not tankier, and can self heal. Your weapon attacks are a great third action, or for rounds where I don't want to cast any spells. If the Warpriest was a wave caster, all of that would go away. It would be a marital that can cast instead of the caster that can fight that I and others love. I'm not saying there shouldn't be a divine wave caster, but it shouldn't be at the expense of the warpriest.

I have no experience with the warrior bard, but has major action economy problems. It needs lingering composition, which means it needs to pay a feat tax at second level just to function. But the action economy seems to be the main problem, not the lack weapon proficiency.


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Pronate11 wrote:
Darksol the Painbringer wrote:
WatersLethe wrote:
Warpriest was fine, and now gets a few extra perks on top of an already solid chassis. I really don't see what the problem is.

Their martial capability is worse compared to other martials simply because they get font plus full spellcasting, which isn't that strong when your save DC doesn't likewise scale (and you aren't incentivized to it); given that they are meant to be the "martial" Cleric, this is a really bad compromise. You don't have the defenses of other martials, and you don't have the offense of other martials (and no, Channel Smite + True Strike doesn't count).

Turning Warpriest into a Wave Caster (along with keeping the fonts), letting them select Strength or Dexterity as a key ability score (keeping Wisdom for Save DCs of course) while getting full Martial benefits would honestly leave a better taste in one's mouth for fulfilling the "martial" Cleric niche. Really, I think the only reason it wasn't designed this way from square 1 was because it wasn't really thought of to do at the time, compared to when Magus/Summoner were in development, and I'm pretty sure it's easy to design the Warpriest this way.

I think the same should be done for Warrior Muse Bard; make it Wave Caster, cap their spell proficiency to Master, change key ability score to Strength/Dexterity, and maybe let them make an attack roll not affected by (or affecting) MAP instead of a Performance check for things like Lingering Composition, Inspire Heroics, etc.

But what about me and the other people on this thread who have played a warpriest and like it being a full caster with a little bit of martial? I've played it, its great. You still use spells all the time, it's just not offensive spells. Because the proficiency literally doesn't matter if you don't want to cast offensive spells. For half of your levels, you have -1 to hit with weapons, which is the same as the thaumaturge. For half of your levels, you have the same spell attack as other clerics...

I am speaking as someone who has adventured with a Warpriest character from 1 to 20, as well as someone who has adventured with a Maestro Muse Bard with Fighter dedication from 1 to 20 (which was made before Warrior Muse came to existence). There have been times where the Warpriest was struggling to be able to contribute to combat, and there have been times where the Bard was so versatile that they could literally do anything like a Druid is known to do. Melee combat, spellcasting, skills, buffs/debuffs...you name it, they could do it.

And to be clear, I don't think the Warpriest player was dissatisfied with his character, but that's largely because he enjoyed the non-combat aspect of his character more than anything, and he knew of his proficiency deficiencies as he played around those instead of sticking with what he was doing since 1st level. Problem is, to an inexperienced/unaware player, this becomes a trap later down the line, and the whole point is to not have these trap options exist, especially since such a character could quite literally substitute a lot of the problematic parts with a few feats, while still retaining the most of their spellcasting.

Just as well, this is a Remaster, and I don't think it's fair that the Warpriest isn't given the same design feel as the Magus does, since the Warpriest is basically a Divine-tradition Magus at heart (Channel Smite = Spellstrike), and in my opinion, the biggest reason why that didn't come to pass is because they didn't put forth that kind of effort for the Warpriest, because they felt like they didn't need to. With the legwork done for them and the opportunity presenting itself, I don't see why they don't do this.

**EDIT** The Bard doesn't really need the Warrior Muse because it doesn't do much for them to begin with; it needs to do more than what it does, since proficiency in all Martial weapons isn't doing much for what's already functional for them anyway. Heck, instead of Fighter dedication, our Bard could have taken Mauler dedication for free scaling and still performed just as good with a Reach D10 weapon.


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well, regartless of what they "should have done", if the Warpriest is a wave caster in the remaster, then Paizo is for some reason trying to hide it, as that is a huge change, and we have heard nothing about it. So unless they are trying to not drum up free promotion by telling us about a change many want, then it's not happening. Again, there should be a divine wave caster, it should just be its own class and leave the warpriest as the 80% caster 20% martial class, as compared to a wave casters 50/50 or a caster with an architypes 90/10. And I think that with the warpriest changes that we know are in the remaster, 80/20 is reasonable, if not 75/25 or maybe 70/30.


