Sie sind auf Seite 1von 51

Piercing the Heavens: N.

Jolly’s guide to
the Pathfinder Warpriest

“I don’t want to be a hero. I don’t deserve all this responsibility. Someone just make it go away! I can’t do
this, and you can’t make me! This isn’t my destiny! I swear, if I ever meet my god, I’ll cut their throat and
dethrone the bastard” Clover Hyst, chosen of the Black Order

Table
  of Content
1. ​Table of Content​ and ​Rating System
2. ​Introduction​, ​Thoughts​, and ​Roles
3. ​Ability Scores​, ​Races​,​ ​and ​Traits
4. ​Class Features​ ​and​ ​Skills
5. ​Blessings
6. ​Feats
7. ​Spells
8. ​Archetypes​, ​Multiclassing​, and ​Prestige Classes
9. ​Mundane​ and ​Magical Items
10. ​Sample Builds
11. ​FAQ​ ​and​ ​Closing

Rating
  System
Black (?)​: This option for one reason or another cannot be rated
Red (*)​: This option is to be avoided unless you want a challenge
Orange (**)​: This is an okay option, but you can do better
Green (***)​: This is a good option, and worth considering
Blue (****)​: This is a solid option, it’s hard to do much better
Purple (*****)​: A class defining option, this should not be ignored

1
 2 Introduction, Thoughts, and Roles

“And he was all ‘my god’s stronger than yours’, and I was like ‘nuh uh’, and then he started talking about how
his god was the best war god ever, so really I did the only thing that seemed reasonable. And that’s why you
shouldn’t execute me for murder, because it was that other guy’s fault for being wrong!” Sheva Nizluk, soon to
be incarcerated priest of the Red Blade

Introduction
Hello again for my 8th guide (how time flies), this time I’m looking at the warpriest. It’s a class that the guide
writing community seems to have left behind. That doesn’t mean it’s bad, far from it. It’s actually a very nice
class that helps fill a niche between paladin and cleric. Really between the two, I’d say I like warpriest more
than paladin due to the freedom of alignment and spell list. That and I really don’t mind giving up smite for two
extra levels of casting.

For those of you asking about the theme, don’t. It’s my guide, not going to change it, don’t argue. Really, it’s
a fun class that can be incredibly powerful (easily tier 3) with a lot of moving parts to it that can make it difficult
to get the most out of it. But I’m here to help you figure out how to be the best god hammer you can no
matter what you’re fighting. It can be complicated though, as you have a lot of feats to wade through, and
there’s so many directions you can take the class that it’s good to go into it with a solid idea of what you want
out of battle as well as less combat oriented situations. Make sure to look close at the roles when you’re
reading to get a firm handle on the kind of warpriest that you’re looking to play here.

Once again, I’ve got discussion threads on ​Paizo​ and ​Giant in the Playground​, so feel free to chime in there,
and let me know if there’s anything you want to see added. This guide more than any other has been a
community effort, and I want you to know how much I appreciate everyone’s help in making this the best
possible guide. Also feel free to ​donate here​ to help support my guides, as while I do like helping out, any
support is greatly appreciated. Now let’s bust out some divine might!

2
 Thoughts
So what is a warpriest, you may ask? It’s more fighting orientated than a cleric, but more casting orientated
than a paladin. Really, it’s one of the better hybrid classes to come out as it really feels like it works well with
the spirit of both without being too redundant. In this respect, it’s just a great class. It also has great use of
the action economy with swift/free actions, something I’ve always thought martial classes should be more adept
at doing.

Really, I think my only problem with the class is no custom spell list, as it really would have fit this class. Sure I
know it’d have been extra page space, but I think it would have been worth it. I mean we’re already getting a
great list to cast from, I would have just like some more care put into things. Even with that minor issue, a
warpriest is great for those who aren’t looking to have an alignment forced onto them but still want to trash
things with the power of god.

One of the biggest issues you’ll face with the class is managing your action economy, as there is a LOT of things
vying for your swift action. This isn’t a bad thing, I actually really like it as it feels like it rewards strategic play,
but you’ll need to find out just when to use your actions each round in order to maximize your effectiveness, as
without proper planning you’ll be wasting actions that could have really buffed you.

Really, you are a very powerful battle caster. But because of this, much like the magus, you run the risk of
burning through all of your spells very quickly. Fervor can help you stack buffs, but always be mindful of how
many spells you have, as you don’t have the staying power of a full caster, so don’t act like you do. You’re not
meant to be a primary caster, you’re meant to be a burst damage beast.

Something that I really like about this class though is that it makes certain things that are thought to be dead
into viable tactics due to their mechanics. Vital strike, cleave, and even thrown weapons are saved by a
combination of scaling damage as well as early acquisition due to their bonus feats. If there’s ever been a style
of combat that you’ve wanted to try out, there’s a very good chance that you can make it work with a warpriest.
Just check out the roles section and let me know what you think.

 Roles
There is seriously a lot of ways that you can play a warpriest, and thanks to new content and your bonus feats
allowing you to snag some feats ahead of the curve, you can actually make certain styles viable that normally
wouldn’t have been. It’s really worth looking over your options when picking a role, as there may be some that
are viable that you never would have considered.

Two Handed Fighting


Pros​: Ah, the classic. Two weapon fighting as a focus is as viable as it’s ever been, as the damage is nice and
the feat selection is very relaxed. It’s very easy to start on this path, all you really need is power attack to get
it started. A very nice style for new players who want to just start off and learn things slowly instead of being
bombarded by feat chains and other options, and offers some nice reach weapons.
Cons​: You won’t really benefit much from your scaling damage as your weapon die sizes will most likely already
be pretty beefy, and eventually you’ll need to pick up another style, especially needing something for ranged.

Two Weapon Fighting


Pros​: What makes this even more viable is the small damage dice of most light weapons being boosted by
sacred weapon as well as being proficient in kukris. You can buzz saw through people and stack on the crit
effects with critical mastery to debuff while you brutalize, making your damage look way nicer as well as having
quite a few combos and other fun abilities to include.
Cons​: Normal two weapon fighting cons, like enchanting two weapons (or burning through 2x sacred weapon
rounds) as well as your slower BAB making ​iterative attacks​ come online slower does hurt this style somewhat.

Vital Strike
Pros​: Never thought I’d be suggesting this, but with early access (for your BAB at least) you can actually work
to make this more viable than ever before. There’s a lot more feat support for vital strike, and it’s still one of
the most solid uses of a standard action as it helps you make even better use of the action economy, especially
paired with things like travel’s major blessing and other movement abilities.
Cons​: While better than before, it’s still probably pulling in less damage than before, making this more of a
‘mobility for damage’ trade off. Accuracy matters more here, but raw damage bumps help less.

3
Cleave
Pros​:​ ​Another style that seems impossible, but can work if you’re often facing mobs. The action economy of
cleave once you start adding feats to it is amazing and can let you step through entire battlefields in one round.
Much like vital strike, it makes the boost to accuracy all the more valuable here and rewards you for hammering
down on a field of scrubs.
Cons​: If you’re often facing solo opponents, this role will suffer HARD as well as reducing your single target
damage. Also the dumb racial prerequisites for some of your best feats. They are dumb.

Ranged
Pros​: It’s ranged combat, there’s very little that’s not good about it. With the amount of bonus feats you get
and the ability to have fake BAB, you can take the most important feats you need when they’re most valuable,
granting you the prowess of a much higher level character at a lower level and making you competitive with
others faster.
Cons​: It is pretty feat intensive, but you knew that going into this. For bows, you’ll also need strength to boost
your damage or else you’ll be hitting pretty weak.

Thrown
Pros​: Even thrown weapons are viable with the warpriest, although you’ll probably need the marital focus feat
so you can pick up ricochet toss to really get going. Throw in (PUN!) startoss style and you can really smash
open some people, and it pairs great with vital strike thanks to your scaling damage. Two weapon fighting will
up your attacks even more.
Cons​: Even with startoss, normal ranged is probably still more damaging due to its accuracy. And if you’re two
weapon tossing, same problems as normal two weapon fighting.

Switch Hitter
Pros​: Switch hitting will probably be where you take two handed fighting, as with all of the feats you’ll need a
secondary focus eventually. Being a master of both bow and blade can be a lot of fun, or you can just skip the
blade with empty quiver style. You’ll be a terror at close or far range and be able to dole out god’s justice no
matter where your enemies are coming from.
Cons​: This can be slightly feat intensive (especially picking up empty quiver) and requires good strength and
dexterity, possibly limiting you to medium armor until later game to benefit from your full dex bonus.

Tank
Pros​: With heavy armor, divine casting, and self healing, you can survive a lot. Throw in things like endurance
and diehard and there’s little you can’t withstand. Once you toss in a shield and invest in your defenses (with
swift action defensive cast buffs), you’ll basically be a shield wall that can’t be stopped, which means you can
attend to those not so tanky.
Cons​: All this investment in your defenses will cut your offensive power quite a lot. Even more so if you go
sword and board, so while it won’t increase your AC, I’d probably go dual shield style here.

Finesse
Pros​: Needing only 1 stat to attack and damage with is nice, making that stat dexterity is even nicer. Great
AC, initiative, and reflex save among boosted skills help make finesse into a very viable style, keeping you
acting first when needed and safe from danger at all times. Quite nice for a stealthier character too, and is a
very cool visual. It also opens up ranged combat as a semi viable option aside from the needed feats.
Cons​: You probably won’t be wearing heavy armor, and your damage will most likely end up lower than a two
handed strength fighter, as well as a lack of reach weapons so you won’t be an AOO monster.

Caster
Pros​: You still have 6th level casting and a pretty nice list to do it and a great reason to pump your wisdom sky
high with fervor. While this should rarely be a main focus, picking up feats and abilities to help out with your
casting can benefit you in the long run, changing you from just a beatstick into a problem solving hero of the
party who’s always got something to contribute.
Cons​: You don’t have as many spells as a full caster, and buffing should be on your mind when you do cast.
That and your bonus feats won’t help much here, try not to focus too hard on this side of things.

4
Debilitator
Pros​: Tons of blessings debuff and you have a spell list full of things to leave your opponents deaf, blind, and
dumb before the end of the first round. With things like quicken blessing, spell storing weapons, and
conductive, you can be sure that you’ll have enough firepower to drop most opponents before they even think
of messing with you or your party.
Cons​: This style can get resource intensive and requires more careful consideration of your actions, as you
need to make sure you’re keeping track of your debuffs properly and such.

Sneak
Pros​: Your spell list isn’t the best for this, but you do have some gems to help you play a far more sneaky
character. Really it’s exclusive to Mantis Assassin or Cult Leader, but both get some decent abilities to help hid
you as well as getting some sneak attack dice to help hammer opponents who aren’t as well protected as they
thought they were.
Cons​: Most of your class features don’t really help you be stealthy, so you’ll need the archetype to make this
work. Sneak attack is nice too, but it can be situational, even if built around.

Mounted
Pros​: We’ve already got an archetype that gives it so you’re already set up to start wrecking people with your
battle ready mount. Mounted offer a lot of options, as well as feats to pick up new mounts that’ll even let you
fly as well along with triple damage with lances off of that sweet scaling damage bonus of yours to make sure
you destroy foes with spiral power.
Cons​: Divine Commander gives up quite a few bonus feats, meaning you’ll mostly be picking up feats normally
without a good favored class bonus, although share spells is very nice with a mount.

Demoralization
Pros​: A more focused variant than the debuffer, this role instead focuses on intimidating and demoralization, as
you have plenty of ways you can do it which range from cornugon smash or dazzling display optimization to
demoralize even more foes and even buff your allies slightly in the process. With feats like hurtful, you’re even
landing more damage to drop those scaredy cats faster.
Cons:​ Fear is sometimes resisted and with your con, you’ll need intimidating presence to make this that viable,
so you’ll need to watch what you’re trying to intimidate to make sure you can.

Reach
Pros​: With all martial weapons comes a very nice collection of reach weapons. Picking up combat reflexes is
enough to make this variant of the two hander build solid, but with ​righteous might​ on your spell list (albeit
rather late), you can eventually make a massive bulwark of defensive power, crossing strong defense with
battlefield control to become a titan of the slayground.
Cons​: Your 3/4ths BAB will make this style harder, and you will probably need to invest in things like improved
trip and such to keep opponents from moving. That and ​righteous might​ comes in rather late sadly.

Healer
Pros​: This shouldn’t be a main role, but it’s something you can easily focus on along with other roles, making it
a decent secondary focus. You’ve got a full list of cure spells (and good spells can spontaneously cast them) as
well as fervor as an emergency recovery option as well as channel energy for cure energy. It’s not an ideal use
of your time, but with status removal spells too, you’re a solid band aid box.
Cons​: Using fervor to heal, especially heal people who aren’t you, is the worst way to use it. You also don’t
have a cleric’s number of spells, so you’ll be healing a lot less than a dedicated healer.

Bad Touch
Pros​: Making one attack into a debilitating mess of status conditions, this is a more specialized form of
debilitator that can cripple opponents with a single strike and leave them ready for casters in the party clean up
or even your own spells to finish the job. With the right investment (Cleric or Witch VMC is almost mandatory),
you can leave an opponent in shattered pieces after only a single strike, forcing tons of saves and brutal
conditions
Cons​: You’ll need to VMC cleric or witch to do this as well as spend feats to accomplish it, making it a
considerably feat intensive style. You also should be picking certain domains that might not be giving the best
blessings either, so deity choice can get even more complicated if you’re going VMC cleric.

Return to Table of Content

5
 3. Ability Scores, Races, and Traits

“I didn’t believe in god before she came to town. Everything was so heavy and oppressive that I thought the
gods had abandoned us. But she wouldn’t give up, and after a few years, even I started to believe again. I
think that was the day I knew the Golden Sun would save us.” Nel Harls, acolyte priestess of the Golden Sun

Your ability scores are pretty mutable here, it really depends on how you want to attack as both ranged and
melee are entirely viable, as is strength or dexterity builds. Get a firm handle on what you want to build before
picking out your stats to help you build the best god smasher you can.

Ability Scores
Stren​gth​ ​(****​/​**)​ For most of you, you’ll be swinging for the fences unless you’re going ranged. Power is
always important, and it’s good to keep your accuracy and damage as high as possible.
Dexte​rity​ ​(****​/​**)​ ​And on the other side of the attacking spectrum, dexterity is always good to have,
making ranged a very viable option. Heavy armor melee types don’t need it nearly as much though.
Constitution (***)​ You need to be able to take a hit as a front liner, and even ranged characters can’t depend
on a d8 hit die to save their lives, making this a solid stat to boost.
Intelligence (**)​ Yeah, you don’t need to be smart, although with only 2 skill points a level, it couldn’t hurt.
Wisdom (****)​ ​Your casting stat, although a lot of spells you’ll be casting will be self buff. It does affect the
amount of fervor you gain (you like fervor) and your blessing’s DCs, so it’s probably your 1st or 2nd most
important ability score. Keep it high and focus on boosting it when you can.
Charisma (*)​ Like most classes, you don’t need to be pretty, you just need to be good.

Races
 
Core
Dwarf (****)​ Oh man, these are GREAT warpriest! Bonuses in the perfect places, great racial abilities, and a
solid favored class bonus and great racial feats for a cleaving warpriest, you’d think they were custom made.
Elf (*)​ There’s very little here that’s actually useful, not a fan of the elves.
Gnome (***)​ Nothing here is really that special, but small size doesn’t hurt their weapon damage as much
which is really nice. A strength penalty means they should be going ranged, but aside from that, they’re okay.
Half Elf (***)​ With variable stats as well as a possible free exotic weapon for atheist warpriest, half elves are
solid workers with a decent favored class bonus and good racial abilities.

6
Half Orc (*****)​ Considering that you’re going to be taking sacred tattoo, this race has a ton of synergy with
warpriest and can steal the human favored class bonus, making them some intense warpriest. Throw in strong
racial feats and the ability to snag racial heritage and they’re the best CRB race possible.
Halfing​ ​(**)​ Aside from a ranged warpriest, this is a pretty hard sell. Small size helps as always, but all other
racials aren’t really great for what we’re trying to do here.
Human (****)​ When aren’t humans great? Solid favored class bonus, mutable ability bonus, and an extra
feat help you start off feat chains early as well as a nice favored class bonus to really push you into them.

Featured
Aasimar (***)​ / ​Archon​/​Garudablooded (****)​ Base aasimar is already pretty solid, with a wisdom bonus
and some nice throw ins, but archon/gardua give you great bonuses for either a general or ranged warpriest,
making for an even more impressive (and thematic) warrior of god.
Catfolk (*)​ Bonuses to things we barely need and penalties to our main ability score? Nah.
Dhampir (*)​ / ​Nospheratuborn (**)​ ​While the base Dhampir is trash, Nospheratuborn get passable racials
for a melee warpriest, but the con penalty is a hard hit to take.
Drow​ ​(*)​ Slightly worse ability adjustments than elves, slightly better racial abilities, still not great.
Fetchling (**)​ While having terrible ability adjustments, their racial abilities are just really good.
Goblin (***)​ As long as you’re not looking for strength, you can get by quite well with a goblin, as a +4 to dex
is a huge boost as well as taking oversized ears for a really good perception boost.
Hobgoblin (****)​ Amazing ability adjustments here, and while the racial abilities aren’t great, they’re not
terrible, making these big buff goblins a good call.
Ifrit (*)​ Red like fire, these aren’t great for warpriest.
Kobold (*)​ ​Are kobolds good for anything?
Orc (**)​ While a +4 to strength is nice, the wisdom penalty is a hard hit, half orcs are generally a better call
here. Only for those obsessed with strength.
Oread (***)​ ​Great ability adjustments for a melee warpriest, but the rest of the racial abilities are lacking.
Ratfolk (*)​ Nothing here is what you want.
Sylph (*)​ Another sub par elemental race.
Tengu​ ​(****)​ While the con penalty hurts, everything else here is great. A natural attack routine can be
easily used with an alternative racial ability, and sword trained opens up some very nice weapons.
Tiefling (***)​ / ​Asura​/​Demodand​/​Devil​/​Onispawn (****)​ The base tiefling is okay, but man does it get
intense when you take alternative racials, as you can pick out quite a few great ones. Having a tail can help out
a lot too, and the other racial abilities can be very nice.
Undine (***)​ Consider these the dexterity oreads for their placement, as great ability adjustments are paired
with very boring racial abilities once again.

Uncommon
Duergar (*****)​ Basically better dwarves, straight upgrade aside from alternative racial abilities.
Grippli​ ​(****)​ Great racial adjustments, small size, and decent enough racial abilities make these frogs pretty
solid, and a net is a decent weapon to be proficient with for opening attacks.
Kitsune (**)​ Mixed bag racial adjustments but cool racial abilities, that isn’t enough to make them great.
Kasatha (****)​ Amazing for multi weapon fighting with great racials, they are unfair.
Lizardfolk (*****)​ Amazing racial adjustments for melee as well as 3 pnatural attacks and +2 natural armor
makes them amazing tanks as well as brutal in melee, although I’d take weapon focus for both claws and bite.
Merfolk (***)​ While their racial adjustments are okay, the natural armor pushes them up a bit, although you
will need to take the alternative racial ability to up their speed or else be basically immobile.
Munvari (*****)​ Silly broken.
Orang-pendaks (***)​ An okay race with nice racials, but not much else. While I like them being small, I like
small mounted races, and this race isn’t meant for mounted combat.
Reptoid (***)​ Basically a slightly better kitsune for transformation focused warpriest.
Samsaran (****)​ We’re really only here to poach spells from the paladin list, plain and simple. It’s a solid
race to do that, although the con penalty isn’t great. Awesome for more casting focused warpriest though.
Syrinx (****)​ Basically just a more melee focused strix.
Skinwalker (****)​ / ​Werebear​/​Wereboar​/​Wereshark​/​Werewolf​ ​(****)​ Skinwalkers by default are quite
solid, but these other variants of them are just as good (sometimes less intelligent though) with abilities ready
for you to customize to your heart’s content and a ton of nice traits too.
Strix (****)​ Inbuilt flight is amazing, full stop. The racials don’t hurt you either, so feel free to fly.
Svirfneblin (*****)​ There are unfair, don’t pick them.
Wyvaran (****)​ I’d say it’s an upgraded strix, but that’s because it’s a dragon.

