
Lince202 |

Hi all,
I am about to start a new campaign.
My PG is a 8 lvl human warpriest based on TWF with kukris.
Traits: Favorite's Fate and Ancestral Weapon
This is the build I thought:
Stat 20 points:
Str 10
Dex 17 (+2 human +1 lvl 4) = 20
Con 16
Int 8
Wis 13 (+1 lvl 8 +1 campaign bonus) = 15
Cha 7
Feat:
LVL 1 (Human) TWF
LVL 1 (Warpriest) Weapon Focus [kukri]
LVL 1 Combat Reflexes
LVL 3 Weapon Finesse
LVL 3 (Warpriest) Deadly Agility
LVL 5 Piranha's Strike
LVL 6 (Warpriest) Weapon Specialization [kukri]
LVL 6 (Human CF) Improved TWF
LVL 7 Extra Fervor
I have a mithral breast plate and two cold iron kukri+1 with Agile ench.
Do you think it could work?
Any feats that might work better with it?
Which blessings do you suggest?
Thanks in advance!

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Name Violation wrote:if you can take deadly agility, you don't need agile on the kukuri's since its the same thing twice. i'd go with keen instead
Yes, you are right, I meant Keen Kukri and not Agile!
For the rest do you have any advice on the build?
what blessings do you get?
if you're gonna drop int to 8, might as well go down to 7.you can get 1 more point of wisdom with the left over point buy.

Lince202 |

Lince202 wrote:Name Violation wrote:if you can take deadly agility, you don't need agile on the kukuri's since its the same thing twice. i'd go with keen instead
Yes, you are right, I meant Keen Kukri and not Agile!
For the rest do you have any advice on the build?
what blessings do you get?
if you're gonna drop int to 8, might as well go down to 7.
you can get 1 more point of wisdom with the left over point buy.
CG Gorum
Destruction and War Blessings
Regarding Int 7, could be great... as human I will take always 2 pa/lvl it's correct?

Lince202 |

Any particular reason for combat reflexes?
For now, only for the high dex and Pin Down feat prereq... i don't know if it's good to take step up chain.
Next feats would be for now:
Dual Enhancement (lvl 9)
Critical Focus (lvl 9 warpriest)
Quicken Blessing (lvl 11)
Bleeding Critical (lvl 12 warpriest)
Pin Down (lvl 12 CF human)
Do you suggest some change?

Melkiador |

Dexterity doesn’t matter as much to combat reflexes as most think. The truth is that in regular play you will very rarely get more than 2 attacks of opportunity per round, with even 1 per round being somewhat rare. There are builds that help you trigger more but those are unusual. The main benefit of that feat is that you can take attacks of opportunity when flat footed, which is great when you lose initiative while holding a reach weapon.
Of course going for a feat chain is another good reason to take it.

I grok do u |
Quicken Blessing can be a bit of a trap; warpriests already have a lot of uses for their swift action, and the war and destruction blessings all last a minute. Whether the double cost hurts really depends on if you are trying to bless lots of allies.
In an earnest battle, (and as a follower of Gorum - all battles are in earnest) you're using swifts to activate sacred weapon, sacred armor, and some fervor to quicken spells like Lead Blades.
You may want to consider Double Slice to get full DEX damage, since it actually works with deadly agility.

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A few notes:
1) Why cold iron? A level 8 warpriest can use sacred weapon to add +2 enhancement. That stacks with an existing +1 to make +3, which overcomes DR/cold iron. So not sure what cold iron is gaining you, and it costs you an extra 2008 gp per kukri. (8 for the kukri, and +2000 when you put the first enhancement on it.)
2) I would take Improved Critical at level 9 instead of Critical Focus. That in turn frees up more money for a higher enhancement bonus (or different enhancements) on each kukri since you don't have to buy keen weapons. I'm personally not a big fan of Critical feats. The opportunity cost (benefit vs. other feats you could have taken) is too high for me until you get up to the really good Critical feats (stunning, exhausting) - which require a really high BAB. Not that it's "wrong" to take them.
3) Verifying that your GM is allowing 3rd-party material; Deadly Agility is not a Paizo-published feat.
4) As others have said, Quicken Blessing is iffy. Almost every fight a warpriest wants to use Sacred Weapon and Sacred Armor (two swift actions) and fervor out at least one spell (divine favor never goes out of style). If your fights often last 5 or more rounds it can be worth it but otherwise - opportunity cost again.
5) In line with #4, the "increased combat power" blessings like Destruction or War are OK, but usually a spell or an attack is more useful. As a consequence, most warpriests don't really work blessings into their normal combat rotation. I like the blessings that can save you from a condition or deal with unusual situations. Liberation and Godclaw are amazing condition removal, Travel is pretty useful, Air can give limited-duration flight.

Azothath |
this build relies on the warpriest increased sacred weapon generic damage and the highest possible critical confirmation range to increase damage then synergy with TWF(for more lower probability hits to accrue more damage) and {hopefully} dex to damage to reduce ability score requirements.
1) I'd try to keep Str:14 so you are not reliant on feats for decent damage and it is low enough to let you focus on Dex. Wis is the other ability score you need especialaly if you want to affect foes. Fort and Will are your 'Good' saves so I'm not convinced Con is the usual focus for fighter types.
2) With sacred weapon I agree that 1 mwk cold iron kukri is more than enough. Options are: elysian bronze, adamantine, silversheen/mithral, blood crystal.
At first level you should get 2 kukri and quarterstaff ($0). Then a mwk cold iron morningstar (to cover B&P) and comp long bow for ranged attacks. Then start on your special material kukri.
You need attack options for when you can't close and TWF easily.
3) I'd consider 2 weapon focus feats.
3b) Deities & domains: Gorum or Smiad (Greatsword). Have you looked at Feronia(Bastard sword) for TWF. Groetus or Vale (Hvy Flail). Keltheald(Halberd), Sun Wukong(Quarterstaff), Chaldira(Shortsword), or Elion(Longbow). It is more about domains due to your weapon proficiencies.
4) make sure to get GM approval on your feat choices.
5) spells: long arm, shield, lead blades. Those will increase your martial options so you should think about getting them on your spell or wand lists. Samsaran might be better but Wis would have to be 16 so I don't think it is practical with this build.

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A few notes:
1) Why cold iron? A level 8 warpriest can use sacred weapon to add +2 enhancement. That stacks with an existing +1 to make +3, which overcomes DR/cold iron. So not sure what cold iron is gaining you, and it costs you an extra 2008 gp per kukri. (8 for the kukri, and +2000 when you put the first enhancement on it.)
the trait ancestral weapon can give you a +1 to hit with all cold iron weapons
"You gain a +1 trait bonus on attack rolls with weapons made of the selected material."the effective permanent +1 to hit is really nice on a 3/4 bab twf build

Azothath |
Belafon wrote:A few notes:
1) Why cold iron? A level 8 warpriest can use sacred weapon to add +2 enhancement. That stacks with an existing +1 to make +3, which overcomes DR/cold iron. So not sure what cold iron is gaining you, and it costs you an extra 2008 gp per kukri. (8 for the kukri, and +2000 when you put the first enhancement on it.)
the trait ancestral weapon can give you a +1 to hit with all cold iron weapons
"You gain a +1 trait bonus on attack rolls with weapons made of the selected material."
the effective permanent +1 to hit is really nice on a 3/4 bab twf build
only if you are from a numerian barbarian tribe and not in PFS. funny how those strings get cut