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Now the biggest issue is the name which should not be warpriest but crusader.

That will free up Warpriest to its true class: A self buffing warmachine that can cast 2 action self-buff spells as a reaction by spending a focus point. On top of getting beefy damage dice with any weapon they pick (and the deity weapon), a splattering of domain based weapon boosters, the ability to emblazon weapon/armor with divine power, etc.


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The biggest appearent issue is just how mad it is honestly. I'm sold on the pseudo martial. Had a lot of fun with battle oracle specifically. Warpriest is the most ability stretched class and it just makes me sad to start with 14 wisdom as your key to afford offense, defense, and your font.


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All I can do is reiterate: I never felt my combat contribution was lacking. Not even Levels 13-14, which, to be blunt, were the worst. My biggest issue was remembering to add my temporary HP after a successful Strike (alas, Foundry has not automated Replenishment of War. At least, not yet.)

I wouldn't want wave casting, because I was always using all my slots. I usually dedicated one of my top ones to Vital Beacon, to add some flexibility in the healing department. (Vital Beacon works well when you're in the thick of it, in my experience.) Energy Aegis was another go-to. Blink Charge... man, did I love Blink Charge. I'd reject wave casting for that Spell alone... I always had my 5th level slots loaded up with Blink Charge. Fantastic positioning with a dash of extra damage. Lovely.

At one point in the AP I was using all my lower slots to help keep a town in food and water.

I understand that the doctrine doesn't suit the fantasy that some folks have in mind. However, it fit what I had in mind splendidly.


ottdmk wrote:

All I can do is reiterate: I never felt my combat contribution was lacking. Not even Levels 13-14, which, to be blunt, were the worst. My biggest issue was remembering to add my temporary HP after a successful Strike (alas, Foundry has not automated Replenishment of War. At least, not yet.)

I wouldn't want wave casting, because I was always using all my slots. I usually dedicated one of my top ones to Vital Beacon, to add some flexibility in the healing department. (Vital Beacon works well when you're in the thick of it, in my experience.) Energy Aegis was another go-to. Blink Charge... man, did I love Blink Charge. I'd reject wave casting for that Spell alone... I always had my 5th level slots loaded up with Blink Charge. Fantastic positioning with a dash of extra damage. Lovely.

At one point in the AP I was using all my lower slots to help keep a town in food and water.

I understand that the doctrine doesn't suit the fantasy that some folks have in mind. However, it fit what I had in mind splendidly.

I agree no wave casting.

But my reasoning is that wave casting is the literal worse and I still cannot believe anyone got sold on it. It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner". People asking to turn any and all hybrid classes into wavecasters are strange in my eyes because they are asking for the worst of both worlds. Not quite good enough as a martial, but much worse than an actual caster.


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Temperans wrote:
ottdmk wrote:

All I can do is reiterate: I never felt my combat contribution was lacking. Not even Levels 13-14, which, to be blunt, were the worst. My biggest issue was remembering to add my temporary HP after a successful Strike (alas, Foundry has not automated Replenishment of War. At least, not yet.)

I wouldn't want wave casting, because I was always using all my slots. I usually dedicated one of my top ones to Vital Beacon, to add some flexibility in the healing department. (Vital Beacon works well when you're in the thick of it, in my experience.) Energy Aegis was another go-to. Blink Charge... man, did I love Blink Charge. I'd reject wave casting for that Spell alone... I always had my 5th level slots loaded up with Blink Charge. Fantastic positioning with a dash of extra damage. Lovely.

At one point in the AP I was using all my lower slots to help keep a town in food and water.

I understand that the doctrine doesn't suit the fantasy that some folks have in mind. However, it fit what I had in mind splendidly.

I agree no wave casting.

But my reasoning is that wave casting is the literal worse and I still cannot believe anyone got sold on it. It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner". People asking to turn any and all hybrid classes into wavecasters are strange in my eyes because they are asking for the worst of both worlds. Not quite good enough as a martial, but much worse than an actual caster.

I don't know. Every magus and summoner I've played with have loved and needed their high level spells way more than they needed the low level spells a fighter would have. And its not like they have been dead weight either, both were strong combatants that were the MPV of many combats because of their high level spell slots. The magus is in no way worse than a martial, even with cantrips (our magus was about on par with the barbarian damage wise, slightly under with cantrips, a good chunk over with spell slots, so it even out), and the Summoner has the unique position of being both a decent martial and a decent caster. Not the best at either roll, but being both can be very useful in some party comps.