7
 Traits
I’ll be trying to cover only the traits that matter to warpriest here (which is a lot). For a more complete look at
traits, check out ​TheOneHawk’s Optimizing your Backstory: a guide to traits and flaws​.

Combat
Accelerated Drinker (**)​ It’s okay if you’re not going blade and tankard, I’m just not big on potions.
Armor Expert (**)​ You don’t really need your ACP dropped since you’re proficient in heavy armor.
Axe to Grind (***)​ It’s free damage that’s easy to find, and generally pretty easy to get off for melee types.
Bloodthirsty (*)​ Cool name, weak effect.
Bloody-Minded (***)​ If you’re trying to be scary, this will help you to act first and scare.
Bullied (**)​ Unarmed strikes aren’t the best for AOO builds.
Deft Dodger (**)​ Your only bad save, it’s not too important to bother boosting it, especially for ranged types.
Kin Guardian (***)​ A nice boost for swift aid, but you have to be related.
Monk Weapon Skill (****)​ Even better than heavy hitter, as your weapon selection is way better.
Reactionary (****)​ All initiative boosters are great, full stop.
Reckless (**)​ Acrobatics is pretty fun to have, but not vital.

Equipment
Heirloom Weapon (***)​ While not the powerhouse it was, a +2 on a combat maneuver is hard to turn down
if you’re focusing on them, it’s basically a feat, but you’ll need masterwork transformation here to stay relevant.

Faith
Birthmark (**)​ Not needing a holy symbol on hand is helpful if you can’t get it tattoo’d.
Fate’s Favored (*****)​ TAKE THIS NOW! ​ Divine favor​ (and later ​divine might​) is your go to buffing spell
with a solid duration effectively making it your in battle buff of choice, and this buffs it. Throw in things like
Jingasa of the Fortunate Soldier for extra AC and the half orc racial feature to get a +2 on all saves and you can
make a lucky warpriest who’s able to wreck face. Seriously, consider yourself to only have one trait, as you
NEED this.
Sacred Touch (**)​ Not very helpful, but a cool little trick that’s pretty fun.

Faction
Tomb Raider (****)​ (Scarab Sages)​ You’re making perception a class skill, you’re doing it now.
Fashionable (***)​ (Sovereign Court)​ If you want to try facing, this will give you the skill needed.
Gold Finger (****)​ (The Exchange)​ For those of you who want to be sneaky, here’s the skills.

Magic
Dangerously Curious (***)​ Even with your lacking charisma, use magic device is a good skill to have.
Gifted Adept (**)​ This can be nice with ​divine favor​ to get better buffs earlier.
Magical Knack (****)​ If you plan on multiclassing, you need this, full stop.
Magical Lineage (****)​ I really like this with whatever buff spell you most enjoyed paired with extend spell,
basically doubling the duration all the time. Really helpful for self buffs.
Spark of Creation (***)​ If you’re the party’s crafter discounts are always nice.
Stabbing Spells (***)​ If you plan on casting against enemies, getting through SR is important.
Two-World Magic (***)​ I’m always a sucker for getting ​prestidigitation​ on my spell list.

Racial
Big Ears (***)​ (Goblin)​ Bonuses to perception are great, and hearing is very important. It actually opens up
using a dog whistle to communicate as well, making it even better.
Boar Resilience (***)​ (Wereboar)​ The initial benefit isn’t that great, but being able to skip needing
endurance for all of those cool feats that need diehard is very nice.
Bred for War (****)​ (Human)​ The CMB bonus by itself is very nice, and an intimidate boost is just icing.
Chain Master (***)​ (Tiefling)​ Another boost to tripping with whips, a beautiful thing.
Deadeye (***)​ (Half-Orc)​ This time it’s a sight perception bonus, which are generally more common.
Deathtouched (***)​ (Any)​ The real boost here is +2 vs. mind affecting effects which are game enders.
Enduring Spellcraft (***) ​(Human)​ Since you’re buffing yourself a lot, increasing your duration is good.
Favored Champion (***)​ (Human)​ Rerolling a failed CMB check can change the flow of combat, although
once a day does hurt. Still, for a trait a reroll is golden.
Fiery Glare (***)​ (Ifrit)​ Taking 10 on intimidate can help make intimidation go far more smoothly once
you’ve already pumped it up high enough.

8
Finish the Fight (****)​ (Half-Orc)​ This will almost always be in effect unless you’re a tank or ranged.
Helpful (***)​ (Halfling)​ If you’re using bodyguard, this is a nice bump too, don’t think it stacks with swift aid
though, at least from what I’ve read sadly.
Inheritor (***)​ (Gillman)​ For aid builds, this is another boost, and an untyped boost too.
Shield Bearer (****)​ (Human)​ A damage bonus for shields is a sold buff and a neat little 1/day power too.
Tusked (**)​ (Orc)​ A free bite attack, it’ll probably be secondary, but damage is damage.
Weapon Training (***)​ (Human)​ This is a very nice list of weapons to get +1 damage with.

Regional
Ancestral Weapon (*****)​ Free masterwork weapon made of a special material, accuracy bonus with it and
all other weapons made of that material? If you’re wielding a melee weapon, TAKE THIS!
Awakened from Stasis (***)​ Needing only 2 hours of sleep is nice for crafters and those with obediences.
Briar Bandit (***)​ For sneak attackers, every little bit of extra damage helps.
Community Minded (***)​ You can get this bonus on some of your blessing and spells, making this nice.
Cunning Liar (****)​ If you want to bluff, being able to base it off of wisdom is intense.
Dominator (***)​ Intimidate builds will need this, it’s yet another buff to being scary.
Forbidden Knowledge (***)​ This effectively gives you equal ranks in knowledge (the planes) as long as you
invest in knowledge (religion), something you should be doing anyways.
Freedom Fighter (****)​ If all you want is diplomacy, here’s the best possible boost to it.
Glory of Old (****)​ (Dwarf)​ Boosting your saves is always strong, combo it with iron soul for max defense.
Heavy Hitter (***)​ Great for those going unarmed, free damage without requirement
Linebreaker (***)​ For those of you charging, extra distance will definitely help.
Metamagic Master (****)​ Same with magical lineage, but slightly more restricted. Make sure to be smart
about which you take if you’re taking both, as this pairs better with ​divine favor​ than lineage does.
River Rat (***)​ ​And here’s a buff to dagger damage, not a bad call for a sacred weapon.
Slave Taker (**)​ ​A nice bump if you’re dealing nonlethal damage.
Whip Specialist (***)​ For whip wielders, this is another nice damage buff.

Religion
Bestial Wrath (***)​ A +2 to crit confirms is nice for crit fishers.
Blade of Mercy (****)​ This is amazing for subdual artist, avoiding the normal problems with subdual.
Defensive Strategist (****)​ A slightly janky uncanny dodge is easily worth a trait.
Second Chance (*****)​ Literally a free reroll on a save once a day, that’s better than some feats.
Propagation (***)​ A +2 bonus to intimidate is the real treasure here.
Secret Knowledge (****)​ Probably the best way to add a knowledge skill to your list.
Shield Trained (**)​ Due to sacred weapon, dual wielding heavy shields won’t help you out anymore than just
wielding light shields as well as removing weapon finesse as an option and occupying your hand.
Wisdom in the Flesh (****)​ Swapping a dex skill to wisdom is pure beauty, and it’ll help you make sure that
even if you don’t have the best dex you can be sneaky or disarm or anything like that.

Social
Adopted (****)​ Go steal someone else’s race trait, it’s fun!
Memorable (****)​ ​Demoralizers want this, it’s a free extra round of demoralization.

Drawbacks
Anxious (****)​ If you’re not a face, this probably won’t mean much, and it lets you pull off a very nice ‘speak
softly can carry a big stick’ persona. And it lets shy players stay away from the spotlight if they want.
Attached (****)​ ​Not a bad drawback and pairs great with heirloom/ancestral weapon.
Fey Taken (***)​ Doesn’t this just pair beautifully with fey foundling?
Foul Brand (****)​ For evil warpriest, this is just awesome if you’re already on the way of the wicked.
Headstrong (***)​ Good if you really want to push your religion onto people.
Meticulous (****)​ Not exactly great for flavor, but a strong choice for a general drawback.
Naive (****)​ Now this could be fun to play around with, much like how anxious plays into your character.
Overprotective (***)​ Great for a tanky character who’s always trying to keep everyone on their feet.
Power Hungry (****)​ There’s a lot of campaign potential in someone playing this well.
Pride (***)​ This one could be hilarious to play out at the table.
Umbral Unmasking (****)​ No shadow is just cool, and it can play out in a ton of different ways.
Warded Against Nature (*****)​ I seriously consider this a benefit, as well as a cool chance for roleplay.

9
Return to Table of Content
 4. Class Features and Skills

“Don’t fear the dark. Fear what is inside of it. Fear the beast that hide from the sun, the creatures that exist
only in your darkest nightmares. Fear the beast that feed on the innocent, the pure, the clean, and the
beautiful. These are what you should fear, child. And that includes me.” Clover Hyst, enforcer of the Black One

Class Features
Spellcasting​ ​(****)​ You’re casting off the the cleric list, that list is awesome. You’ve got a great mix of buffs,
healing, status removal, and all sorts of other good stuff. While you don’t have lowered spell levels for
important spells (meaning some things aren’t vastly level appropriate for you), you cast better than most and
your casting is actually synchronized with your class features, making you a certified battle caster.
Blessings (***)​ One of the first things that helps separate you from your parent classes, blessing are neat
little abilities that help you out in random ways. They’re basically your domain abilities, and like domain
abilities, they can end up vastly different in levels of quality.
Aura (?)​ Nothing much to judge here, it’s your standard holy class feature, it’s cool, just not really relevant.
Focus Weapon (***)​ In and of itself, this is just a bonus feat. A decent one, but a bonus feat nonetheless.
Sacred Weapon (****)​ Now here’s where focus weapon becomes awesome. Sacred weapon makes so many
weapons viable that it’s just mind boggling. Whip builds, star knife builds, all those goofy weapons you wanted
to use but couldn’t are here for the taking with increasing scaling damage. While you’re need to pick up an
exotic with your feats or racials, this is an amazing ability that also gives you an in built magic weapon to give
you something else to spend your gold on, truly a great ability for a martial.
Bonus Languages (**)​ Yay, more languages...I guess. Good for talking to your summons, at least.
Fervor (*****)​ ​Swift action casting is basically the best thing ever, anyone who’s ever taken quicken spell will
tell you that. You can buff yourself in a monster without stopping your combat flow, making you a beast that
can’t be stopped with great use of the action economy. And to add to that, you can even heal yourself with it
as a swift action (or others as a standard), meaning you’re even more unstoppable. This is probably your
coolest and best feature as a warpriest, although it will also be the thing that teaches you how to ration your
swift actions. Slightly worse for evil characters due to no self healing, but still amazing as hell.

10
Bonus Feats​ ​(****)​ We’re sitting even better than fighter feats with faux BAB and faux fighter levels which
works out great for getting feat trees as well as picking up other things you need.
Channel Energy (**)​ While it’s an option (and some variant channels can be fun), two uses of fervor is a
steep price to pay for how good that ability is, so I can’t see using this all too often. Still, options are never
bad.
Sacred Armor (***)​ This comes a little late, but it’s another cash saver, making the warpriest a very nice
class for low gold games. While the bonuses you add aren’t all that great, adding straight bonuses to AC as well
as situational (at least daily so) energy resistance.
Aspect of War (**)​ A once a day super buff is cool on paper, but meh in execution. Not terrible, but really I
don’t mind it since the class itself is so great, and this capstone will rarely come into play.

 Skills
Sadly you don’t get a lot of skill points, so you’re going to have to dedicate them to what you really need, so
basically perception and something else. You do have a decent enough set of class skills, but you’ll need some
investment in intelligence in order to really make them shine.

Class Skills
Climb (**)​ While sometimes you’ll need to climb, this isn’t something you need to invest in after a while.
Craft (**)​ It’s a fun downtime skill, but except for one archetype, you won’t be needing it much.
Diplomacy (****)​ Sadly, you’ll probably be tanking your charisma. Even still, it’s good to be able to talk to
people without sounding like an idiot, and investing in diplomacy will keep your foot out of your mouth.
Handle Animal (**)​ You don’t have much of a reason to have an animal aside from one archetype, but if you
are going that way, this will help keep your magic horse happy.
Heal (*)​ ​Most other classes kind of need this, you absolutely don’t. Only good if it’s required for something.
Intimidate (***)​ Despite your lacking charisma, there are some builds that work well with a high intimidate
check, so it’s worth looking to see if that’s something you want to do, as intimidate builds are solid.
Knowledge (Engineering) (*)​ A cool skill, but rarely useful.
Knowledge (Religion) (***)​ ​Now this will come up a lot more, you need to know who you serve, right?
Profession (*)​ Unlike craft, no archetype needs this, give it a pass.
Ride (**)​ Again if you have a mount it’s useful, never terrible to invest in this skill.
Sense Motive (***)​ ​Social perception, this plus your wisdom score should make you into a lie detector.

Non Class Skills


Bluff (***)​ Bluffing can be okay, diplomacy’s probably better, but you’ll need it if you plan on feinting.
Fly (**)​ Not actually super vital, invest enough to make easy fly DCs and then let it go.
Perception (*****)​ Most rolled skill in the game, you’re a wisdom based class, not a hard call here.
Sleight of Hand (***)​ A neat trick for most, you’ll need this if you’re looking to sneak.
Stealth (****)​ For a dex based character, I always love pumping stealth.

Return to Table of Content

11
 5. Blessings

“Let me see you clench those fist! Yeah, like that, but you need to be more intimidating. A proper warrior
would have heard some bones cracking. Yeah, let’s try it again. Good, you’re getting the hang of it. Those
followers of the Black One won’t know what hit ‘em when we go out there together and show them who’s in
charge. Trust me, this mission will be our last!” Ryder, hero of the North Tower Rebellion

Ah, blessings. These are the form of domain abilities that the warpriest get. There’s a solid amount of them
that’ll depend on the god you decide to serve, although not all blessings are created equal. There’s quite a few
of them that aren’t worth your time, although almost all of them are made better by the quicken blessing feat.
Some of them are only viable with said feat, at least in my very informed and heroic opinion. Remember that
you can trade out minor and major blessings for ​divine fighting techniques​, some of which are very much worth
checking out, so if your domains aren’t working out for you, it’s worth checking them out.

Air
Zephyr’s Gift (***)​ I see the main benefit here as not provoking, although bonus range isn’t bad.
Soaring Assault (****)​ ​Flying is always good, and while the duration isn’t amazing, being able to pull the
ability to fly out of your back pocket can save lives. That and the charge damage is a nice little bonus here.

Animal
Animal Fury (**)​ ​As a standard action, this is kind of weak. Even as a swift, the duration isn’t really great,
feeling more like insurance to make sure you’re never unarmed.
Battle Companion (***)​ A 1 minute ​nature’s ally​ isn’t bad, and it’s about where you should be now spell level
wise. Nothing to depend on, but free flanking and a few decent attacks from it should help out in battle.

Artifice
Crafter’s Wrath (***)​ Being able to bypass hardness for a minute can prove quite useful in a pinch, and while
you won’t pull it out all the time, it can be used to great effect when you do.

12
Transfer Magic (*)​ ​Switching a +1 or +2 bonus won’t likely swing things, and to even do this you already
require 2 magic weapons. The target needing to be willing really weakens this, as stealing abilities would be
cool.

Chaos
Anarchistic Strike (*)​ ​Lawful enemies aren’t common in most games, making this very situational.
Battle Companion (*)​ It’s a summon below the level you’d expect by now and chaos has a pretty weak list for
what it can summon, generally meaning you’ll be getting a templated creature. Meh.

Charm
Charming Presence (**)​ ​Sanctuary​ is a nice spell, but it’s solidly defensive, and you’re more an offensive
character. Spending time to use it onto another party member is a round you’re not smashing faces.
Dominance Aura (**) ​Another fight for your swift action, and really, I don’t think it’s a great use of it.

Community
Communal Aid (****)​ Assuming you’re using aid another abuse (swift aid feat, fools for friends trait), this
can be quite amazing, since aiding is an awesome use of an action.
Fight as One (***)​ ​While not the best use of an action, if your party is having problems hitting something,
focusing fire with a bonus like this is a decent use of your action.

Darkness
Enshrouding Darkness (***)​ Concealment is really nice, although some foes will eventually see through it.
Darkened Vision (***)​ Blind is a powerful condition. You could do this with spells, but it’s nice as a blessing.

Death
From the Grave (*)​ ​Looking spooky and some minor defensive buffs are just kind of boring.
Death’s Touch (***)​ ​Negative levels are nice, but the duration and needing a touch attack reduce the value
here. Still, the value of negative levels are high enough to make this worth checking out.

Destruction
Destructive Attacks (****)​ Now this is a very solid damage boost, and easy to apply as well.
Heart of Carnage (**)​ Bonuses to confirmation are really meh, but moderate fortification isn’t bad at all.

Earth
Acid Blessing (**)​ 1d4 extra acid damage is okay. Nothing amazing, just...okay.
Armor of Earth (**)​ ​The lack of stacking here really pulls it down for me, as DR 1/- at 10th level is painfully
small, and it scales too slowly for me to consider it a viable option.

Evil
Unholy Strike (**)​ In any game where you’d take this, it’s only okay.
Battle Companion (***)​ Evil monsters are plentiful in the ​Summon Monster ​list, so you’ll generally have
something decent to bring along, even if it’s slightly underleveled.

Fire
Fire Strike (*)​ Fire’s often resisted, don’t bank on it.
Aura of Flame (*)​ See previous statement.

Glory
Glorious Presence (**)​ ​It’s just charming presence.
Demoralizing Glory (**)​ Basically just a feat, nothing amazing.

Good
Good Strike (***)​ Evil foes are the most likely, so it’s a 1d6 buff against most evil monsters, not a bad buff.
Battle Companion (***)​ Good also has a solid list of monsters, although not as good as evil’s.

Healing

13
Powerful Healer (***)​ This suffers from the warpriest not getting higher level healing spells, but for healing
effects, this is one that will help extend your spell budget when it comes to healing.
Fast Healing (***)​ It’s basically 30 hp for a blessing, not a terrible exchange at all.

Knowledge
Lore Keeper (*)​ ​This is only useful if you’re not willing to burn traits to grab a knowledge skill.
Monster Lore (**)​ ​While a +2 attack bonus is nice, needing a knowledge check first limits the usefulness.
Law
Axiomatic Strike (*)​ Chaos isn’t too common a type, again making this situational.
Battle Companion (*)​ Same problems with chaos, the list of monsters they have isn’t great.

Liberation
Liberation (***)​ A slightly janky ​Freedom of Movement​, but that spell is awesome, making this nice too.
Freedom’s Shout (***)​ Somewhat worse, but still a decent use of an action.

Luck
Lucky Presence (***)​ A free reroll can be vital, although the duration makes this a good bit weaker.
Unlucky Enemy (****)​ While being adjacent isn’t great, it basically prevents you from being crit and lets you
force opponents to save twice against your abilities.

Madness
Madness Supremacy (**)​ ​Sure it lets you act, but your options are limited and possibly involve hurting
yourself which isn’t what you want to do in life.
Control Madness (***)​ Now this is a lot better, as it turns confusion into an incredibly viable control tactic.

Magic
Hand of the Acolyte (***)​ ​A cool blessing that’ll help give some range to melee warpriest.
Blessed Magic (**)​ I want to like this more, but all the restrictions on it make it hard to enjoy.

Nobility
Inspiring Word (***)​ A small but decent buff, comparable to a 1st level spell or so.
Lead by Example (***)​ The duration weakens this one, but +4 attack is a huge bonus.

Plant
Creeping Vines (***)​ While the duration isn’t great (nor giving a save), the action economy of this blessing is
pretty nice since you’re not burning a standard action for it.
Battle Companion (***)​ Same as animal.

Protection
Increased Defense (***)​ This is a small bonus, but it will stack with a lot of things other than spells and
applies to both AC and saves, making it very useful early.
Aura of Protection (****)​ This is still quite a lot of energy resistance at this point in the game, and
considering it’s against 5 different types and continues to get better is just amazing.

Repose
Gentle Rest (***)​ This really needs a set up to be amazing as the duration is too short against everything but
undead. Works well if paired with another way of staggering like with quicken blessing for 2 touch attacks.
Back to the Grave (**)​ In battle channeling isn’t great, but if you’re already doing it, might as well throw in
some small damage to the undead while you’re at it.

Rune
Blast Rune (**)​ This is a tricky little thing that it feels like has always been related to runes. The damage and
difficulty to use really hold this back, making it a fun trick, but nothing to build around.
Spell Storing Weapon (****)​ Spell storing is great for your action economy, and the duration of this is
amazing, making it easily usable pre battle.

Scalykind
Scaly Touch (***)​ The scaling bonus is decent although the duration isn’t great.

14
Serpent Fant (***)​ ​The poison here is decent and the DC can be pretty solid since it scales, and even the
frequency keeps it relevant, although the actual poison damage is low enough to bring it down.

Shadow
Flicker of Shadows (**)​ Shield bonuses aren’t too common, although ignoring cover can be solid. For only 1
attack though, this isn’t really strong enough.
Swift as Shadows (***)​ The swift action activation is what saves this, as difficult terrain and a speed boost is
a solid package for a blessing.
Strength
Strength Surge (**)​ A decent attack buff later on, the duration of this is just too short to depend on it.
Strength of Will (*)​ So basically armor training, not really that impressive.

Sun
Blinding Strike (**)​ With a short duration, this isn’t too impressive. At least blinding is a good deuff.
Cleansing Fire (**)​ ​Undead bane is nice, but not enough to carry this blessing.

Travel
Agile Feet (**)​ ​The duration kills this, but being able to ignore magical terrain issues is strong.
Dimension Hop (****)​ Keeping mobile around the battlefield is very powerful, and being able to attack or
cast afterwards can be quite powerful. Great for getting out of bad situations.

Trickery
Double (**)​ ​I want to like this more, but the action required as well as the short duration make this a hard
sell, even if it is a good defensive tool.
Greater Invisibility (***)​ One round of invisibility means you have to unload on it when you get the chance.

Void
Airless Touch (**)​ Way too short a duration, basically just anti caster for a round.
Deny Gravity (****)​ Same as air.

War
War Mind (****)​ A variable bonus that last a minute is really nice even if the bonus is small.
Battle Lust (***)​ ​This is really only worth it if used on someone who can’t take nonlethal damage, as then it’s
a straight 2d6 damage buff. Otherwise, it’s a dangerous blessing to use.

Water
Ice Strike (**)​ Cold isn’t a bad damage type to do, but the damage being done here is pretty small.
Armor of Ice (**)​ This just doesn’t feel like a good late game blessing to me.

Weather
Storm Strike (**)​ Last elemental strike, same review.
Wind Barrier (****)​ So you’re basically immune to mundane ranged attacks and it doesn’t affect your own
ranged attacks? This is amazing for ranged warpriest.

Return to Table of Content

15
 6. Feats

“Of course we had to do it, we had no choice. You lose a battle to win a war, and I won’t let my men die
because your god had some silly prophecy. The next time you want to talk to me about fantasy and make
believe, you do it on the battlefield where you can at least save a good man from dying by standing in the way
of an invader.” Commander Tarn, last general of the Greywall Defense

Feats are such a core part of your character, but really the most vital decision you’ll make with your feats is
what to spend your bonus feats on. With the very interesting options they open up, you need to make sure
you’re using them on the right things to get an early jump on feat chains or other things that you want. Make
sure that you’re using your bonus feats wisely, they’re one of your greatest assets.

Core​/​APG​/​UM​/​UC​/​ARG​/​ACG​/​WMH​/​Misc

 Core
Skill Feats (*)​ Really any feat that boost skill checks as its singular focus. You can get enough magical items
and such that’ll do this, and feats are more precious than that.
Agile Maneuvers (***)​ For those of you going the finesse route, this is a strong option. Everyone else
doesn’t really need it, although it’s okay for ranged builds using thrown weapons too.
Alignment Channel (*)​ While you can channel, you really shouldn’t most of the times, making this meh.
Augment Summoning (***)​ For those of you with battle companion, buffing your companion can help keep it
relevant, but due to your slowed progression, normal ​summon monster​ spells are pretty weak for you.
Blind Fight (**)​ A situational feat, you shouldn’t be swinging against invisible creatures often.
Catch Off Guard​/​Throw Anything​/​Improvised Weapon Mastery (**)​ You’re proficient with all martial
weapons, you shouldn’t need this.
Channel Smite (**)​ This is a decent damage bump against undead (or living) creatures, although taking two
uses of fervor is a HEAVY price to pay for this, making it situational at best.

16
Combat Casting (**)​ Keeping your spells going is important, but you have ways to avoid needing
concentration checks, so it’s up to if you see yourself casting in melee a lot.
Combat Expertise (**)​ I hate this feat a lot, and now it’s made irrelevant by another feat. Only pick this up if
you’re looking for stalwart abuse.
Improved​/​Greater Disarm (*)​ This isn’t even generally a good combat maneuver, skip it.
Improved​/​Greater Feint (**)​ As long as you’re a cult leader, you can use this somewhat. Most people can
skip over it though as feinting isn’t generally worth the effort or investment.
Improved​/​Greater Trip (***)​ Tripping is always good, and eventually you can get big to keep it relevant,
something most other martials aren’t great at doing.
Combat Reflexes​/​Stand Still​ (***)​/​(*)​ ​Again, our ability to grow large keeps this relevant, and with the
variety of weapons you can use to help exploit this further, this could easily help cement some builds. Stand
Still is trash though, just trip people instead.
Command Undead (**)​ You’re not much of a necromancer, but it is a cool trick to pull out.
Craft Wondrous Item (****)​ Item crafting is always great, and it’s always something nice to have.
Critical Focus​/​Blinding, Exhausting, Sickening, Staggering, Tiring Critical (***)​ ​With a pair of high crit
weapons, you can absolutely destroy someone with crits, and being able to land debuffs with them is awesome.
Staggering can even help set up with repose’s blessing too, although the feats not listed aren’t worth your time.
Critical Mastery (***)​ If you’re going to crit fish, you might aswell do it well.
Deadly Aim (****)​ This is your damage maker for ranged attacking. While the accuracy penalty hurts, you
have a few ways to up your accuracy normally, making it less of an issue for you.
Defensive Combat Training (**)​ You should be pretty good on CMD, but if not, this is a slight boost.
Disruptive​/​Spellbreaker (**)​ An interesting pair of feats, good for following step abuse, but not much else.
Dodge​/​Mobility​/​Spring Attack​/​Wind Stance​/​Lighting Stance​ ​(**)​/​(*)​ ​Dodge is just okay, not a great
feat, but okay. The rest aren’t leading anywhere good though, they can be easily skipped.
Elemental Channel (*)​ Think alignment channel, but worse.
Endurance​/​Diehard​ ​(*)​/​(***)​ Endurance is a feat tax here (one half orcs can get racially), but diehard is a
solid feat for keeping you standing for a round (also great since you probably traded ferocity), and with fervor
you can put yourself back at positive hit points easily, making you even more tanky.
Exotic Weapon Proficiency (***)​ For most people, this is only okay. But in the hands of a warpriest, you
can make any exotic weapon into a terror. The biggest problem is the BAB requirement, which means you can’t
take it with your first level weapon focus (unless you retrain), making this a stronger option for races with
different weapon proficiencies or bonus feats at first level.
Extend Spell (***)​ I don’t like a lot of metamagic, but for just one slot higher you can keep your buffs
running longer, and your buffs are of vital importance.
Extra Channeling (***)​ If you want to channel, do it like this. Two uses isn’t terrible.
Improved Channel (*)​ Don’t channel offensively unless you’re using variant channeling.
Improved Critical (****)​ A great feat even without others supporting it, increasing your crit range can
change just how viable a weapon can be in the right hands. Even better with scaling damage, too!
Improved Initiative (***)​ Going first can be vital, and it lets you dictate the flow of the fight.
Improved Unarmed Strike (***)​ This is another situation where your scaling damage becomes very
impressive, especially for Sacred Fist. Unarmed strikes also open up style feats to you as well, giving you even
more options that’ll help you develop an even more interesting style.
Deflect Arrows​/​Snatch Arrows​ ​(***)​/​(***)​ ​Blocking a ranged attack per round can be nice, especially at
lower levels, and getting a free attack with snatch by throwing something back is basically free damage.
Improved​/​Greater Grapple (**)​ Me personally, I’m not big on grappling, so this is a pretty unimpressive
combat maneuver to me. Others might be able to use it well, but it’s only okay on a warpriest.
Scorpion Style​/​Gorgon’s Fist​/​Medusa’s Wrath​ ​(***)​/​(**)​/​(****)​ At early levels, getting in only a single
attack isn’t bad and the speed reduction is quite nice. Gorgon’s fist is basically a weak upgrade to this, but
even a round of staggering isn’t bad (combos nicely with repose’s blessing). The real payoff is Medusa, as
landing one of these conditions (quickened repose blessing) increases your damage by a TON.
Improved Shield Bash​/​Shield Slam​/​Shield Master​ ​(***)​/​(****)​ I’d really only consider this if you’re dual
wielding shields (which to me seems awesome), but shield slam up against a wall is a free trip attempt, and
shield master makes this just silly good.
Intimidating Prowess (**)​ This is just okay unless you’re going for an intimidation build, in which case you’ll
probably end up needing this. Still takes a small hit from your presumably abysmal Charisma though.
Leadership (?)​ If you can take this, do. If not, don’t.
Lighting Reflexes, Improved (**)​ Your only weak save, it’s generally not too important to pass these.
Lunge (****)​ Increasing your reach for only -2 AC is a steal, and it makes some weapons even more
impressive.

17
Metamagic Feats (**)​ Most other metamagic feats aren’t worth your limited spell slots, give them a pass.
Mounted Combat​/​Mounted Archery​/​Ride By Attack​/​Spirited Charge​/​Trample​/​Unseat
(***)​/​(****)​/​(**)​/​(*)​ Mounted combat is quite useful for warpriest (even if I’m not a huge fan of the
archetype for it), but it can get quite feat intensive. You’re going to have to dedicate if you’re going to make it
work, but lance warpriest can get straight brutal. Trample is a nice throw in, but nothing you really need, and
unseat is just too specific for most encounters.
Nimble Moves​/​Acrobatic Steps (**)​ Positioning is important to you, so it depends on if you face difficult
terrain often or not. Acrobatic is a nice step up, especially since some warpriest will have reduced speeds.
Point-Blank Shot (***)​ Decent by itself, but it’s the prereq for a LOT of good feats.
Precise Shot, Improved (****) ​Accuracy boost are always great, and cover will ruin your day a lot, so it’s
good to get around these penalties with these feats.
Rapid Shot (****)​ An extra shot is always worth it, even with the penalty to attack.
Manyshot (*****)​ A bonus shot for literally nothing, you NEED this.
Penetrating Strike, Greater (**)​ These come too late to be of much use and eat your bonus feats, meh.
Power Attack (****)​ You don’t have quite the accuracy to make this mandatory, but you should be able to
use this to great effect, especially for two handers.
Cleave, Greater (***)​ At early levels, cleave is a great tool for melee to squeeze in a bit more damage, and
very useful for reach weapons. The greater version can really help clear out mobs as well.
Improved Bull Rush, Greater (**)​ Another situational positioning ability.
Improved Overrun, Greater (**)​ ​It’s okay for positioning, but meh.
Improved Sunder, Greater (**)​ Why break your loot?
Quick Draw (**)​ Since you can draw as a move action, not really needed unless your GM is very strict on
drawing weapons and such.
Rapid Reload (**)​ There’s not a ton of great weapons for you that need this, although it’s mandatory if you’re
somehow wielding a weapon that does need reloaded.
Selective Channeling (***)​ If you’re going to battle channel, you’re going to need this to keep your party
from hating you for ‘friendly fire’ channeling.
Shield Focus, Greater (**)​ If you’re going shield style, it’s not bad, but it’s basically dodge.
Spell Focus, Greater (***)​ While you can target others with your spells, you’re not as much of an offensive
caster, so this is more up to playstyle than anything else.
Spell Penetration, Greater (**)​ See above, but to a greater extent.
Step Up (***)​ Following an opponent who’s trying to cast in front of you can make you that much more
dangerous, and it has lead up feats that’ll help it out too.
Toughness (**)​ While you don’t have the best hit points, you can self heal and smash faces, so only consider
this if you’re feeling like you need more HP if you’re front lining.
Turn Undead (**)​ Situational but decent, it’s another tool if you want more ways to mess with undead.
Two Weapon Fighting, Improved,​ G ​ reater,​ ​Defense​/​Double Slice​/​Rend​ ​(****)​/​(***)​/​(**)​/​(***)​ Two
weapon fighting is brutal for a warpriest with their scaling damage, and while accuracy is a concern, you have
quite a few ways to buff yourself in battle. You’re getting less of a return on greater, and really defense and
double slice are throw ins, as the additional damage from double slice isn’t nearly that large. Rend is a nice ad
on though, and it’d be worth taking double slice for it.
Vital Strike, Improved, Greater (**)​ Even with scaling damage, it doesn’t scale high enough to make this
viable, although early entry into it can make it better if you’re using large weapons. You can try to build around
this with greater weapon of the chosen though, but you’ll need a large weapon to do that.
Weapon Finesse (****)​ You’ll know if your build needs this, it can completely make builds by itself.
Weapon Focus,​ ​Greater​ ​(***)​/​(**)​ While the +1 is nice, the real bonus here is getting more sacred
weapons. The greater version doesn’t provide the same benefit, making it mostly an accuracy boost
Weapon Specialization, Greater (**)​ Extra damage is nice, but you’ll need your bonus feats for these, and I
feel like your bonus feats have better options than this.
Dazzling Display ​/​Shatter Defenses​ ​(**)​/​(***)​ Dazzling is basically filler, shatter defenses is where it’s at,
although I’d only suggest it for a cult leader who can benefit from it better.

 Advanced Player’s Guide


Additional Traits (****)​ There are some good traits to pick up with this class, check them out!
Bashing Finish (***)​ While shields don’t have the best crit rate, it’s another possible attack with your shield,
so consider upping your crit range to take advantage of this.
Bloody Assault (*)​ Your accuracy isn’t worth piddly bleed damage.
Bodyguard​/​In Harm’s Way (***)​ With community’s blessing, this can be a big boost in AC, and you’re tanky
enough to take this for others with self healing, so it’s worth considering for tanks.

18
Cocatrice Strike (**)​ While cool to turn someone to stone, you should be turning them to powder with your
attacks, so this is really just not a good use of your actions.
Combat Patrol (**)​ While not terrible, your BAB doesn’t increase fast enough to validate this feat.
Crippling Critical (***)​ A decent use of your critical feat, lowering mobility can be helpful.
Dazing Assault (**)​ While better for full BAB types, you don’t have the BAB to make the save for this worth
it.
Eldritch Claws (**)​ Warpriest are one of the few martial classes I don’t like with natural attacks, and this
doesn’t help them enough to make them viable.
Enforcer (**)​ The discount cornugon smash, this is acceptable if you aren’t allowed softcover books.
Following Step​/​Step up and Strike​ ​(**)​/​(***)​ Following step is weak, it’s basically a prereq feat, but step
up is a very nice follow up, helping to close the gap and pile on damage.
Furious Focus (**)​ ​Unless you’re working off of vital strike, this won’t buff you too much. If you are, it’s nice.
Go Unnoticed (***)​ A sneaky little feat, being able to fade into battle can help you set up in a better position.
Heroic Defiance​/​Recovery​ ​(****)​/​(*)​ Defiance can make or break you, ESPECIALLY with your swift action
casting to be able to cure yourself of a condition or protect yourself from it. Recovery though...bad.
Improved Dirty Trick, Greater (***)​ Dirty Tricks are a solid debuff, they’re worth investing in.
Improved Drag, Greater (*)​ This is a combat trick that just isn’t worth the time.
Improved Reposition, Greater (*)​ See above.
Improved Share Spells (***)​ For those of you with mounts or familiars, this is a nice way to split your buffs.
Improved Steal, Greater (*)​ You could just kill someone and take their stuff.
Improved Stonecutting​/​Stone Sense​ ​(*)​/​(***)​ No one cares how well you identify stone, but tremorsense
is very powerful, and even 10 ft of it is worth considering.
Keen Scent (***)​ Having scent is also powerful, and lets you take advantage of pheromone arrows.
Ki Throw (***)​ If you’re already a tripper, being able to position a foe into another space can be really useful
for positioning to help you and your allies beat on them all together.
Point Blank Master (***)​ Probably the only reason to pick up weapon specialization, it lets you stay safe in
melee range even when you’re unwilling to drop your bow.
Racial Heritage (***)​ (Human)​ You need to be human (or part human) to take this, but it lets you steal
some of those awesome cleaving feats from dwarves or half orcs. Probably best for a half orc.
Saving Shield (*)​ ​This isn’t worth your swift/immediate action.
Second Chance (**)​ ​This can be okay for two handers, but not great for many others.
Shield of Swings (*)​ HAHAHAHAHA...no.
Shield Specialization, Greater (**)​ Bonus AC to crits isn’t amazing, and you can buy items to negate crits.
Spell Perfection (****)​ While the prereqs might be hard to meet, this feat is amazing forever.
Steel Soul (***)​ You can never have too good of defense against magic.
Swift Aid (***)​ This can be awesome with the community blessing, +4 to a roll is a lot.

 Ultimate Magic
Accursed Critical (**)​ There’s better critical feats, but it is nice for your action economy. Sadly, if you crit
something, it probably won’t be alive long enough to mind being cursed.
Channeled Shield Wall (*)​ A deflection bonus isn’t nearly worth paying two uses of fervor.
Create Reliquary Arms and Armor (*)​ Just get a free holy symbol tattoo from a trait.
Divine Interference (***)​ This will save you from crits more often than not, and by the time you can take it
you’ll have plenty of 1st level slots to burn with it, making it a nice use of your swift action.
Eldritch Heritage, Improved, Greater (***)​ While qualifying for it will be hard, if you can there’s quite a few
nice abilities to snag here, so keep that cha decent.
Life Lure (*)​ Fascinating undead? Nah, just hurt them.
Quarterstaff Master​/​Tripping Staff​/​Tripping Twirl (**)​ ​Quarterstaff isn’t the best weapon, and investing 3
feats into it to make it better can make it good, but still not really worth the effort.
Quicken Channel (*)​ Burning 4 uses of fervor for this is not good. Ever.
Sacred Summons (**)​ Standard action casting is pretty nice, although your list is cut by a lot.
Spell Specialization, Greater (**)​ These weren’t designed for you, and while they can work, they’re not
ideal, especially how late you’re getting them, especially needing spell focus as a prereq.
Undead Master (**)​ ​You’re not a great necromancer.
Versatile Channeler (*)​ ​Channeling both positive and negative is a waste.

 Ultimate Combat
Arc Slinger (***)​ For a halfling, this will keep you out of melee range which isn’t where you want to be.