Pronate11 wrote:
Temperans wrote:
ottdmk wrote:

All I can do is reiterate: I never felt my combat contribution was lacking. Not even Levels 13-14, which, to be blunt, were the worst. My biggest issue was remembering to add my temporary HP after a successful Strike (alas, Foundry has not automated Replenishment of War. At least, not yet.)

I wouldn't want wave casting, because I was always using all my slots. I usually dedicated one of my top ones to Vital Beacon, to add some flexibility in the healing department. (Vital Beacon works well when you're in the thick of it, in my experience.) Energy Aegis was another go-to. Blink Charge... man, did I love Blink Charge. I'd reject wave casting for that Spell alone... I always had my 5th level slots loaded up with Blink Charge. Fantastic positioning with a dash of extra damage. Lovely.

At one point in the AP I was using all my lower slots to help keep a town in food and water.

I understand that the doctrine doesn't suit the fantasy that some folks have in mind. However, it fit what I had in mind splendidly.

I agree no wave casting.

But my reasoning is that wave casting is the literal worse and I still cannot believe anyone got sold on it. It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner". People asking to turn any and all hybrid classes into wavecasters are strange in my eyes because they are asking for the worst of both worlds. Not quite good enough as a martial, but much worse than an actual caster.

I don't know. Every magus and summoner I've played with have loved and needed their high level spells way more than they needed the low level spells a fighter would have. And its not like they have been dead weight either, both were strong combatants that were the MPV of many combats because of their high level spell slots. The magus is in no way worse than a martial, even with cantrips (our magus was about on par with the barbarian damage wise, slightly under with cantrips, a good chunk over...

That's the thing, hybrids should be more than just "good at combat" and wavecaster are only good at combat. Hence why I dislike it.

A warpriest should not just be a damage oriented divine caster. It should be more than that.


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I mean, they are no worse out of combat than non casters, and even with 4 slots, they can still pull off some cool tricks, particularly with scrolls. Plus, eidolons can allow summoners to do some cool stuff with a little investment, or no investment because having two different attribute spreads and two bodies is very useful.


What is a wave caster?


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Temperans wrote:
ottdmk wrote:

All I can do is reiterate: I never felt my combat contribution was lacking. Not even Levels 13-14, which, to be blunt, were the worst. My biggest issue was remembering to add my temporary HP after a successful Strike (alas, Foundry has not automated Replenishment of War. At least, not yet.)

I wouldn't want wave casting, because I was always using all my slots. I usually dedicated one of my top ones to Vital Beacon, to add some flexibility in the healing department. (Vital Beacon works well when you're in the thick of it, in my experience.) Energy Aegis was another go-to. Blink Charge... man, did I love Blink Charge. I'd reject wave casting for that Spell alone... I always had my 5th level slots loaded up with Blink Charge. Fantastic positioning with a dash of extra damage. Lovely.

At one point in the AP I was using all my lower slots to help keep a town in food and water.

I understand that the doctrine doesn't suit the fantasy that some folks have in mind. However, it fit what I had in mind splendidly.

I agree no wave casting.

But my reasoning is that wave casting is the literal worse and I still cannot believe anyone got sold on it. It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner". People asking to turn any and all hybrid classes into wavecasters are strange in my eyes because they are asking for the worst of both worlds. Not quite good enough as a martial, but much worse than an actual caster.

saying it like that feels like you compare the magus to the fighter (one of only two classes with legendary attack) or the summoner (not the eidolon) to a regular martial character

magus feels very well done to me
they have the full martial package and upgrade it with their unique integration of cantrips and some big spells to go nova on the really tough nuts

they are not really 'worst of both worlds' and only really fall behind in white room scenarios


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Terevalis Unctio of House Mysti wrote:
What is a wave caster?

right now magus and summoner

classes whose magical proficency goes up to master, who got full cantrips and whose spell slots are alwas 2 of their 2 highest ranks, but they 'lose' the lower spell levels again

so their spell slots are wanderng through the levels like wave


Tactical Drongo wrote:
Temperans wrote:
ottdmk wrote:

All I can do is reiterate: I never felt my combat contribution was lacking. Not even Levels 13-14, which, to be blunt, were the worst. My biggest issue was remembering to add my temporary HP after a successful Strike (alas, Foundry has not automated Replenishment of War. At least, not yet.)