19
Boar Style​/​Ferocity​/​Shred​ ​(***)​/​(**)​ Boar style will help you get through certain DR which is nice, and the
bonus damage is pretty helpful too. Ferocity is the best link in the chain, as a free action intimidate can be very
helpful, but shred’s bonus bleed is more meh.
Bludgeoner (**)​ ​Helpful if you’re trying to keep people alive.
Channeled Revival (*)​ This eats too much of your fervor to be viable.
Charging Hurler, Improved (**)​ Solid for early level, but you’ll grow out of this soon enough.
Cleaving Finish, Improved (***)​ While cleaving finish is pretty great, with cleave as well the improved
version runs the risk of not having enough opponents in range to smack around.
Clustered Shots (****)​ DR being applied only once is beautiful, you love this.
Combat Style Master (**)​ This is situationally good since you love your swift actions, but it’s really only
viable for a multiclass warpriest.
Crane Style​/​Wing​/​Riposte (*)​ I don’t trust this to have the effect it has written anymore. Pass.
Crusader’s Flurry (***)​ Sacred Fist exclusive, this can really give you an amazing weapon to flurry with
depending on who your god is.
Deadly Finish (*)​ If they’re reduced to 0, just mop them up.
Death from Above (**)​ You can get some flight, but you like your standard action attacks too much for this.
Death or Glory (*)​ AHAHAHAHAHAHAHAHAH...also no.
Deathless Initiate​/​Zealot​/​Master​ ​(***)​/​(*) ​Deathless initiate keeps you at full power even while dying
which is intense. Zealot just saves you 1 HP a round, suck it up. Master’s okay, but not worth the feats.
Destructive Dispel (***)​ ​Dispelling is already a very nice thing to do, throwing a possible stun onto it only
makes it better, and it even sickens if they succeed.
Devastating Strike, Improved (***)​ ​If you’re following along with vital strike’s path, this should help you up
your damage, hopefully you’re using a high crit weapon to make the improved version worth taking too.
Dispel Synergy (***)​ A nice combo with destructive dispel, dispelling effects can be quite powerful.
Dispelling Critical (**)​ ​Okay, but again if you’re critting someone, you probably don’t need to dispel
something.
Dispelling Fist (***)​ Another thing fighting for your swift action, but it can set of synergy and destructive.
Disposable Weapon (***)​ Using this with obsidian kukris or daggers can seriously pump your damage. It’ll
really eat swift actions to use this with sacred weapon though, so I’d avoid that for thrown weapons, drop as
they break. Carry a few of them on you and you’ll be racking up some brutal damage and tons of crit effects.
Dragon Style​/​Ferocity​/​Roar​ ​(***)​/​(****)​/​(*)​ Ah, dragon style. The initial boost of damage here is nice for
high strength types, and ferocity is pure gold (although you’ll probably need to dip to get the prereqs), but roar
is a weak ending to this strong style chain.
Felling Smash (**)​ This is a large cost to pay, but a free trip on a hit is quite strong.
Feral Combat Training (**)​ As I said before, I’m not big on natural attacks for the warpriest, and I’m not
sure of what ruling are in effect for this feat, so tread carefully here.
Fortified Armor Training (**)​ Avoiding crits is very important, but so is your gear. Just keep a few crit
negating items in your back pocket so you can avoid needing this.
Guided Hand (**)​ I’m not a fan of the prereqs and you’re going to need strength for damage anyways, so this
isn’t that strong an option to me.
Hammer the Gap (**)​ You’re not a raw attacking machine, this is only viable for ranged combat.
Impaling Critical, Improved (**)​ While a cool visual, unless you’re using this with disposable weapons, you
probably need your weapon to attack. The biggest benefit here is your damage scaling though which will help
you to keep hurting them. At most, it’ll probably cost them a move or standard action to end, so it’s okay.
Moonlight Stalker​/​Feint​/​Master (**)​ While it’s a decent increase to damage, there’s just so many prereqs
that it becomes hard to take. It pairs well with darkness’s blessing though.
Monkey Style​/​Moves​/​Shine​ ​(**)​ ​The entire style is just fun little tricks, nothing too impressive here.
Net Adept​/​Net and Trident​/​Maneuvering​/​Trickery (**)​ Even being non proficient with a net, it’s a -4 to a
touch attack, not exactly something you need to worry about missing. Net and trident is a decent follow up
feat, as free damage is nice. Maneuvering makes it a trip weapon, but that’s not much here. Trickery is
actually pretty nice here, but rates lowly due to the feat investment needed to pick it up.
Panther Style​/​Claw​/​Parry (**)​ I hate to be metagamey here, but it really feels like a GM will learn how to
play around these feats, even if they don’t want to originally. It’s a neat concept, but won’t be good long term.
Pin Down (***)​ Now this actually helps you keep people close, especially if you can trip them.
Quick Dirty Trick (***)​ The worst thing about dirty tricks were the action needed to use them. Problem
solved.
Sap Adept​/​Master (***)​ While your sneak attack for some archetypes won’t scale amazingly, extra knock out
damage can end fights faster which is always a good thing.

20
Snake Style​/​Sidewinder​/​Fang​ ​(**)​/​(****)​ Having to spend an immediate action to get a sense motive
check for your AC isn’t great action economy for you, and even while fang is really nice, it’s hard to make it all
the way there to get that really nice last feat.
Snap Shot, Improved, Greater​ ​(****)​/​(**)​ Threatening while firing is awesome, and being more dangerous
at a range is always a strong investment. Greater falls short here, it’s really not needed.
Stalwart, Improved (***)​ I really want to like these more, but without other DR to build off of, it’s a minor
boost. It is typeless DR though, so it works against all hits.
Tiger Style​/​Claws​/​Pounce​ ​(**)​ ​(****)​ Another set of less than useful feats leading up to an awesome final
feat in the chain. Pounce will also burn a swift action, but it’s for positioning, which is very important here.
Two Handed Thrower (***)​ ​Assuming you have a strength bonus, you’ll want to add more of it to your
attacks.
Two Weapon Feint,​ ​Improved​ ​(***)​/​(*)​ A great way for cult leaders to get sneak attack off, the improved
version isn’t really worth the time.
Whip Mastery​, ​Improved,​ ​Greater​ ​(***)​/​(****)​/​(***)​ Whips are cool, and this is a cool chain for them.
Mastery’s the basic feat, but things really get nice at improved, as you get a nice boost to your natural reach.
Greater is pretty nice too, although you could easily stop at improved.

 Advanced Race Guide


Angelic Blood​/​Flesh​/​Wings​/​Metallic Wings​ ​(*)​/​(**)​/​(****)​/​(**)​ ​(Assimar) ​The first feat is a tax, pure
and simple. Flesh is okay, fire resistance and natural armor are okay, but wings is the real draw here.
Secondary attacks aren’t bad, and wings are uncommon attacks, so they’ll stack with your other natural
attacks.
Armor of the Pit (***)​ ​(Tiefling)​ An extra 2 AC is a solid benefit if you’re out of other things to spend a feat
on or you just want to be that much harder to hit.
Beast Rider (****)​ ​(Half-Orc)​ For Divine Commanders, getting a better mount can make you better too.
Bullying Blow (**)​ (Orc​) It’s decent early on, but grows old once you get a second attack.
Cleave Through (****)​ ​(Dwarf) ​If you’re going cleaving style, this is a must to make sure you always have
someone in your sights. Shame it’s dwarf only though.
Critical Versatility (***)​ (Human)​ Critical feats are great, choosing them is even more great.
Demoralizing Lash (***)​ (Hobgoblin)​ If you’re going to work on demoralization, might as well increase the
duration too. You’ll need a whip (or other flail), but whips are quite solid if you’re focusing on them.
Fast Learner (***)​ (Human)​ If you’re low on skill points or HP, this is a nice band aid.
Goblin Cleaver​/​Orc Hewer​/​Giant Killer ​(***)​/​(****)​ (Dwarf)​ Another dwarf only awesome cleave chain,
goblin is the weakest of the chin here as most opponents will be your size or larger, although tell your GM to
ignore the ‘strike back’ requirement for giant killer, that is a terrible feat and shouldn’t have been made.
Grudge Fighter (**)​ (Orc)​ A +1 to attack and damage isn’t worth the feat here.
Martial Versatility​/​Mastery (***)​ ​(Human)​ With versatility, we can get a whole group as our sacred
weapons, and mastery can help us use all of those feats we picked up for them with the whole group.
Oread Burrower​/​Earth Glide (***)​ ​(Oread)​ Burrowing is a pretty nice way to travel, but earth glide is the
real champ here. Both are helpful for keeping you mobile in battle.
Surprised Follow Through, Improved (***)​ ​(Half-Orc)​ At the level you’ll be getting these, they’ll help you
hammer hard to hit opponents when you’re cleaving through whole armies.
Terrorizing Display (**)​ (Hobgoblin)​ If you were already going the shatter defenses route, this is a nice
boost to your team with the same action, although it comes into play pretty late.
Tenacious Survivor (**)​ (Half-Orc)​ This isn’t a great situation to be in, but giving others the chance to save
you can help you from having to write up a new, STRONGER warpriest to get revenge on all those you hated.

 Advanced Class Guide


Believer’s Boon​/​Hands​ ​(**)​/​(*)​ Domain abilities are powerful, but 1/day (or 1 round a day) is painful, and
hands requires you to be lawful good and 1/day and half level doesn’t make this close to worth it.
Blessed Striker (**)​ Soon enough you’ll have abilities to do this with your weapon, this comes in too late to
make much of a difference.
Channeled Blessing (**)​ So your ranged blessing, but it cost fervor to do...not super great.
Disheartening Display (**)​ Now this is just overkill, it’s only good if combined with other fear.
Dual Enhancement (***)​ Pretty useful for two weapon fighters, but you’ll burn through your uses of sacred
weapon much more quickly doubling up like this.
Grabbing Style​/​Drag​/​Master (**)​ A style that lets you grapple better, it’s not too impressive at that though.
Jabbing Style​/​Dancer​/​Master (***) ​So we’re getting extra damage here, it’s not a lot, but it’s enough to
consider if you’re just swinging mad out there.

21
Lunging Spell Touch (***)​ ​For those trying to bad touch, extra reach will definitely help out.
Pummeling Style​/​Bully​/​Charge​ ​(***)​/​(*)​/​(****)​ We start off strong with clustered shots for punching, and
while I want to like bully, it has too many prereqs. Even post errata, I still like charge though, it’s still basically
pounce and a great reason to play a Sacred Fist.
Quicken Blessing (*****)​ This is vital, there are so many blessings that would be great as swift actions, and
this opens up so many strategies to you. Seriously, I’d just consider yourself to have ½ the amount of normal
blessings unless you can prebuff. Get this ASAPossible.
Slashing Grace (****)​ For those of you who want to be dex fighters, here you go.
Weapon of the Chosen, Improved,​ G ​ reater​ ​(**)​/​(***)​ The first two feats aren’t amazing, improved is nice
enough since it helps you cut through DR, but greater is the real show, and only for vital strikers. But with vital
strike, it’ll basically promise a hit.

 Weapon Master Handbook


Advanced Weapon Training (***)​ Only for an Arsenal Chaplain (which is a great archetype) or fighter VMC,
this is a solid boost thanks to this book. Sadly you’ll need gloves of dueling to pump this at all.
Martial Focus (***)​ A prereq feat, pure and simple. Giving you access to mastery feats can be pretty cool
though, as some can be quite vital to a build.

-Divine Fighting Technique-


This kind of needs to be separated out since it’s really a huge amount of feats. Remember that you can trade
out a minor and/or major blessing for these effects, so they’re fair game for every warpriest.
Blade and Tankard Style
Initial (****)​ ​I normally don’t like two weapon fighting with different weapons, but a dirty trick that can be
pulled off this easily is very nice and tempting as well as funny as hell. Drinking potions as an attack as well is
just amazing, making this incredibly versatile.
Advanced (****)​ ​And a swift action refill (I know, swift actions are precious) allow us to attempt even more
dirty tricks that last for even longer and drink more potions, this is one hell of a style for a bar brawler like you.
Divine Crossbow
Initial (*)​ Okay, you can steal...thematic, but very meh.
Advanced (**)​ ​Also thematic, but also weak.
Flensing Chain
Initial (**)​ ​This is a hard hit to take, definitely goes up a color if you’re immune to being sickened, but the
duration for opponents can be brutal.
Advanced (***)​ ​Being nauseated is rough, but a one round duration isn’t amazing. Still a solid effect though.
Greatsword Battler
Initial (****)​ Basically mandatory for those of you trying to use vital strike, this increases your mobility and
allows for a hell of a huge AOO when it counts. Shame vital strike comes online so late though.
Advanced (***)​ This will wreck up a caster’s day, but won’t do much against non casters.
Inspiring Sword
Initial (**)​ ​It’s a nice bonus, but it’s a tad too short to be that useful, especially with your 3/4ths BAB.
Advanced (****)​ For a charge attack, you give a great buff for a solid duration, this is inspiring!
Poisoned Lash
Initial (*)​ Poisoning isn’t great. This doesn’t make it good.
Advanced (*)​ ​See above.

-Item Mastery Feats-


Compulsory Mastery (***)​ ​Considering you don’t normally have access to it, it’s a nice piece of subterfuge.
Curse Mastery (**)​ You do have access to this, but a curse is a long term debuff, so it’s not terrible.
Dispel Mastery (**)​ Same as above, but if you’re using the dispel feats, this is another dispel option.
Energy Mastery (*)​ You have better ways to do damage than this.
Flight Mastery (**)​ Flying isn’t bad, but the limited duration of this makes it more meh.
Illusion Mastery (***)​ I have a soft spot for illusions, and you can pick this up pretty early too.
Telekinesis Mastery (**)​ ​While a powerful spell, the short duration really hurts this.
Teleportation Mastery (**)​ I’d rather just use travel blessing myself.
Vision Mastery (***)​ I like this as just a little trick, the choice between the two spells is quite helpful here.

-Style Feats-

22
Ascetic Style​/​Strike​/​Form​ ​(***)​/​(**)​/​(****) ​Starting with an interesting style, ascetic style lets you get in
touch with your inner monk. Strike is basically worthless since you’re a warpriest, but form comes back and
gives us some great feats to play with like perfect form.
Dwarven Hated Style​/​Seething​/​Loathing (**)​ ​So you’re just a dwarf that hates harder, pretty situational.
Elven Battle Style​/​Focus​/​Torrent (**)​ It’s a fun line up, but the intelligence focus doesn’t really work for
you. torrent would be nice without it, but warpriest shouldn’t be using combat expertise anyways.
Empty Quiver Style​/​Flexibility​/​Flurry (***)​ ​Turn your ranged weapons into melee, why don’t ya? This will
give you around as much flexibility as snap shot would, making it a good style to check out.

-​Weapon Mastery Feats-


Ace Disarm (*)​ Cool, I’ll never use this.
Ace Trip (***)​ Being able to ‘trip’ fliers is a huge boost, helps keep your whole team in the fight.
Burrowing Shot (****)​ An untyped -2 to attacks and saves? Wow, that’s pretty damn good.
Cut from the Air​/​Smash from the Air​/​Spellcut ​(***)​/​(**)​/​(****)​ Cut from the air shouldn’t have this
requirement, but it’s good regardless. Smash, less so, as these are more uncommon projectiles. Spellcut is the
main reason to take it, as the idea of cutting magic is just beautiful, especially with your poor reflex save.
Devastating Assault (**)​ With a full BAB this would be nice for you, but you don’t make enough attacks to
make this a valid option. It’d be better using a double weapon.
Difficult Shot (**)​ This doesn’t create difficult terrain in the places it needs to in order to be great.
Marksman’s Utility​/​Finesse Shot (**)​ Neat little tricks, but that’s all they are. You have magic, act like it.
Retributive Kick (**)​ So it’s basically only for early game, not a great use of feats.
Ricochet Toss (****)​ This singlehandedly makes ranged attack with non ammunition worthwhile. Savor it.
Weapon Material Mastery (***)​ While nothing is amazing here, it does give you reason to golf bag it once
again, and thanks to your sacred weapon, you can throw enchantment bonuses onto all your weapons.
Weapon Style Mastery (***)​ Styles are always good to double up on.
Orc Fury Style​/​Orc Rampage​/​Orc Snarl (**)​ More of a hard intimidation style, the prereqs and existence of
cornugon smash make this style on the weak end.
Outslug Style​/​Sprint​/​Weave​ ​(**)​ Minor bonuses like this don’t help you out a lot.
Overwatch Style​/​Tactician​/​Vortex (***)​ Very close to blue, early entry into these feats makes them better
for you than a full BAB character.
Spear Dance Style​/​Reach​/​Spiral (**)​ More switching grip and getting a double weapon, nothing great here.
Startoss Style​/​Shower​/​Comet (***)​ A pretty solid style for vital strikers and for the scaling damage that
warpriest get with their weapons, combos great with ricochet shot.

-Weapon Tricks-
One Handed
Free Hand Maneuver (**)​ We can’t fake a BAB for this, meaning it comes in late enough for us to have
picked up quick dirty trick, a much better feat.
Mindful Dodger (*)​ +4 AC to 1 attack for being staggers? Nah.
Seize and Strike (*)​ Even as a standard action, this is weak.
Stylish Riposte (***)​ A free attack for being a tank is really what we want, although the limit of once per day
lowers the value somewhat. Still, free attacks are always good.
Polearm
Choke up (**)​ A damage and accuracy penalty for something like this isn’t great, pretty situation.
Close Sweep (***)​ Now here’s a good trick, close range tripping can help set up opponents for death.
Half Bash (**)​ So a slightly different choke up?
Polearm Balance (**)​ ​Another situational ability, I don’t make many balance checks myself.
Quick Brace (***)​ While you’re probably swinging poorly, it is a chance to land a strong hit. Oddly better for
you than full BAB types due to the 3/4ths BAB.
Ranged Weapons
Hindering Shot (***)​ While I don’t like making less attacks, a -4 is a big hit, it’s worth the reduction if your
ally is trying to land an encounter ending affect on them.
Suppressing Shot (**)​ Now this isn’t as good; I like protecting, but not at the cost of a full round attack.
Two Handed
Cleaving Smash (***)​ If you want to mix cleave and vital strike styles, this is the way to do it.
Crush Armor (**)​ While a nice debuff, I hate needing to break armor, so it’s up to you what you smash.
Two Handed Menace (***)​ It’s nice not to have to roll for something some of the times.
Warding Weapon (*)​ Total defense is a total waste of your time.
Two Weapon

23
Arm Bind (**)​ If the target couldn’t so easily free themselves, this might be a lot better.
Dual Strike (*)​ This would be awesome...if not for the prereqs. WHY?!
Off Hand Opportunity (**)​ Generally two weapon fighting isn’t very AOO heavy.
Piercing Climb (**)​ Effectively a climb speed, but if you’re land bound it isn’t terrible.
Weapon and Shield
Confounding Shield (**)​ Sword and board isn’t big on feinting, but the next trick helps it out.
Feint and Bash (**)​ I don’t love the prereqs, but with two weapon feint, this could be decent.
Shielded View (*)​ ​Encounter many gaze attacks? I don’t.
Warded Movement (**)​ While fun and sneaky, the once per day really hurts this trick.

 Misc Feats
Accomplished Sneak Attacker (**)​ While your sneak attack is nice, you don’t need to focus on boosting it
too much, as you do decent damage already. Good if you’re focusing around it though.
All-Consuming Swing (*)​ While it might seem nice, the damage you’ll take will outpace the value of it
quickly.
Blessed Hammer (***)​ For bad touch, this is a late and specific way to use a weapon instead of unarmed.
Butterfly Sting (***)​ The classic, a two weapon fighter high crit attacker setting up a powerful 4x crit.
Cornugon Smash (****)​ This is how you demoralize.
Cunning Caster (***)​ While the prereq is trash, you have a few spells that will be great with this.
Deific Obedience (?)​ Rather than trying to explain these all, I’m going to link to ​Walter’s guide to them.
Destroy Identity (***)​ While not the strongest, charisma damage can put someone into a coma and you
literally just beat someone ugly, the staggering is icing on top.
Dirty Fighting (***)​ If you’re going to go for combat maneuvers, this is how you do it.
Drunken Brawler (***)​ By itself, this is only okay. But with the blade and tankard style, you could
constantly be refreshing these temporary hit points, making you an amazing drunk tank.
Expanded Knowledge (****)​ Having more spells you can treat as class spells for magic items can keep you
from needing to rely on UMD when it counts.
Familiar Bound, Improved (****)​ Familiars are awesome, and a brawler familiar could really help you out,
especially with things like share spells. Needing iron will isn’t great, but it’s a bonus and so is this.
Feinting Flurry, ​Improved​ (***)​/​(**) ​Basically two weapon feint for flurry, improved is meh.
Fencing Grace (****)​ Your other dex to damage feat.
Fury’s Fall​/​Snare​ (**)​/​(***)​ Most of the time your dex will only be about a +2/+3 for this, but entangling
while prone can be VERY nice. It risk breaking your whip, so I’d carry a spare if you want to use this.
Fey Foundling (****)​ So you’re an orphan, at least you get healed better which is always awesome.
Hellcat Stealth​/​Pounce​ (****)​/​(**)​ ​Being able to hide in bright light (even at a penalty) can make you
painfully hard to find. Pounce isn’t really your thing unless you’re a zealot or cult leader.
Hurtful (***)​ Another swift action requirement, but it’s a free swing, couples great with cornugon smash.
Indomitable Mount (***)​ Your ride check will almost certainly be better than your saves.
Jaguar Pounce (***)​ An easy way for whips or charge builds to get improved critical early, but less reliable
than taking the real thing. I’d probably trade it once you qualify, but it’s great for early game.
Lob Shot (***)​ For throwers, cover can be a real pain, this’ll help you get past wall spells.
Measured Response (**)​ For your bigger damage dice, this will do okay damage, but I like risking it more.
Monstrous Mount, Mastery (****)​ Divine Commander ony, but getting a flying mount makes you so much
more mobile. You’ll need mastery to fly with it though, which while annoying isn’t terrible.
Motivating Display (***)​ For sneakers using shatter defenses, giving a buff to allies in the same action as
you demoralize can help your friends out a lot.
Mountain-Splitting Strike (***)​ Having your unarmed strikes count for large size combos amazingly with
pummeling charge, amping up your damage by a good amount, even better for small warpriest.
Mounted Blade (***)​ For mounted chargers, this is basically a slightly worse cleave.
Nature Soul​/​Animal Ally​/​Boon Companion (****)​ With all your bonus feats, it isn’t hard for you to snag an
animal companion, although you’ll need boon to bring it up to full power.
Necromantic Affinity (**)​ For evil warpriest, this will let you self heal a lot easier.
Piranha Strike (***)​ It’s power attack for light weapons, less damage overall but still bonus damage.
Ranged Disarm (*)​ ​A full round action? Really?
Ranged Trip (***)​ Tripping at a range is quite nice, although this gets weak fast once you start getting more
attacks. It deals damage though which helps it stay relevant longer.

24
Reckless Aim (****)​ Most opponents will be engaged in melee after the first round, so taking an AC penalty
and a minor risk to allies is worth a +2 to hit.
Roll with it (****)​ ​(Goblin)​ An amazing damage sponging maneuver, best for ranged characters but helps
you be a much better bouncy tank if you optimize for unfair levels of acrobatic. Sadly, it does take an
immediate action which will make it less viable for you.
Totem Spirit (***)​ There’s a few nice bonuses here with moon, hawk, or wind clan.
To the Last (***)​ A worse deathless initiate, but doesn’t require half orc.
Undersized Mount (***)​ Mounts are hard to use because of their size, this fixes that.
Violent Display (***)​ While it takes your swift action to do, a swift action dazzling display is a lot better than
what you’d normally need to activate it.
Weapon Versatility (***)​ Dealing different damage types is nice when trying to get through DR.
Wheeling Charge (***)​ If you’re going for charges, keeping your charge lane open is vitally important.

Return to Table of Content


 7. Spells

“Magic is power, pure and simple. In this faith, power is what matters. and without it, you don’t matter. You
don’t simply learn it like some silly wizard, you must take it from your god, earn what you are worthy of, always
striving for greater power from your god. If not, you were never truly worthy of what was bestowed upon you,
and will be cleansed from the faith...” Tyrus Nurok, hierophant of the Soul Blood faith

Magic is a lot different for you than it is for a normal cleric, as you get a lot less of it, but the way you can
interact with your spells is also quite different. You have different considerations, and single target self buffing
is a lot more important for you due to the speed at which you can accomplish it. Due to reasons like this, you
have to be smarter when selecting your spells to make sure they’ll be useful no matter the situation.

Spells that can be swiftcast with fervor will be marked with a ​†​ after the spell’s name so you know which ones
you can use with your god given power, while spells that lose additional targets will be marked with ​††​.

0th​/​1st​/​2nd​/​3rd​/​4th​/​5th​/​6th

0th
 
Bleed (**)​ Eh, it’s a jerk spell, nothing that huge.
Create Water (****)​ Good for basic survival or just being clever, having water is always nice.
Detect Magic (***)​ A good utility spell, it’s something you’ll probably use every so often.
Detect Poison (**)​ More situational, poison isn’t a big thing, but good if you’re paranoid.
Guidance (***)​†​ A neat little buff, but nothing to depend on, not worth a swiftcast though.
Light (****)​ Always a good thing to have, and useful if you’re creative.
Mending (***)​ Especially good if you’re always breaking your gear, it has its uses.

25
Purify Food and Drink (***)​ More useful than detect poison, a nice thing to do before every meal.
Read Magic (***)​†​ Not as important for you as it is for a wizard, it’s still solid for scrolls and such.
Resistance (***)​†​ A nice little boost until you get a cloak of resistance, try and keep it up when you can.
Spark (***)​ I’d say slightly worse than light, it still has its uses if you need a quick fire.
Stabilize (**)​ Just heal them, this is a last ditch effort to keep someone alive.
Virtue (**)​†​ Temporary hit points are nice, but this one is too low.

 1st
Abundant Ammunition (**)​ Post errata, this was hit hard, it’s not nearly as valuable anymore.
Advanced Scurry (****)​ This is a very long duration fatigue with an additional penalty to strength and
dexterity checks and some thrown in bleed, making it one awesome debuff.
Air Bubble (**)​†​ Situational and short duration, although swift casting it could help save your life.
Ant Haul (**)​†​ While the duration is long, you should eventually have extradimensional travel space.
Abstemiousness (**)​ ​More fitting for an adventure survival game, it could be nice there.
Aspect of the Nightingale (*)​†​ Even for faces, this is too short duration and situational for me.
Bane (***)​ A pretty standard group debuff, it’s small so only use it on mobs, otherwise buff yourself.
Bless (***)​††​ A nice group buff, the swiftcast isn’t worth it, you have a MUCH better 1st level spell for that.
Blessed Fist (**)​†​ Only useful if you expect allies to often lose their weapons, it otherwise functions as a
slightly more janky magic weapon for unarmed strikes.
Bless Water (**)​ Having to pay for this isn’t great, holy water isn’t your best offensive tool either.
Blessing of the Watch (***)​†​ For its situation, it’s amazing, but the fact that it only works in one location
keeps it from scoring any higher. Not a good swiftcast due to wasted potential.
Burning Disarm (**)​ Either a disarm or some low fire damage, it’s not a great use of actions for you.
Carrion Compass (**)​ An interesting and flavorful spell, it’s really only useful in an undead game.
Command (***)​ Rating higher for its versatility, none of the commands are very powerful, but they can each
help in different ways, making it a more powerful option overall.
Compel Hostility (**)​ An immediate action needed to use this brings it down, but it is good for bodyguards.
Comprehend Languages (**)​†​ Situational, but useful when it is, you don’t get a ton of languages yourself.
Cultural Adaptation (*)​†​ Really campaign specific, doubt most games will deal with this.
Cure Light Wounds (***)​†​ Probably something you don’t prepare, but curing is always in demand, and
having access to it makes you a better person. Not worth the swiftcast though, just fervor heal.
Dancing Lantern (**)​ If you don’t want to keep recasting light, the duration of this spell can keep it relevant
for quite some time, although if you don’t, it’s a wasted slot.
Deadeye’s Lore (*)​†​ Just be a ranger.
Deathwatch (*)​†​ A cool but ultimately missable spell.
Decompose Corpse (*)​ Really doubt you need to do this often.
Detect Alignment (**)​†​ This can help you make sure you know what team people are playing for, alignment
wise. Just don’t depend on it too much, as it can be fooled by magic.
Detect Charm​/​Demon​/​Faithful​/​Undead (*)​† ​Most of these are too campaign specific for general games.
Divine Favor (*****)​†​ This is almost a class feature, and it will probably be your most commonly used
swiftcast. The bonus is amazing (and can be buffed by the fate’s favored trait), the duration is just enough for
most combats, and you can swiftcast it. I’d prepare it a few times a day myself, especially once you start
getting to higher level. Definitely worth taking.
Diagnose Disease (*)​ Heal’s a class skill, use it.
Doom (***)​ I like this more than bane myself, better for single creature battles.
Dream Feast (*)​†​ Or you could just eat.
Endure Elements (***)​† ​Situational, but a godsend in those situations, and the duration is awesome.
Enhance Water (*)​ I’d argue the term ‘enhance’ here. This would be a fun cantrip, but as a first level spell, it
doesn’t do enough. Fun if you’re going blade and tankard style though.
Entropic Shield (**)​†​ Non-magical ranged attacks aren’t a large threat, but miss chances are nice.
Face of the Devourer (***)​†​ With a decent duration, buff to intimidate, and even a bite attack thrown in,
intimidators can have fun with this spell.
Fairness (*)​ Do a lot of trade, do ya?
Firebelly (**)​†​ The fire resistance is the big draw here, as the attack is weak and kills the duration.
Forbid Action (***)​ Halting an opponent’s action, even for 1 round, can be powerful. It won’t completely shut
them down, but it will help keep them from doing their most dangerous action.
Hairline Fracture (*)​ Makes things easier to break, a pretty meh effect.
Haze of Dreams (*)​ You have better debuffs than this.

26
Hide from Undead (***)​††​ The duration here is quite nice and being able to skip past all forms of vision from
undead is something I’d expect from a higher level spell. While the will save for intelligent undead is limiting,
the rest of the spell can really help you stay out of sight from undead, great in an undead heavy game.
Ice Armor (*)​†​ Just buy armor.
Infernal Healing (***)​†​ Overall, it’ll end up being more healing than cure light wounds, although some
people might have issues casting an obviously evil spell, and it’s slower healing than cure light wounds.
Inflict Light Wounds (*)​†​ Deal damage with a weapon, not this.
Ironbeard (*)​†​ A weak AC buff doesn’t validate this spell, even if it is metal as hell.
Karmic Blessing (*)​†​ No, just no.
Liberating Command (*)​ It’s far too specific for what it’s intended to do, skip it.
Lighten Object (*)​ I can’t imagine needing this more than once a campaign.
Magic Stone (*)​ Just by some weapons, please.
Magic Weapon (**)​ In the early goings, this is a good way to damage incorporeals, but drops off quickly.
Marid’s Mastery (*)​† ​Basically water game only, meh.
Mighty Fist of the Earth (**)​ For unarmed fighters, this can be decent for getting a ranged attack.
Moment of Greatness (**)​††​ Pretty terrible as swiftcast, only really good if you can pick up good morale
bonuses like having a bard in the party.
Murderous Command (***)​ Actually very nice action denial, but it also requires the target to have another
person you want them to attack, limiting its usefulness slightly.
Obscuring Mist (***)​ Obscuring the battlefield can be helpful to you and your allies.
Poisoned Egg (*)​ Only good for when you want to offer an enemy an egg in this trying time.
Protection from Alignment (****)​†​ Getting this as a swift cast is amazing, as it gives you an early and
great defense buff as well as immunity from mind affecting effects from your opposed alignment is aces. While
the AC and save bonuses will eventually become moot, the mind control and protection from summoned
monsters is always a beautiful thing, definitely worth picking up.
Ray of Sickening (**)​ Really only good if you have some way to stack this, although since it works as ​ray of
exhaustion,​ if they fail against it twice, they’re exhausted, and the duration isn’t bad either.
Read Weather (*)​ And here’s the weekend forecast!
Recharge Innate Magic (**)​†​ Most racial spell-like abilities are janky, but it does give 1 use to all of them.
Refined Improvised Weapon (***)​ Most people can skip this, but this is a very long duration buff that can
help out blade and tankard style by giving them an additional +1 to hit.
Reinforce Armaments (*)​ Any fragile weapons you’re wielding are on purpose.
Remove Fear​/​Sickness (**)​ Situational but useful, these are especially good for swiftcast to keep you up.
Restore​/​Sanctify Corpse (*)​ Very situational, something to only prepare when you know it’s needed.
Sanctuary (***)​†​ A solid defensive spell depending on your wisdom modifier, as a swiftcast this probably
won’t be great since you can’t attack with it, but it’s good for when you need to turn tail and retreat.
Shield of Faith (****)​†​ Another solid swiftcast, the scaling nature of this keeps it relevant, possibly
alleviating the need for a ring of deflection.
Spiked Armor (*)​ Just buy armor spikes.
Stunning Barrier (**)​†​ This is an odd one, as the real bonus isn’t the AC and save bonuses, it’s the chance to
stun an opponent attacking you. Stun is powerful, so it’s worth considering.
Summon Minor Monsters (*)​ Worthless unless you’ve got something that needs tiny animals.
Summon Monster I (***)​ This is probably the best you’ll ever be at summoning. Your spells don’t scale in
progression for the SM line, so as you level up, summoning spells get worse and worse.
Sun Metal (*)​ Decent bonus damage, but the casting time makes it a non-option.
Swallow your Fear (**)​††​ Basically eating a fear effect, the duration is actually pretty nice. It’s your call on
this or ​remove fear​, but this does let you stay in charge of your actions while scared too.
Tap Inner Beauty (*)​†​ The duration of this is too short, even for faces.
Touch of Bloodletting (***)​ The duration of this is really damn short, which is a shame. But exhaustion from
a 1st level spell is a rare thing, even if they need to take damage first. Better at later levels for sure.
Touch of Truthtelling (**)​ The proof of activation really makes this one, everything else is meh.
Tracking Mark (*)​ You’re a ranger, yay?
Unbreakable Heart (**)​ It’s basically an in battle cure, but suppression of emotions can be helpful.
Weapons Against Evil (**)​ The short duration and weak penetration make this only viable in battle, so meh.
Weaponwand (*)​ Buy a spring loaded wrist sheath, you’re good.

 2nd
Abeyance (*)​ While 24 hours is a long time, only once on a curse ever is weak.

27
Aboleth’s Lung (***)​††​ A save or die with a bonus effect, the duration is very long meaning you can hit and
run with it, definitely worth picking up, and possibly useful against more than one target.
Admonishing Ray (*)​ A subduing scorching ray in effect, decent for knocking out people, but if you’re going
for subdual, I’d just take a subdual weapon or trait.
Aid (**)​†​ A little defensive buff, it has a decent duration for pre battle, but the temporary HP will be burned
through quick, leaving just a minor attack buff.
Air Step (**)​†​ A decent enough duration and some minor benefits make this okay, but it’s not nearly flying.
Alchemical Tinker (*)​ Just bad. Guns aren’t good for you, and you can just buy different alchemical items.
Align Weapon (*)​ By the time you need aligned weapons, you’ll probably have bought the one that you need.
And before that point, alignment based DR isn’t big enough to matter.
Alter Summoned Monster (*)​ Not for your own summons, it’s more just an anti-summon spell, very
situational.
Amplify Stench (*)​† ​Good if you have stench, but you probably don’t.
Ancestral Communion (*)​†​ You’re not a big knowledge kill person, leave it to someone else.
Angelic Aspect, Lesser (**)​† ​A slight upgrade to ​protection from evil​, not a big enough bump up though.
Animate Dead, Lesser (**)​ Neat as a party trick, but you’re not making an army like this.
Ant Haul, Communal (*)​††​ By now you shouldn’t need this.
Arrow of Law (*)​ Way too situational, you need a very particular game to make this work.
Augury (***)​ Knowing the future is nice, and while it’s not too accurate or specific, it does help.
Bear’s Endurance (***)​†​ Out of the ability buffing spells, this is probably the most useful since a con bonus
will most likely be a secondary purchase, with your strength or dexterity being primary.
Bestow Weapon Proficiency (*)​†​ Really? Just use the weapons you have.
Blessing of Courage and Life (**)​†​ I consider this more a situational quick heal which isn’t bad, but the
duration is a little short, making it mostly a pre battle cast.
Blessing of Luck and Resolve (*)​†​ Basically halfing only, and even then, it’s not great.
Blinding Ray (**)​ One round of blinding isn’t amazing, but once you get multiple rays, you can start blinding a
few people at once, and it has a solid bonus against light sensitive foes.
Blood Blaze (*)​†​ What a weird and not good effect.
Blood in the Water (*)​ Too specific to be good.
Blood of the Martyr (*)​† ​What the hell? No serious, what the hell? Don’t do this, heal another way...ew…
Boiling Blood (**)​††​ A terrible debuff or a decent strength buff, lower because it’s (half) orc only.
Book Ward (*)​ Keeping any books safe? Get this.
Bull’s Strength (****)​†​ Slightly lower since if you care about strength, you’ll be getting a strength belt
sooner, making the bonus for this less valuable. Still solid to use on yourself for more damage or party
members though.
Burst of Radiance (***)​ While the range isn’t amazing, the duration of the blindness certainly is, and the
damage against evil is a nice touch, although blindness is the big sell here.
Calm Emotions (***)​† ​It’s situational, but powerful when it works, and a strong swiftcast if you’re tagged.
Cloud of Seasickness (***)​ Here’s a nice area debuff, sickened is a good debuff to stick on someone, so
consider making a stank cloud to punish enemies.
Compassionate Ally (**)​ So you make someone into a good (but tactically dumb) person. It’s okay if you
want to group people together, but the duration is so short that it’s hard to validate.
Consecrate​/​Desecrate (**)​ It has its uses, but not an everyday cast.
Cure Moderate Wounds (**)​†​ Your cure spells aren’t keeping up with the curve, get a wand and move on.
Darkness (**)​ A decent enough spell, you’ll need some synergy to make the most of this spell.
Death Candle (*)​ While interesting, it’s overall too weak to be of much value.
Death Knell (**)​ A better overall spell, but targeting dying creatures generally means the battle’s about over,
and the duration isn’t too long, so you’ll need to be smart using this.
Deathwine (*)​ What a waste of a perfectly good potion for trash poison.
Defending Bone (***)​†​ Now here’s an interesting spell. Sadly bludgeoning damage is pretty common, but
the duration of this is amazing, making a solid defensive buff, great for a 2nd level spell.
Delay Poison​/​Disease (**)​† ​Situational, but avoiding conditions keeps you in the fight.
Delay Pain (*)​† ​Pain effects are pretty rare, skip it.
Disfiguring Touch (**)​ It’s a long duration debuff, but it’s on the weaker end.
Divine Trident (*)​ You should just wield your own weapons.
Dread Bolt (*)​ Less specific than ​arrow of law,​ but a worse debuff.
Eagle’s Splendor (*)​†​ Nothing you need here unless you’re pretending to be a paladin.
Early Judgement (**)​ ​Amusingly, this is best against good opponents, an odd debuff indeed.
Effortless Armor (**)​†​ Just wear properly fitting armor, it’s a speed boost for heavy armor types though.