I wouldn't want wave casting, because I was always using all my slots. I usually dedicated one of my top ones to Vital Beacon, to add some flexibility in the healing department. (Vital Beacon works well when you're in the thick of it, in my experience.) Energy Aegis was another go-to. Blink Charge... man, did I love Blink Charge. I'd reject wave casting for that Spell alone... I always had my 5th level slots loaded up with Blink Charge. Fantastic positioning with a dash of extra damage. Lovely.

At one point in the AP I was using all my lower slots to help keep a town in food and water.

I understand that the doctrine doesn't suit the fantasy that some folks have in mind. However, it fit what I had in mind splendidly.

I agree no wave casting.

But my reasoning is that wave casting is the literal worse and I still cannot believe anyone got sold on it. It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner". People asking to turn any and all hybrid classes into wavecasters are strange in my eyes because they are asking for the worst of both worlds. Not quite good enough as a martial, but much worse than an actual caster.

saying it like that feels like you compare the magus to the fighter (one of only two classes with legendary attack) or the summoner (not the eidolon) to a regular martial character

magus feels very well done to me
they have the full martial package and upgrade it with their unique integration of cantrips and some big spells to go nova on the really tough nuts

they are not really 'worst of both worlds' and only really fall behind in white room scenarios

I compare Magus to Fighter/Wizard and Wizard/Fighter, because that is the origin or the class. Its worse than a fighter lacking the ability to use Heavy Armor and some feats. Its worse than a wizard lacking the quantity of spells to mix and match and be able to work in and out of combat.

They are good for Nova because that is just how spellstrike is. But that was only one set of what was a "magus".

I really don't want Warpriest to fall for the same mistake and ignore its versatile nature to become just another Nova martial. That was the job of the Paladin, if you want make the champion a wave caster.


Terevalis Unctio of House Mysti wrote:
What is a wave caster?

Normal casters get 2-4 spells slot per level for 1-9th and one 10th level spell.

Wave casters only ever get 2 spell slots of the two highest level not including 10th.

So a level 20 4-slot full caster will have 37(38) spell slots, but the wave caster will only have 4(5) spell slots.


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The thing I dislike most about the status quo being presented here is the odd asymmetry of it.

Assuming Master at level 19 via final doctrine, this version of the Warpriest will have martial-tier weapon proficiency for 12 out of 20 levels (even the current warpriest gets martial proficiency for 10 out of 20).

... And like, it's hard for me to come up with a good reason for why those particular 8 levels need to be the way they are... It's also kind of weird that Expert is 2 levels late but Master will presumably be 6 levels late.

While it's not the end of the world, these gaps feel kind of arbitrary. It probably won't happen, but it'd be nice to see some designer insight into why a Warpriest at exactly level 6 needs to have worse proficiency but not at level 7.

Temperans wrote:
It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner".

Factually incorrect. The fighter chassis grants 0 spells.


Squiggit wrote:

The thing I dislike most about the status quo being presented here is the odd asymmetry of it.

Assuming Master at level 19 via final doctrine, this version of the Warpriest will have martial-tier weapon proficiency for 12 out of 20 levels (even the current warpriest gets martial proficiency for 10 out of 20).

... And like, it's hard for me to come up with a good reason for why those particular 8 levels need to be the way they are... It's also kind of weird that Expert is 2 levels late but Master will presumably be 6 levels late.

While it's not the end of the world, these gaps feel kind of arbitrary. It probably won't happen, but it'd be nice to see some designer insight into why a Warpriest at exactly level 6 needs to have worse proficiency but not at level 7.

Temperans wrote:
It makes absolute 0 sense that a Fighter can cast more spells than a Magus or a "Summoner".
Factually incorrect. The fighter chassis grants 0 spells.

Agree with the first part about the asymmetry being strange.

Disagree with the second part because Fighter VMC anything is instantly as good as the original with usually just less uses per day.

Also Master at level 15 would make a lot more sense. Given that is when they would get master in spells. Yeah its a big jump, but they also spent 15 levels being meh. That progression is also something I would have preferred with all the 2 wavecasters. So again wavecasting in my opinion is just bad.


I was one of the supporters of the "warpriest" wavecaster idea in the past and I'm still not against it. But after the news we got of the remasters my emphasis on this idea waned.

First let's define what would more or less be the chassis concept of a "warpriest" wavecaster. It would be basically a Magus, with Divine Font in place of Spellstrike, with divine tradition in place of arcana, and a good deal of cleric feats.