28
Endure Elements, Communal (***)​††​ Probably a better use of actions than casting it multiple times.
Enemy’s Heart (**)​† ​A shorter duration ​death knell,​ it is more likely to work, so it’s a toss up here.
Enthrall (**)​ ​A nice range for this one makes it a decent call, but fascination is meh.
Find Traps (*)​†​ Traps aren’t worth a spell, get someone else to do it.
Flotsam Vessel (*)​ You guessed it, too situational.
Gentle Repose (**)​ Useful when it is, but how often will you need this?
Ghostbane Dirge (**)​ Basically doubling damage vs ghost is a decent use of your action.
Gird Ally (*)​ You ain’t so summoner, Mac!
Grace (*)​ ​This isn’t worth your swift action, maybe if you’re a cleave/vital striker, but meh even then.
Groundswell (*)​†​ Not a great use of a swift action, just stay flanked.
Heroic Fortune (****)​† ​If your game is using hero points, getting one as a swiftcast is very nice.
Hold Person (****)​ A classic save or lose/die, this is always a strong call, especially with team work.
(Un)Holy Ice Weapon (*)​ Just bring your own weapon.
Imbue with Aura (*)​ ​When would this be useful?
Imbue with Elemental Assault (*)​ Suli aren’t good warpriest.
Inflict Moderate Wounds (*)​†​ Just use a weapon.
Instant Armor​/​Weapon (*)​†​ Another short duration kills these spells.
Instrument of Agony (***)​ It’s an evil spell and the intimidate bonus isn’t great, but the discharge effect is a
pretty decent nausea effect, made better if you’re also demoralizing in the same attack.
Ironskin (****)​†​ As a swiftcast, this is a very nice defensive buff with a nice discharge effect as well.
Lay of the Land (*)​†​ You’re not a ranger, stop acting like you are.
Life Channel (*)​†​ Too specific, dhampirs aren’t great warpriest.
Life Pact (***)​ While a short duration, this can keep someone from dying, which is worth the effort.
Magic Boulder​/​Siege Engine (*)​ B ​ oth of these probably won’t apply to most games.
Make Whole (**)​ I can’t imagine you’ll need this a lot, but it’s solid when you need it.
Marching Chant (*)​ Unless you need to march a lot, skip it.
Martyr’s Bargain (**)​ Now here’s something different. Not a lot of spells that you care about cause hit point
damage, but if it’s elemental, you could use the time to gain some resistance. Taking max damage is rough
though, so this is almost a last resort to staying on your feat.
Masterwork Transformation (**)​ If you took heirloom trait, here’s where you buff your heirloom.
Muffle Sound (*)​ A pretty subpar way to get a stealth bonus.
Owl’s Wisdom (**)​†​ Only useful if you’re trying to buff your DCs or will save.
Path of Glory (*)​ A strange healing spell, it’s easily skipped.
Pilfering Hand (**)​ A souped up ​mage hand,​ it’s better for sneaks.
Protection from Alignment, Communal (***)​††​ Protection from alignments is powerful, share it.
Protection from Outsiders (***)​†​ A more specific defense, it also offers larger bonuses, making it overall
better than the previous version if you know who you’re going up against.
Protective Penumbra (*)​†​ Yeah, no. Get some sun, gothy.
Recentering Drone (**)​† ​While nice to remove debuffs, taking concentration makes this a tough sell.
Reinforce Armaments, Communal (*)​ Still no.
Remove Paralysis (**)​†​ Probably best as a swiftcast, paralysis can lead to coup de grace.
Resist Energy (***)​†​ Dropping the damage you take from energy can be great given the right situation,
especially if you know what you’ll be facing.
Restoration, Lesser (***)​ A great band aid spell, perfect for patch jobs.
Shard of Chaos (*)​ Another ​arrow of law​ knockoff, but against a worse alignment.
Sacred Space (*)​ Way too specific.
Savage Maw (*)​ Natural attacks aren’t great for you.
Sentry Skull (***)​ Actually a really good camp spell, it’s pretty nice for keeping you informed of things
approaching your camp as well as having an amazing duration.
Share Language (**)​ ​I like this more than ​comprehend language​ myself, helps keep everyone
communicating.
Shatter (**)​ It’s decent for breaking things, as you’d expect.
Shield of Fortification (*)​†​ I’m not much a fan of 25% fortification.
Shield Other (***)​ ​For those who want to tank, this will let you eat hits for others.
Shock Arrow (*)​ Just bring a light.
Silence (***)​†​ A very nice utility spell for sneaking around, it’s always worth considering for sneaks.
Silent Table (**)​ More of a utility, but a pretty unique one, keeps your convos quiet.
Snow Shape (*)​ Are you around snow enough to make something like this good?
Soothing Word (**)​†​ Again better as a swift cast, it’s okay, but nothing too amazing to reduce conditions.

29
Sound Burst (***)​ The stun is the real benefit here, as even one round of stun can change fights.
Spear of Purity (***)​ ​Arrow of Law​ for good, but blinding foes that you’re likely to face is quite nice.
Spell Gauge (*)​ If you could cast this secretly, maybe it’d be good, but otherwise pass.
Spiritual Weapon (***)​ With a decent duration, this is yet another source of damage. While you can’t
swiftcast it, it will provide solid damage if you want another turn to set up for battle.
Staggering Fall (**)​ A decent option for a trip build, otherwise it’s too specific.
Status (****)​ Amazing duration and a pretty cool effect allow you to make sure everyone’s okay without
metagaming, providing you with information on their condition.
Stone Throwing (*)​†​ Pass unless you’re always fighting giants.
Summon Monster II (**)​ You’re falling behind the curve, your summons aren’t on par with other
summoners.
Surmount Affliction (*)​†​ Probably the worst of the condition avoiders.
Touch of Mercy (*)​†​ Just take the penalty, a spell isn’t worth it, especially with this duration.
Track Ship (*)​ You’ll know if this is worth it by the game you’re playing.
Trail of the Rose (*)​ This feels like there’s something there, but I can’t see it, it just seems too weak.
Tremor Blast (***)​ A decent battlefield control spell, tripping can be pretty nice, especially tripping a group.
Twisted Futures (*)​ Only good if you know your opponent can reroll, not a common ability.
Undetectable Alignment (**)​†​ Situational, but sometimes you just need to cool your aura a bit.
Unliving Rage (*)​†​ Rage isn’t good normally, it’s not good for undead either.
Weapon of Awe (**)​ Basically just weapon specialization as a spell, no swiftcast hurts a lot though.
Web Shelter (**)​ A temporary shelter that only fits one, won’t make your party too happy.
Whispering Lore (*)​ ​Knowledge Bonuses, meh. Elf only, too.
Zone of Truth (**)​ The worst thing about this spell is not knowing if it worked, so it’s hard to rely on.

 3rd
Accept Affliction (*)​† ​By this point, you should be curing these things, not accepting them.
Agonize (**)​ It’s evil and you probably aren’t making many extraplanar deals with your list.
Agonizing Rebuke (*)​ Short duration and mild subdual damage are really quite weak.
Aggravate Affiliation (*)​ Yeah, not super common.
Air Breathing (**)​††​ Pretty nice duration if you’re planning on swimming a lot.
Align Weapon, Communal (*)​ Yeah, don’t like it communal either.
Animate Dead (***)​ You’re not the best at animating dead, but this is a decent way of doing it.
Archon’s Aura (*)​†​ Giving a save for this and a lackluster effect makes it worth passing.
Aura of Cannibalism (*)​†​ Way too specific to be good, even generally this would have been meh.
Aura of Inviolate Ownership (*)​†​ Get robbed a lot? Invest in perception.
Aura Sight (*)​†​ Do you really need to see auras that much?
Badger’s Ferocity (*)​ You have better things to do with your action than sharpen weapons.
Bestow Curse (***)​ This curse is a pretty hefty penalty, and getting it to stick will definitely debuff your
opponents hard. Hell, with such a long duration, you could stick it on someone and just leave, come back later,
and crush them. Combos well with other debuffs for some solid debuffing.
Bestow Insight (*)​ You’re good with the skill buffs, don’t worry about them.
Blessing of the Mole (**)​ Short duration darkvision is meh, but it’s communal.
Blindness/Deafness (****)​ Blindness is an awesome debuff, it’ll probably be your go to debuff most of the
time. Deafness is okay, but a lot more situational, use it when needed.
Blood Biography (***)​ A pretty unique information gathering spell, worth it if you like learning about people.
Blood Scent (***)​††​ Normally I wouldn’t like this, but the damage buff that comes along with it for raging or
half orcs is really nice. It’s worse as a swift cast though, needs to be used for the party.
Blot (*)​ If you hate writing, here you go!
Chains of Perdition (***)​ A free dirty trick or trip once a round isn’t bad, and ignoring concealment and such
is a nice bonus. A decent option if you have a few opponents to smash up, less useful against one though.
Channel the Gift (**)​†​ It’s an option to help your friends and not a terrible one, a real teamwork spell.
Channel Vigor (*****)​†​ If you’re not swiftcasting ​divine favor​, it’s because you’re casting this. While the
other benefits are nice, the money here is the ​haste​ effect, which while not as good as a group haste can
seriously increase your effectiveness unless you’re using cleave or vital strike. Seriously, anyone who’s making
more than one attack a round will want this hard, and the other benefits are nice too.
Charitable Impulse (**)​ A strange action denial, it’s probably better out of combat when used on a rich NPC,
at least if you’re able to run before the spell’s duration is over and they want their stuff back.
Contagion (**)​ Less of a battle spell and more of a just ruining someone’s life spell, finding a way to cast this
without being caught is probably the best way to use it.

30
Continual Flame (**)​ A solid duration helps make this spell, but not something you’ll need often.
Control Vermin (*)​ Want to ride bugs? Really?
Create Food and Water (**)​ ​Everyone needs to eat.
Cure Serious Wounds (**)​†​ Again, not your best healing, stick with wands.
Daybreak Arrow (***)​ Rated higher for the nice duration, the additional damage is pretty nice too for ranged
attackers, but it’s only useful vs. undead opponents and other sunlight vulnerable foes.
Daylight (**)​ Nothing you’ll need all the time, but light’s helpful if you can’t see in the dark.
Deadly Juggernaut​ (****)†​ It’s a hard call between this and ​divine favor​ as both are luck bonuses. D ​ ivine
favor​ is more of an immediate bonus, but this can get more powerful and give DR, great for cleavers.
Deeper Darkness (**)​ Darkness is pretty nice, although make sure you’re okay with supernatural darkness.
Delay Poison, Communal (**)​††​ Nice if you know you’re going into a poisonous place.
Discovery Torch (*)​ Too small a bonus for this level.
Dispel Magic (****)​ Magic is power, getting rid of magic is also powerful.
Divine Illumination (*)​ Light that bothers undead, but you don’t channel, so skip it.
Elemental Speech (*)​† ​Wanna talk to elementals? Don’t, they’re boring.
Enter Image (**)​ An interesting sneak spell, you’ll need a few pictures of yourself to make this work.
False Alibi (**)​ Another sneak spell, one of your few (specific) mind affect spells like this.
Final Sacrifice (**)​ A cool countermeasure against summoners, only for use on enemy summons.
Fractions of Heal and Harm (*)​ You don’t have the damage spells to make this worth using.
Glyph of Warding (**)​ A neat little trap spell, nothing amazing here.
Guiding Star (**)​ If you get lost often, this spell can help, and the long duration makes it decent.
Helping Hand (**)​ Unique in its function, it’s useful but only if you really need to find someone.
Hydrophobia (**)​ Only really useful in water, it can flat out remove someone from underwater combat.
Inflict Serious Wounds (*)​†​ Again, use a weapon.
Invisibility Purge (**)​ Invisibility is strong, but it’s not incredibly common. Situationally useful.
Ki Leech (*)​ Do you have ki? Probably not.
Life Shield (***)​† ​A stellar defense against undead, this is quite powerful and has a solid duration.
Locate Object (***)​ Sometimes you really need to find something, an agency increasing spell here.
Lover’s Vengeance (***)​ While ​rage​ isn’t a great spell, it’s basically a more specific​ contingency​ spell, which
as we all know is great for action economy. The extended version is nice too, but the duration makes this great
as long as you know you’ll be up against someone you hate.
Magic Circle Against Alignment (***)​†​ A longer duration ​protection from alignment,​ the bonuses aren’t as
impressive, although it is useful for making deals with extraplanar creatures.
Magic Vestments (****)​ The duration of this is incredible, and the bonus is actually scaling in a nice fashion,
making this an awesome boost to your defense, making you even less item dependant.
Mantle of Calm (*)​†​ Is...is this an anti-buff?
Mark of Obvious Ethics (*)​ Do you really need to tattle on someone’s alignment?
Meld into Stone (***)​†​ While somewhat dangerous, this is a very nice sneak spell with a very nice duration,
making you very adept at spying on others and as a last ditch defensive measure.
Monstrous Extremity (**)​†​ While you can swiftcast this, you’re better off avoiding that, as you need time to
‘train’ with it. Natural attacks aren’t great for you, but giving a party member who focuses of them hooves is
brutal enough to really amp up their damage, and the duration is really solid as well.
Nap Stack (***)​ Very nice for keeping you and your party healthy, the only thing holding this back is the once
a week limitation, as otherwise it’s good for getting in a quick rest to be ready to fight much faster.
Obscure Object (**)​ Helpful if you’ve got a one ring to hide.
Paragon Surge (****)​†​ Half-elf only, but wow is this solid. Even with the nerf, it’s quite nice to get a dex
bonus and a free feat as a swift action on a swiftcast, making it a very versatile spell.
Plant Voice (*)​ Wow, you’re really sad, aren’t you?
Prayer (***)​††​ Not great for a swiftcast, but a buff as well as a debuff (that’s buffed by fate’s favored) is
worth considering, especially without a save.
Protection from Energy (****)​†​ An awesome defense against elemental damage, it’s temp immunity from
one element that you can set up as a swiftcast to avoid firebreath and such.
Raging Rubble (*)​ This is too weak at this level, no need to anger the rocks.
Reaper’s Coterie (*)​ Deadly juggernaut is already better than this, pass on it.
Remove Blindness/Deafness​/​Curse​/​Disease​ ​(**)​ When you need this, it’s worth it. Situational though.
Resist Energy, Communal (***)​††​ Just as solid as before, but now for the whole party!
Returning Weapon, Communal (*)​ ​Not worth the effort to cast.
Riversight (*)​ Oh no, they're headed for dry land! We’ll never catch them now! Incorrect, look! A canal! Go,
Knightboat, go!

31
Sacred Bond (*)​ You shouldn’t be doing in battle healing, making this less than useful.
Sadomasochism (**)​†​ You’ll be taking more damage, but more chances to demoralize, it’s a weird tradeoff.
Sands of time (*)​ You have better debuffs than this.
Searing Light (*)​ At least against undead it’s decent, but not as good as a weapon.
Severed Fate (*)​ Most opponents won’t have hero points, making this a situational debuff at best.
Share Language, Communal (***)​††​ Having the whole party on board is very nice, language wise.
Skeleton Crew (**)​ Also useful for convincing kids and their dog that your ship is haunted.
Sky Swim (**)​†​ More janky flying, and needs a swim speed for full potential, making it a harder sell here.
Speak with Dead (***)​ A really nice information gathering spell, as long as you’re smart about it.
Stone Shape (****)​ This is a spell for creative people that can use it in different and interesting ways, as
stone is a very common material to have around you, especially in dungeons.
Stunning Barrier, Greater (**)​ Not much better, but can possibly rack up more stuns.
Summon Monster III (**)​ Again behind the curve, nothing more than a meat shield here.
Summon Totem Creature (**)​ New list, same problems.
Symbol of Healing (**)​ Decent but expensive healing, the real idea for this is to make it permanent and carry
it around with you on an object, use it daily to help heal up the party when you can. Hell, take it into an
undead heavy place, get some cheap damage on them too.
Transfer Regeneration (**)​ While if you have regeneration, transferring isn’t a bad idea since you’re
probably one of the few (if only people in your party to have it), so it’s basically another healing spell.
Trial of Fire and Acid (*)​ Without imposing any penalties, this is just easily resisted elemental damage.
Unravel Destiny (*)​ Same hero point issue here.
Vision of Hell (**)​ A slight fear buff, not the most powerful tool in an intimidating arsenal though.
Water Breathing (**)​††​ The duration really makes this useful for when you need to fish it up.
Water Walk (**)​† ​Or when you just want to walk over water instead of swimming, weaker duration though.
Water of Maddening (*)​ How often do you get opponents to drink things? Ever?
Wind Wall (***)​ A very nice defense against arrows and small projectiles, not great for archers though.
Wrathful Mantle (**)​ The duration isn’t long enough to make the resistance bonus worth it for much.

 4th
Abyssal Vermin (*)​ Turning your roaches into demon roaches, because that’s what cool people do.
Airwalk (****)​†​ Like Jordan did before you, this is still kind of janky flying, but the duration is nice and solid,
and the mobility is quite nice, although it’s still not flight.
Ancestral Gift (*)​ You could make any weapon this good, don’t make grandpa give ya a sword.
Anti-Incorporeal Shell (**)​† ​For when you ARE afraid of no ghost.
Ardor’s Onslaught (*)​ I hate these filthy neutrals Kif! With enemies you know where they stand but with
neutrals? Who knows! It sickens me.
Aura of Doom (**)​†​ I wish this continued to force saves, it’d be higher, but possibly shakes up enemies.
Battle Trance (*)​†​ So this gives ferocity, a small amount of temporary hit points, and...4 intelligences
damage to you, as well as causing you to need concentration checks to cast? Wow, that’s every kind of bad.
Black Spot (**)​ A nice long term debuff, but only if you can tag someone you’ll be fighting days later.
Blessing of Fervor (****)​††​ The hardback channel vigor, if your GM doesn’t let you use channel vigor, this is
the next best choice, although the haste effect is late for your level. What it does offer is affecting the entire
party, so if you’re not swiftcasting it, it’s actually a solid party buff spell.
Bloatbomb (*)​ You can only kill something a lot weaker, and the bomb duration is painfully short.
Blood Crow Strike (*)​ While cool, fire damage isn’t good at this level, and neither is negative energy damage.
Really, you’re probably going unarmed to go bad touch, which makes this even less viable.
Burst with Light (*)​ Weak damage over time with a garbage duration isn’t worth your time at this level.
Chaos Hammer​/​Holy Smite​/​Order’s Wrath​/​Unholy Blight​ ​(**)​/​(***)​ W ​ ith how many foes of each you’ll
fight as well as the effects of each, ​holy smite​ can at least be decent, while the rest are meh at best.
Control Summoned Creature (**)​ Stealing a summoned creature is a two person swing, but you’ll have to
know you’ll be facing summoned creatures, making this hard to suggest without that knowledge.
Control Water (***)​ Another spell for creative people, it fares much better in a sea based game.
Crusader’s Edge (****)​ Being unable to swiftcast holds this back, but bane is REALLY strong, and so is
nauseating a foe, making this a decent spell to prepare as the duration is good enough for pre battle.
Cure Critical Wounds (**)​†​ Still behind the curve.
Death Ward (****)​†​ While it’s a specific defensive measure, what it gives is total immunity to negative
energy and negative levels, which is HUGE. Definitely specific, but also game changing.
Debilitating Portent (**)​ No initial save is nice, but making a save for each attack a creature makes can slow
down a game a lot. Better on big hit creatures, especially animals who are likely to fail this save often.

32
Dimensional Anchor (***)​ Keeping creatures from teleporting out can really help keep a caster in place.
Discern Lies (**)​ Again the problem of just knowing they’re lying without getting the truth pops up here.
Dismissal (***)​ A save or lose against most outsiders, hope you’re not fighting on their home turf.
Divination (****)​ Knowledge is power, and this gives even more knowledge if you know what to ask.
Divine Power (*****)​†​ Say goodbye to ​divine favor​ and hello to your new buff spell of choice.
Enchantment Foil (***)​†​ Being enchanted sucks. Getting an untyped bonus for hours and being able to fake
being enchanted is awesome, although you’ll need to invest in bluff a bit to pull it off.
Fleshworm Infestation (***)​ First, ew. Second, staggering for possibly multiple rounds with solid dex
damage and even just sickening on a successful save is a good way of debuffing. Third, ew.
Forceful Strike (***)​ The bonus damage is okay, and it’s also a decent maneuvering tool, if high leveled.
Freedom of Movement (****)​†​ Being trapped is the worst, being not trapped is the opposite of the worst.
Even better as a swiftcast to keep you mobile longer.
Giant Vermin (*)​ So you make giant bugs, good job Roach Coach.
Gift of the Deep (*)​†​ Doubt you’re a sahuagin, moving on.
Globe of Tranquil Water (*)​†​ Your own happy water bubble, perfect for almost nothing.
Guardian of Faith (*)​ The spells granted don’t really stack, better to cast them separately.
Hallucinogenic Smoke (****)​†​ This is a massive debuff in a 30 foot cone, and if you swiftcast it you can
exhale in the same action, making it amazing for your action economy. Nauseated is brutal as well, so smoke!
Healing Warmth (**)​†​ Fire’s a common damage type, and honestly it’s nice to have something to do with
your leftover resistance if you don’t use all of it. Not a huge upgrade, but worth considering.
Heavy Water (**)​ A decent area denial in water, although the DC for this isn’t too hard to meet.
Imbue with Spell Ability (*)​ ​I’m not a fan of handing out your spells to others like this, just cast yourself.
Infernal Healing, Greater (***)​†​ So 40 health instead of 10, reliable if evil.
Inflict Critical Wounds (*)​†​ Still no.
Instant Restoration (*)​ You’re not summoning, so you don’t need this.
Magic Weapon, Greater (**)​ This is late for you, but okay if you want to buff an ally’s weapon.
Make Whole, Greater (**)​ Nice if you really want to be Fix It Felix.
Mark of the Reptile God (**)​ A strange long term debuff, slowly turning someone into a lizard isn’t terrible.
Master’s Escape (*)​ The duration is too short to even use this as a neat trick.
Nature’s Ravages (*)​ A sneak spell for making a corpse look older, it’s really situational.
Neutralize Poison (**)​†​ Poison can be rough, take this if you’re afraid of poison.
Path of Glory, Greater (**)​ Meh healing, nothing more.
Plague Carrier (*)​†​ Disease is too slow for most engagements, you can do better.
Persistent Vigor (**)​† ​Weak healing and immunity to nausea and sickened is okay at best.
Planar Adaptation (**)​†​ When you need to be on another plane, this is the way to do it.
Planar Ally, Lesser (***)​ You’re not the most charismatic, and the delayed spell level really hurts here, but
you might be able to find something to bargain with that’s worth your time.
Poison (**)​ The con damage is okay, but feels a little weak at this point in the game.
Protection from Energy, Communal (***)​†​ Useful if you want to save lower level spells.
Repel Vermin (**)​†​ Probably too high a level for me to suggest, but swarms are always annoying.
Rest Eternal (*)​ My problem here is by the time you get it, it’s easy to overcome.
Restoration (***)​ Another late arrival, it’s still a very good way to keep everyone on their feet.
Ride the Waves (**)​†​ Full fledged swimming but pretty late for you.
Sending (***)​ While it has a long casting time, staying in communication is very important.
Shadow Barbs (*)​ Bring your own weapon, what’s so hard to understand here?
Shield of Dawn (*)​†​ Yeah, fire damage isn’t great to deal at this level...not great at all.
Shield of Fortification, Greater (**)​†​ Better, 50% is nice, but has a lot of competition now.
Soothe Construct (*)​ Does this REALLY come up enough to need a spell?
Speak with Haunt (**)​ Depends on if your game uses haunts, but solving a haunt could be a lot of fun.
Spellcrash, Lesser (*)​ This scaled too poorly to be of value for you.
Spell Immunity (**)​ Another issue of scaling here, but immunity is a powerful thing.
Spiritual Ally (***)​ A lot better for sneaks to get an ally to flank with, the attack bonus of this ally isn’t bad
and they can help draw attention away from you, as well as avoiding physical damage itself.
Spit Venom (*)​ One round of blindness? Even the poison doesn’t save this.
Summon Accuser (***)​ The duration and use of this creature as a spy help push it into useful territory.
Summon Monster IV (*)​ Just don’t summon.
Summoner Conduit (*)​ You don’t deal spell damage, not even to summoned monsters.
Suppress Primal Magic (?)​ I’m not familiar enough with primal magic to rate this.
Symbol of Revelation (**)​ Better permanent, but you need to get them to look at it.

33
Symbol of Slowing (**)​ Better permanent, but you need to get them to look at it.
Terrible Remorse (*)​ Post errata, this isn’t worth it anymore.
Tongues (**)​†​ Another late spell, it’s decent for understanding whatever anyone’s saying.
Transplant Visage (**)​†​ A rather creepy sneak spell to steal someone’s face, the fact that it’s permanent
could cause problems, although there is some magic that will fix this situation.
Virulence (*)​ Affects you and relies on people to have diseases? Nope.
Ward of the Season (*)​†​ None of these effects are worth your time.
Ward Shield (**)​†​ Decent SR against targeted spells, sadly it doesn’t affect enough to be great.
Water Walk, Communal (**)​††​ If you’re casting this in the first place, chances are your party needs it too.

 5th
Air Walk, Communal (***)​††​ Just saving lower level spell slots again, never a bad thing.
Ancestral Memory (?)†​ This is as helpful as your GM will let it be.
Angelic Aspect (***)​†​ Some small DR and mild resistances aren’t bad, just not great. Flight is though.
Astral Projection, Lesser (**)​ Only of value if you’re adventuring on the astral plane already.
Atonement (?)​ Another story specific spell, its value is up to you.
Boneshatter (***)​ The damage is just okay, but damage plus debuff is solid, even on a save.
Break Enchantment (****)​ Another bandaid spell, this is one you’ll probably eventually need.
Breath of Life (****)​†​ Another bandaid spell but one that can save a ton of grief.
Burst of Glory (*)​ Wow, this is REALLY weak for this level. The temp HP does not save this at all.
Caustic Blood (***)​†​ Normally I wouldn’t like this, but the amount of damage it can provide is substantial.
Cleanse (****)​†​ Your in battle refresh, the healing is okay, but scrubbing you clean of a lot of statuses as well
as a ​break enchantment​ effect is enough to make sure you stay in the fight.
Command, Greater (***)​ The added duration and targets help keep this viable late game.
Constricting Coils (****)​ Since you don’t normally get ​hold monster,​ a damaging one is very nice.
Contagion, Greater (**)​ More sickness, it’s stronger but nothing amazing.
Cure Light Wounds, Mass (*)​††​ You’re not a healer, especially not like this.
Curse of Magic Negated (***)​ Decent enough, it does give them spell resistance, but a hard enough check to
cast themselves, making it a double edged sword.
Curse, Major (*)​ This is a terrible upgrade to ​bestow curse.​
Daywalker (**)​†​ So you can play an undead or at least make them ‘normal’, pretty late though.
Dispel Balance​/​Chaos​/​Evil​/​Good​/​Law​ ​(**)​ Kind of a catch all for your other spells like this, I don’t care for
this as an upgrade as much, especially without being able to swiftcast. Just use ​banishment​.
Disrupting Weapon (***)​ Actually pretty good, undead hit dice are lower in pathfinder and will saves aren’t
high, meaning this could actually help break some undead heads.
Fickle Winds (***)​ A bit late, archers now can join in with the ​wind wall​ fun.
Flame Strike (*)​ You’re not a damage caster, don’t act like it.
Forbid Action, Greater (***)​ More great action denial for longer and with more targets.
Geniekind (**)​†​ The bonuses here aren’t as good as others, you have better buffs.
Ghostbane Dirge, Greater (*)​ Ghost are generally solo encounters, so more targets for this isn’t helpful.
Ghoul Army (**)​ Too late to be great, the duration is okay enough, but these monsters won’t do a lot.
Half Blood Extraction (*)​ In no way is a full blooded orc better than a half orc.
(Un)Hallow (***)​ ​While it cost some cash, setting up a zone for you and your friends to be good or evil
without fear of possession and other effects like that is easily worth it.
Heroic Fortune, Mass (***)​†† ​Not a great swiftcast, but making everyone heroic is a nice buff.
(Un)Holy Ice (***)​ Solely this high because of ​wall of ice​, it gives you some options you didn’t have before.
Hymn of Mercy (**)​ Forcing everyone to deal nonlethal is nice if you’ve picked up some DR.
Inflict Light Wounds, Mass (*)​††​ Why would you take this? Don’t take this.
Insect Plague (*)​ Wasp swarms aren’t relevant at this level.
Life Bubble (***)​††​ It’s late, but it is a very nice duration and can be shared which is very nice.
Lighten Object, Mass (*)​ Do you really need to lighten a lot of objects? Really?
Magic Siege Engine, Greater (*)​ Not better at a higher level either.
Mark of Justice (?)​ This is as good as the game allows it to be, but a cool spell to me.
Pillar of Life (*)​ This is just bad healing for this level.
Plane Shift (****)​††​ Even late, this is both an awesome save or lose spell or a great travel spell, both of
which are nice uses for it. While late, it’s just as good now as it was for clerics.
Planeslayer’s Call (**)​ The bonuses aren’t amazing, it’s basically spell penetration and 10+ energy damage.
Raise Dead (****)​ It’s late, but it’s also bringing someone back from the dead, always a good thing.
Rapid Repair (**)​†​ A slightly better ​greater infernal healing​ for constructs, but good healing for them.

34
Reprobation (?)​ A more specific ​mark of justice​, it’s also a cool story spell that can’t really be rated.
Righteous Might (****)​†​ Probably your second buff after ​divine power​, the size increase is the real draw
here as you get weapons that hit harder and improved reach. The DR is nice and the strength bonus is mostly
appreciated, but the size increase is the real draw. Amazing for a reach build as well, but pretty late sadly.
Sanctify Weapons (***)​ Barely green, the ability to help your party ignore the DR of planar creatures is a
very nice benefit, but the duration keeps it strictly an in combat spell.
Scrying (****)​ Knowledge is power. This is knowledge. Seriously, scrying is awesome.
Serenity (*)​ The nonlethal damage at this level is just pathetic, pass.
Siphon Magic (***)​ Basically a dispel with a bonus, it’s worth considering if you want to steal spells.
Slay Living (*)​ ​Wow, this is really bad, especially at this level.
Smite Abomination (***)​†​ While it sucks it has to be undead, this is a strong boost against them.
Snake Staff (*)​ Snakes aren’t worth your time at this point, pass.
Soulswitch (**)​ This only works if you have a familiar, but it’s nice as a scouting spell.
Spell Immunity, Communal (*)​††​ Way too late to be good, sorry.
Spell Resistance (***)​†​ Since your swiftcast ignore your SR, it makes for a decent defense. The duration is
actually decent on this, especially at this level, making this a viable defense against magic too.
Spellsteal (*)​ Way too many hoops to jump through for a 3rd level spell you might not even get.
Summon Infernal Devils (*)​ Sorry, these aren’t relevant at this level.
Summon Lesser Psychopomp (*)​ See above.
Summon Monster V (*)​ You’re no summoner, take 5.
Symbol of Pain (***)​ A decent debuff if you’re going the permanent route.
Symbol of Scrying (***)​ Another solid information spell, good if you have a home base.
Symbol of Striking (***)​ A fun defensive symbol, have it beat on strangers who cross you.
Symbol of Sleep (**)​ The hit dice limit really kills this, but it’s good for knocking out mooks.
Tongues, Communal (**)​††​ Keep everyone in the loop, although not sure if it’s worth a 5th level slot here.
Treasure Stitching (***)​ For a sneak, this is a great way to keep things hidden. Even for everyone else, it’s
a solid spell for transporting just about anything of which you can think easily.
True Seeing (****)​†​Dislike illusions? Now they’re not a problem.
Undeath Ward (***)​ Great for avoiding undead swarms, really more of an archer’s tool though.
Wall of Blindness/Deafness (***)​ A wall that blinds people is a nice defense for ranged warpriest.
Wall of Stone (****)​ A very nice spell for you, this allows some decent battlefield manipulation, keeping foes
where you need them and away from people who need protection.

 6th
Animate Object (***)​ While it’s late, it’s also still just as viable, helping you make some buddies to help out.
Antilife Shell (****)​ Not working against outsiders holds it back, but the amount that this spell keeps out
makes it outstanding for ranged characters with a pretty nice duration too.
Banishment (****)​ A save or lose against outsiders with a DC that can be buffed, what’s not to love?
Bear’s Endurance, Mass (*)​††​ At this level you should have con belts, don’t bother with this.
Blade Barrier (***)​ A decent damage and battlefield control spell, it’s versatile enough to split people up and
does enough damage to stay relevant even if it’s not too dangerous.
Blessings of Luck and Resolve, Mass (*)​†† ​Not better mass, just not good at all.
Bloodsworn Retribution (***)​†​ An interesting spell, you can permanently lower your hit points to get
bonuses towards one specific goal. It really depends on how central this goal is to the game, as you could
probably get away with going very vague but most GMs would probably avoid letting you do that.
Bull’s Strength, Mass (*)​††​ Same as the other mass spells, too late to be of value.
Chains of Light (****)​ Now this is nice for your level, stopping things from using an SLA ​teleportation​ to
evade things is a real issue now, and this keeps them where they need to be.
Cold Ice Strike (***)​ The swift action cast isn’t very important to you, but it is another way to pile on damage
if you’re done buffing since you’ll always be hitting hard with this.
Create Undead (***)​ The undead creation spell of choice, its late inclusion really hurts it.
Cure Moderate Wounds, Mass (*)​††​ Don’t heal like this, it’s not good.
Dimensional Blade (**)​ While touch attacks are nice, only working on one weapon makes it weak for TWF,
and your BAB isn’t high enough to grant a large number of attacks to abuse this with sadly.
Dispel Magic, Greater (****)​ The added options here only make a good thing better.
Dust Form (*)​†​ At this level, this is just too weak of an effect to be valid.
Dust Ward (**)​ I’m not a huge fan of destroying my own stuff. It’s thematic for a sneak, but not much else.
Eagle’s Splendor, Mass (*)​††​ Another trash mass spell.

35
Eaglesoul (***)​†​ An odd good only buffing spell, the effects are okay but the loss to duration for activating
them makes it a hard sell for most, even if auto confirming a crit is nice.
Elemental Assessor (*)​ This is trash damage at your level.
Emblem of Greed (***)​ This is an odd one, as the real benefit here is getting a full BAB. The glaive isn’t a
bad weapon, but you’re losing most of your enhancements to your weapon for around a +3 to hit and an
additional attack in a round, making this an interesting route to take.
Epidemic (**)​ The lowered DC on infecting others makes this very weak, only good out of combat for more
storyline related situations where you need to get a lot of low level enemies sick.
Find the Path (?)​ This is as good as the GM lets it be, but RAW it’s amazing.
Forbiddance (***)​ A pretty nice warding spell, it’s solid for if you have a base of operations.
Geas-Quest (?)​ Another more storyline related spell, it’s also super powerful if you can pull it off.
Glyph of Warding, Greater (**)​ Better protection than before, but still nothing too impressive.
Harm (*)​†​ It’s trash if you’re using it to hurt, but AMAZING if you’re undead and healing with it.
Heal (*****)​†​ THE in game battle healing spell, and swiftcasting it makes it so you can tank just about
anything. Probably your best in battle spell for this level.
Hellfire Ray (*)​ The damage here is still weak, and sending someone to hell doesn’t get you anything.
Heroes’ Feast (***)​ It’s a nice pre big battle buff for the whole party, worth considering for hard encounters.
Impart Mind (*)​ The cost of this spell isn’t worth the duration, as well as the random factor of it all.
Inflict Moderate Wounds, Mass (*)​††​ This wasn’t good before, it’s not good now.
Joyful Rapture (**)​ ​Situational again, it’s not an everyday prep unless you’re often facing emotional
problems.
Music of the Sphere (*)​ Out of battle only and not even great there, you have ​heal,​ use that to heal.
Oasis (**)​ Basically permanent ​create water​ in a sense, but nice for when you need a drink...for a while.
Owl’s Wisdom, Mass (*)​††​ Nope, still not good.
Plague Storm (**)​ Another mass mook debuff, its value varies depending on your campaign.
Planar Adaptation, Mass (**)​††​ It depends on if you want to burn a high level slot of just a few lower level
ones, but 6th level casting is so potent I’d probably skew lower.
Planar Ally (***)​ You’re getting better creatures from this, but you’re still behind the curve sadly.
Source Severance (***)​† ​Now this is quite nice, as generally you’ll be facing arcane casters more often than
divine, meaning you can have a weak immunity to arcane spells. The concentration check shouldn’t be too hard
for you to make, making this a nice defense against arcane magic.
Spellcrash (*)​ At your level, this is terrible.
Summon Laborers (**)​ Nice if you need to raise a barn or something, beats paying for help.
Summon Monster VI (*)​ Don’t.
Summon Stampede (*)​ Too late to be of much value.
Summon Vanth (*)​ See above.
Symbol of Fear (***)​ Panicked is powerful, worth considering if you can set it up.
Symbol of Persuasion (***)​ Solid if you want to really be a cult leader.
Symbol of Sealing (**)​ More situational but okay if you’re willing to set up a trap with it.
Undeath to Death (*)​ You have enough tools to do this, don’t bother here.
Wind Walk (****)​††​ This is a very long duration travel ability with solid utility, definitely worth it.
Word of Recall (****)​††​ Your only real teleportation ability, it’s very specific but also very useful.

Return to Table of Content

36
 8. Archetypes, Multiclassing, and Prestige Classes

“So much destruction, and it only took place over a single night. They stormed us faster than we could defend,
bringing to bear such a myriad of techniques that as soon as we learned how to fight one, the next would
already be on us with some unseen abilities. I can’t imagine I’ll be able to fight for some time after this.” Enxo
Vard, former cultist of the Steel Claw

The amount of value archetypes have for warpriest is immense, as some are quite solid shifts to the class. It’s
pretty amazing how much you can alter your style with just the selection of an archetype, so make sure you’re
very careful when you select one. Your archetype should attempt to compliment your role as much as possible,
as you can do a lot, but your archetype needs to help you do it.

Archetypes
Arsenal Chaplain (****)

37
The most offensive route you can take, this archetype thankfully doesn’t drop any feats and opens up quite a
few with weapon training. The sacred weapon loss is pretty saddening, but overall if you’re going for a heavy
weapon smash mouth style, this is the way to go.
1st ​War Blessing (***)​ ​War’s blessing is pretty solid, so this isn’t too bad a blessing to be locked into. Losing
your second blessing hurts (no trading it for a divine fighting technique), but I don’t mind the loss of Sacred
Armor too much, as it felt like a fun throw in ability instead of something vital to the role. While not
recommended for tanks due to that reason, the versatility of being able to pass out your blessing can make
your entire party that much more dangerous, as war has a very nice blessing. Overall, it’s a solid upgrade to
me.
1st ​Sacred Weapon (**)​ A hard drop to your scaling damage removes this from some builds like two weapon
fighting and such, not a great loss to take.
5th ​Weapon Training (*****)​ Weapon training is now an awesome thing to receive, and you could even
pump it by taking the VMC for fighter to boost the value. Picking up some gloves of dueling to boost your bonus
becomes mandatory, but taking an advanced weapon training with all of this can lead to a huge boost in your
battle potential.

Champion of the Faith


So this is your faux paladin, and the cost to be a ‘paladin of any alignment’ is to lose a lot of what made you
good. Personally I think you’re better off going paladin unless you completely refuse to play lawful good, but if
that’s the case, you can be a ‘paladin’ like this, although needing charisma is a damn shame.
1st Chosen Alignment (?)​ So probably go good/evil depending on the game, not a lot to rate here.
1st ​Sacred Weapon (*)​ This is a huge drop in your power and really a massive downgrade.
3rd ​Detect Alignment (**)​ I think I’d rather have the bonus feat rather than this faux paladin feature.
4th ​Smite (***)​ So since you probably tanked your charisma (or you’re making yourself MAD), this won’t give
a great bonus to your attack rolls or AC, although it’s a healthy damage boost.

Cult Leader (***)


I’d say this is about a straight trade, you become less of a brawler and more of a sneaky character. If you’re
taking it, you want more skills and to be a sneak, as more combat focused warpriest can skip over this
archetype, but sneak attack with dual wielding can be a powerful tool for you.
1st ​Skill List (****)​ You needed more skills and skill points desperately, you will appreciate this.
1st ​Weapon and Armor proficiencies (**)​ Losing weapon focus probably hurts the most here if you didn’t
have a deity with a nice favored weapon. Not a huge loss aside from weapon focus, but not a great one either.
1st ​Well Hidden (*)​ This isn’t worth weapon focus, it’s basically trading it for a skill feat.
3rd ​Sneak Attack (***)​ Losing your bonus feats hurts a lot unless you’re taking a favored class bonus to get
more, but the additional sneak attack damage is actually pretty substantial, and you still have scaling weapon
damage to make dual wielding viable, so this is a decently even trade.
4th ​Enthrall (***)​ ​Your channel energy wasn’t great, trading it for something like this is a fair deal.
12th ​Hide in Plain Sight​ ​(***)​ About up to par with your combat feat at this level, but if you’re going for a
sneaker, this probably just barely pulls ahead.