This concept made sense in the past because the current warpriest doesn't have access to heavy armor by default, and is always at -1, -2 and even -3 base hit and AC depending on the level when compared to a standard martial (I I know that some consider things to bless, banish as a way to compensate for this, but I don't include status bonuses in the calculation because they are things that can be obtained by other party members regardless of proficiency) and to have access to heavy armor I also needed to spend a feat of dedication, locking access to other archetypes for a while.

But as I said before, by giving the warpriest access to heavy armor, most likely with a feat of lvl 1 or 2, and martial proficiency, probably at level 19, but mainly by changing the refocus rules, greatly increasing the efficiency of the focus spells, I don't know if a champion/ranger with a cleric/druid archetype would not already fulfill this role of making a martial healer, maybe not as efficient in healing, but martially much more skilled. Because I don't know if you've noticed, but for example, the champion is unable to recover 3 focus points today, due to the lack of a wellspring focus feat in the class, something that will most likely be automatically resolved in the new refocus rules.

As for the fighter with MC cleric idea, it's an option, but the initial 3-level hole in spells without having any in class healing makes their effectiveness much more restricted, even in the new rules. The classes above fulfill this role better.

I still think a wavecaster healer would still be welcome. But Paizo with just a few tweaks has already made my desire for something like this wane a lot.


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Pronate11 wrote:
well, regartless of what they "should have done", if the Warpriest is a wave caster in the remaster, then Paizo is for some reason trying to hide it, as that is a huge change, and we have heard nothing about it. So unless they are trying to not drum up free promotion by telling us about a change many want, then it's not happening. Again, there should be a divine wave caster, it should just be its own class and leave the warpriest as the 80% caster 20% martial class, as compared to a wave casters 50/50 or a caster with an architypes 90/10. And I think that with the warpriest changes that we know are in the remaster, 80/20 is reasonable, if not 75/25 or maybe 70/30.

Paizo can easily decide not to do that, but in my opinion, making the Warpriest have to wait until 19th level for Master in weapon proficiency is a weird design choice when every other martial class (like the Magus and Summoner) gets Master in weapon proficiency by 13th level. At best, you can argue that it's because classes like Magus and Summoner are more like "Martial, but with spellcasting sprinkled in," but then the question becomes "Why isn't the Warpriest designed like this?" And if we say "Well, Warpriest doesn't need Master proficiency because they get full spell slots," the question becomes "Does that class type really need those lower level spell slots as part of its class identity?"


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Yes, a fighter with wizard MC is better than a magus with no feats. However, the magus can also take the wizard MC, and will then have more spells than the fighter.

Liberty's Edge

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whew wrote:
Yes, a fighter with wizard MC is better than a magus with no feats. However, the magus can also take the wizard MC, and will then have more spells than the fighter.

Even then, the Fighter MC Wizard would not be able to Spellstrike.

Before we got the Magus, it was obvious warning on the boards to anyone wanting to play a 50/50 casting martial that they would not get it and had to choose the 80/20 that best fit their concept.


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Darksol the Painbringer wrote:
Pronate11 wrote:
well, regartless of what they "should have done", if the Warpriest is a wave caster in the remaster, then Paizo is for some reason trying to hide it, as that is a huge change, and we have heard nothing about it. So unless they are trying to not drum up free promotion by telling us about a change many want, then it's not happening. Again, there should be a divine wave caster, it should just be its own class and leave the warpriest as the 80% caster 20% martial class, as compared to a wave casters 50/50 or a caster with an architypes 90/10. And I think that with the warpriest changes that we know are in the remaster, 80/20 is reasonable, if not 75/25 or maybe 70/30.
Paizo can easily decide not to do that, but in my opinion, making the Warpriest have to wait until 19th level for Master in weapon proficiency is a weird design choice when every other martial class (like the Magus and Summoner) gets Master in weapon proficiency by 13th level. At best, you can argue that it's because classes like Magus and Summoner are more like "Martial, but with spellcasting sprinkled in," but then the question becomes "Why isn't the Warpriest designed like this?" And if we say "Well, Warpriest doesn't need Master proficiency because they get full spell slots," the question becomes "Does that class type really need those lower level spell slots as part of its class identity?"

Multiple people on here has expressed that they like the full spell slot progression, and that we use them. For us, it does need those lower level spell slots as part of its identity. And for those that don't need them, and would rather have better proficiencies, then that should be a new wave caster class, or at most a class architype. I want you to have the class you want, but having it at the expense of the class others want is a recipe for disappointment.

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