Disenchanter (*)
Oh wow, I can’t think of any roll this helps. Your bonus feats suck, you can give a bonus to saves for allies, but
it’s a standard action when you’re a beast of manipulating the action economy, and you lose your 6th level feat
for something that isn’t worth the fervor. While we’re here, you should really check out Gurren Lagann, it’s a
fun show that has a very ‘shonen’ feel to it but also keeps you interested with a very hype plot.
3rd ​Bonus Feats (*)​ ​This is a terrible list. Boo this list!
4th ​Mystic Interference (*)​ I don’t much care for channel, but it’s a way better use of a standard action than
this. Boo this ability! Gurren Lagann’s characters are also very enjoyable, hard not to find a favorite fast.
6th ​Banish Enchantment (*)​ Or you could...just prepare ​dispel magic​. It’s on your list, you get it one level
later, doesn’t burn fervor. In the second half of the show it has a really cool tone shift, I really liked it. I think
if you give the show a chance, it’ll really charm you into enjoying it like it did with me.

Divine Commander (***)


Just barely green, this feels like a painful route to take just to get a mount. You’re losing a lot of feats and not
getting things you especially care about in return, although eventually you will get a decent pay off for the
teamwork feats, and it’ll work even better if your party members already take those teamwork feats.

38
1st ​Mount (***)​ Losing blessing isn’t great, but a mount is. For some reason you lose share spells (thanks,
cavalier) but light armor prof isn’t a bad consolation. All in all, it’ll change your style of combat a lot, but it’s
really worth it to get a battle ready mount to carry out through combat.
3rd ​Battle Tactician (**)​ So more cavalier stuff, this isn’t worth your bonus feat, but it’s an early bonus feat,
so losing it won’t ruin your set up, only delay it.
6th ​Blessed Mount (***)​ Losing this bonus feat hurts more, but getting a more battle ready (and thematic)
mount is worth it, helping your mount survive the elements much better.
12th ​Greater Battle Tactician (***)​ Again, not a feat you want to lose, but dropping the requirement to a
swift action can actually make it viable for in battle use, so probably just a little weaker than the feat.
15 ​Bless Army (*)​ Considering not everyone uses mass combat rules, including it as an ability in an archetype
is really poor form. Maybe it’s good, but it shouldn’t have been here.

Forgepriest (**)
Almost green, the amount of early game battle prowess you have to give up in order to make this work is too
hard of a sell for me. If you’re crafting, it’s pretty nice, but losing both your 3rd and 6th level feat really puts
you behind the curve in terms of how dangerous you can be.
1st ​Blessings (**)​ Losing the blessings for some meh spells, at least you’re getting something.
1st ​Smith’s Spells (***)​ This is a decent list of spells, thematic and useful in and out of combat.
2nd ​Forge Mastery (**)​ It’s a healthy skill bonus, but not worth a blessing.
3rd ​Bonus Feats (***)​ New options are nice, glad it isn’t a replacement list.
3rd ​Craft Magic Arms and Armor (***)​ If you’re taking this archetype, you want to craft, so getting this just
a little early is worth losing your first bonus feat, which really is your best one to lose.
4th ​Creator’s Bond (**)​ Channel energy isn’t great, but it’s a better use of fervor than this.
6th ​Heat of the Forge (**)​ Not a great feat to lose, even with how common fire damage is.

Liberty’s Blade (***)


So you lose a blessing and get a slightly weaker but helpful channel ability to fight devils better. I’m going to
be nice and rate it for general use assuming there’s some devils in your game, although it goes up a color and a
half (to blurple) in a devil themed game, as bane is powerful as hell when it works right.
1st ​Liberty’s Focus (**)​ The first one isn’t too hard, but losing a blessing and having a forced blessing isn’t a
great start. Liberations a decent blessing, so it’s not too hard a loss though.
4th ​Devilslayer (***)​ Another option is never bad, although it’s pretty campaign specific.
4th ​Channel Liberty (***)​ It’s pretty situational but helpful in that situation, and weakening the healing of an
already weak healing ability doesn’t bode well, hope you’re fighting a lot of devils.
7th ​Devil Defiant (***)​ Another bonus ability, also specific.

Mantis Zealot (***)


Worse sneak attack and skill list than cult leader but all of the bonus feats intact. It’s an interesting choice, and
both are fair options. Personally, I like this one slightly more, but it comes down to what you’re looking to do
with the class, as well as coming with some fun ingrained flavor.
1st Mantis Sworn (?)​ Can’t really rate this, seems pretty evil though.
1st ​Weapon and Armor proficiencies (***)​ A fair enough trade, an exotic blade for shields seems fair.
1st ​Sneak Attack (***)​ Sacred weapon was nice, you’re paying for your weapons now. But you are getting a
decent scaling sneak attack, so it’s about an even trade with less resource management.
7th ​Sacred Reflexes (**)​ And buying your own armor too. I like this one less due to the duration as you
need to be aware you’re getting into combat to use it.
20th ​Aspect of the Mantis (***)​ Fair enough trade, aspect of war was pretty meh anyways.

Proselytizer (***)
I’m not sure how conversion really works, so it’s hard to comment on that. But emotional appeal has a nice
enough spell list (​HEROISM​) to validate this being green. More of a social character, it’s not a huge shift in your
play style and works well for a vigilant warpriest who’s anxious to bring others into their fold.
1st ​Weapon and Armor proficiencies (**)​ Not a huge loss, but heavy armor was nice. Hurts more if your
deity has a weak favored weapon.
1st ​Emotional Appeal (***)​ There’s quite a few good spells in here, we’re only losing our first bonus feat and
sacred armor, and sacred armor is probably the lesser of your sacred abilities. A net gain overall.
1st ​Sacred Subdual (**)​ Limiting you to sudual damage isn’t great, really limits your targets.
1st Blessing of Conversion (?)​ I don’t know where this is, can’t really rate it, seems situational though.

39
10th ​Voice of the Faithful (***)​ It’s an added ability that can be useful, doesn’t remove anything, seems
good.

Sacred Fist (***)


If you want to fight like a monk but you want all of the other things that go along with being a monk, this is the
way to do it. Stronger in some ways, flurry’s basically getting a slightly better jump on the two weapon fighting
chain, but without access to some of the other things that are a part of it. Still, you’ll make a pretty solid
unarmed combatant with the right feat choice.
1st ​Class Skills (****)​ A solid upgrade on your normal skill list, no doubt.
1st ​Weapon and Armor proficiencies (**)​ You’ll be less tanky, but monk weapons aren’t as bad now. Still,
none of the great monk weapons are in this list. Still, armor loss isn’t great here.
1st ​AC bonus (***)​ Overall you’ll probably end up with lower AC, but you’ll also end up with higher touch AC
and CMD, so it’s a trade off.
1st ​Flurry of Blows (***)​ About an even trade off, although not getting an improved BAB for this is a real
shot to the face. It is give you the two weapon fighting feats for free effectively. Seriously consider the
Crusader’s Flurry feat with this if your deity has a nice favored weapon, as flurrying with a greatsword is pretty
nice.
1st ​Unarmed Strike (***)​ You get scaling damage, but only for your fist, which you’re expected to use. Not
bad, but shame you can’t scale with other monk weapons, as well as losing weapon focus.
3rd ​Blessed Fortitude (***)​ As discussed before, this is the feat most easily lost, and getting to avoid effects
on a passed save can be nice, as some fortitude saves are nasty even on a successful save.
6th ​Bonus Style Feat (***)​ Forcing a style isn’t great, nor is needing to meet the prereqs, but counting your
warpriest level as your monk level will help here. Overall, a fair enough trade.
7th​ Ki Pool (****)​ I consider this an upgrade, but now you have yet another thing fighting for your swift
action. Still, burning a swift action for an additional attack is a very nice use of said swift action.
9th ​Miraculous Fortitude (**)​ So improved evasion for fortitude. Again, you’ll probably be saving against
these effects, so losing a pretty good feat for yourself here isn’t a great trade.

 Multiclassing
As a caster and with variant multiclassing being so good for the warpriest, I’m not really a huge fan of
multiclassing. Really, the furthest I would dip anything would be 1 to 2 levels in something due to not wanting
to lose progression on things like bonus feats, as you only get faux BAB and fighter levels for warpriest levels.
If you’re going to dip, make it short and sweet.

Variant Multiclassing
You have a lot of feats to play with, so paying some of your mundane feats to grab a few new abilities from
other classes. You’ll be picking these up slowly as you level, so make sure and be patient with it, as eventually
you’ll gain some pretty nice things from your ‘faux’ multiclass.

Core
Barbarian (***)​ An early boost, remember that you can’t cast while raging. But you can swiftcast and THEN
rage as a free action as long as you get your best buffs up first. I’d probably say use unchained rage for this to
make it easier, but your rage rounds will eventually get to a pretty nice point, and the other features like
snagging rage powers can really help stretch your versatility and make you even more dangerous.
Bard (**)​ Your charisma probably won’t be that great and you can’t ever use bardic performance faster than a
standard action, but with things like lingering performance, you can extend your inspire courage for long
enough to last through most combats. A decent combination with Champion of the faith for Charisma
dependency.
Cleric (*****)​ Oh wow, if you wanted to make a brutal bad touch warpriest, you can actually pull it off. Using
the same tools as with the bad touch cleric, you have more accuracy and a ton of feats to take things like
channel smite, domain strike, and all the other staples that make this such a brutal style of combat. Extra
channels are just icing on the cake, free healing/harming for when you need it. This VMC is basically its own
style of play, and should be treated as such.
Druid (***)​ Not wearing metal armor hurts, but this is your way to an animal companion that can straight up
maul things, even if you have to wait until 11th level for have it hit full potential. Wild shape comes in late, but
it can give you some fun options to play around with, making it a nice late ability.

40
Fighter (****)​ While bravery has and will always be garbage, we’re here to pick up armor training (which
hopefully will get a buff) and weapon training which is already a powerful feature now. Just having access to it
will let us use gloves of dueling to boost the power of it, and make an arsenal chaplan even more powerful.
Monk (*)​ Nothing here is worth it as you need armor. If you wanted something like this, go sacred fist.
Paladin (**)​ You only need to be good, which is nice. Me personally, I find lay on hands to be the big sell
here, helping you tank better without needing to burn your fervor for self healing. The smite is okay (mostly
just a damage boost since you’ll probably have trash Charisma), so take this if you want to stay standing.
Ranger (**)​ Unless you really want favored enemy for a feat or something, this is a pretty bland VMC.
Rogue (***)​ I’d consider this more for a mantis zealot due to the amount of feats they have to burn as
opposed to a cult leader. More sneak attack is nice, and it’ll help you fill the sneak role more easily.
Sorcerer (***)​ There is some strong bloodline abilities worth stealing here, and this is basically an easier way
of getting the eldritch heritage feats without dealing with a charisma prereq.
Wizard (***)​ The familiar is a great grab here and there’s quite a few decent school powers worth checking
out and a free cantrip isn’t that bad either.

Base
Alchemist (**)​ You’re really just here for mutagen as your bombs aren’t anything special.
Cavalier (**)​ You can pick from a few decent orders, although challenge probably won’t be too useful to you
unless you pick up extra challenge or chain challenge.
Gunslinger (*)​ No dex to damage, no dice.
Inquisitor (**)​ Solid for intimidation builds, there’s a decent amount of extra damage you can do with
judgements, and extra judgement is a solid feat to pick up here. Solo tactics can also help make some
teamwork feats more worthwhile, and pairs great with divine commander’s bonus teamwork feats.
Magus (***)​ Arcane pool is probably the best feature here, especially if you traded away sacred weapon’s
ability to enhance your weapon. Things like flamboyant arcana are also very nice choices for your arcana too,
although spellstrike will rarely benefit you sadly unless you take the broad study arcana.
Oracle (***)​ The curse is flavorful and revelations can be powerful things to have, and you’ll be getting quite a
bit of them with this VMC.
Summoner (*)​ Don’t be a garbage summoner.
Witch (***)​ Another possible bad touch warpriest, with hex strike you can channel your hex into your fist to
deliver it along with an unarmed strike or just use a conductive weapon, although your hex DCs are based off
intelligence making you more mad and locked into a lower level for a while.
 Prestige Classes
Bet you thought these were gone, didn’t you? Understandable, most people aren’t big on prestige classes, but
there’s a few you should check out to get the most out of your warpriest. I doubt you’ll be staying in them for
the entire duration (although at least one you should), but I’m going to try to pick out prestige classes that only
lose 1 or less caster levels and have a 3/4ths BAB progression. Remember, you don’t get fake fighter level or
BAB from prestige classes with your bonus feats, so be careful when taking feats to check their prereqs.

Dissident of Dawn​/​Dawnflower Dissident (suggested levels taken:​ ​2) (***)


Prereqs (**)​ ​Really only for a finesse warpriest as you need dervish dance and the skill prereqs might be hard
for anyone other than a cult leader to meet unless you really pump your intelligence.
Spellcasting (****)​/​BAB (***)​/​Skills (***)​/​Saves (***)​ Full progression and 3/4ths make this quite nice,
and an average skill list without much to talk about here, and it’s a slight boost to your will and reflex save.
1st ​Divine Deception (****)​ These are quite a few nice spells to add to your spell list, even if you don’t get
all of them. Certainly things that will help you be a better sneak.
1st ​Eschew Materials (***)​ Not needing a holy symbol probably won’t be relevant by this level, but it’s still a
nice throw in to the class.
2nd ​Secret Caster (***)​ Something else that’ll help you stay hidden, being able to cast without being noticed
can be very helpful when you’re trying to be a sneak. The rest of the class isn’t worth it though.

Evangelist (suggested levels taken: 10) (****)


Prereqs (****)​ These are super easy to meet, you’ll have no problems here.
Spellcasting (***)​/​BAB (***)​/​Skills (****)​/​Saves (*)​ ​We’re losing a spell level here which hurts, and the
BAB is what we’re used to, but picking up 6 skill points a level with the class features is a sneak’s dream! Only
have a good reflex save though is a tough pill to swallow though.
1st Obedience (?)​ Follow your obedience, just do it.
1st ​Skilled (***)​ Two new class skills, awesome.

41
2nd ​Aligned Class (*****)​ ​This is amazing, like straight up amazing. You’re basically taking this class and
your old class at once, so most things you’re getting for this class are a straight buff. Effectively, you lose 1
spellcasting level and 1 BAB (and your good fort and will save) to get everything this class has as a bonus. It’s
a very fair trade, but that’s decently steep since your saves will take a solid hit while you’re taking this prestige
class. It’s probably a good option for sneaks and such just due to the massive skill bump though. You will miss
out on favored class bonuses though, which for those of you getting bonus feats is a big loss.
2nd​/​7th ​Protective Grace (***)​ Free AC bump, can’t hate this.
3rd​/​6th​/​9th​ ​Divine Boon (****)​ The power of this really depends on your deific obedience, but there’s some
very powerful ones you could pick up, and this is rated considering you picked a strong one.
4th​/​8th​ ​Gift of Tongues (**)​ Bonus languages, yay.
5th​ ​Multitude of Talents (*)​ I doubt you’ll be doing things untrained often enough to benefit from this much.
10th ​Spiritual Form (***)​ A decent duration buff that’ll probably end up giving you a fly speed and a +4 to
one ability score, it’s an okay capstone, about as good as aspect of war but better because it’s earlier.

Soul Eater​/​Souldrinker (suggested levels taken: 2​/​4​) (****)​/​(***)


Prereqs (****)​ Easy and evil to meet for any warpriest.
Spellcasting (***)​/​BAB (***)​/​(**)​/​Skills (***)​/​Saves (***)​/​(**)​ Another loss of a level, but as always,
it’s for a good cause. We’ll be losing 1 BAB here too (2 BAB if you stay in until 4th level), but we get some nice
skills and the saves are decent for our dip but worse for 4 level dip. Besides, you’ll soon see why this is worth
it.
1st ​Cacodaemon familiar (****)​ A familiar that can rip the souls out of dead enemies, souls you can use as
material components, for crafting items, healing, or even selling if you find the right people...er, fiends that is.
1st Daemonic Patron (?) ​This only matters if you’re going 4 levels, then check for which benefit you’d like
from your lesser oblivious class feature. For 2 level dips, this is just flavor.
1st ​Damned (*)​ Purely negative, but not negative enough to dull the reason we’re here.
2nd ​Energy Drain (*****)​ Now this is why we came. First of all, you’re gaining stacking temporary hit points
from this which will only make you harder to take down. But really, the best strategy for this is to use it with a
conductive melee weapon. As a supernatural ability that requires a melee touch attack, it qualifies, which
means you can make 1 attack a round that drinks souls , meaning you can straight up REND through a person’s
soul very easily. Seriously, this is brutal and an amazing way to go for the bad touch build in the most straight
up evil and hardcore way imaginable. And it only gets better with our next class feature.
2nd ​Soul Pool (*****)​ Now we’re not even just drinking souls, we’re gaining additional benefits. We can use
these points for item creation (combined with the soul gems our familiar makes can involve getting a TON of
free low cost magic items), recharge staffs (remember, staves use your ability scores to determine DCs, this
can allow you to have a favorite staff as long as you have enough soul points to recharge it), free pearls of
power (amazing for your level 1 slots, decent for level 2 slots, and difficult but eventually possible for level 3
slots), and these points never disappear. That’s on top of the benefits that you’re already getting from energy
drain granting you temporary hit points. Seriously, this is silly good, and you could leave, here, or stay two
more levels to buff your soul pool by 1 and get the following benefits.
3rd ​Summon Cacodaemon (***)​ Not exactly battle ready, the best use for these is to snag more soul gems
since a cacodaemon can only make a soul gem once a day. Getting up to 3 extra gems can help you build items
faster or just heal quicker, but it’s a solid use of your time.
4th ​Lesser Oblivion (****)​ Immunity to either poison, aging and affects that give penalties to strength or
con, bleeding and effects that give penalties to strength, or ingested/inhaled poisons and no longer needing to
eat are some damn good benefits. Is it worth staying in to get them? That’s up to you, but the delay in your
progression will be more noticeable at this point, so you should consider this carefully.

Veiled Illusionist (***) (Suggested levels taken: 2)


Prereqs (***)​ Not especially hard, but not that useful either.
Spellcasting (****)​/​BAB (**)​/​Skills (***)​/​Saves (**)​ Full spellcasting is very nice, but you’ll lose a point
of BAB for this. Some new skills to your list is nice, but weak saves aren’t great.
1st​/​2nd ​Goddess Veil (****)​ The real reason you’re here, adding illusions spells from the sorcerer/wizard list
to yours can increase your versatility a ton, making this probably a stronger class to take once you have access
to 3rd/4th level spells at least, where you’ll get the greatest value from this. The halfling bonus is okay, but
really we’re here for the human bonus, so be careful about which spells you poach.
1st ​Veil Pool (***)​ A relatively long lasting disguise is never a bad thing.

Return to Table of Content

42
 9. Mundane and Magical Items

“Sure I’ve seen them come around, looking for some new weapon to fight for their god. They don’t always look
the same, but they always go on and on about how their deity’s weapon is the best thing to use. Sure it gets

43
tiring, but they don’t mind when I gouge them a bit on the price since they think they’re paying for quality when
it’s just a story I made up about this weapon being some kind of legendary blade.” Kallen Telos, owner of the
Gunpowder Scorpion shop and devotee of the church of gold

Mundane Items
For warpriest, mundane gear is honestly just as important as magical gear, as we’re looking at the building
blocks of their arsenal. Everything from weapon to armor to even other mundane options are going to vastly
alter how you play your character, and each one should be considered with the utmost consideration to how you
wish to incorporate your characters into the world.

Weapons
As stated before, your weapon is incredibly important. You need to make sure you’re wielding something that
fits both you and your character since you are a beast on the battlefield. Rating weapons is hard for this
reason, so I’m going to try to be as objective as possible here, covering only things that need reviewed. As
always, keep your deity’s favored weapon in mind here since you’re proficient with it for free.

Simple

-Unarmed-
Gauntlet (Spiked) (**)​ A gauntlet is always good to have on hand, although it’s not a great primary weapon.
Unarmed Strike (****)​ You really need to build around this, but style feats and other abilities as well as bad
touch cleric thrive on unarmed strikes, making this a solid primary weapon.
-Light-
Battle Aspergillum (**)​ While a neat gimmick, the weak holy water doesn’t make it a good primary weapon.
Cestus (***)​ A straight upgrade to the gauntlet, it’s still not the best primary weapon, but it is a lot better.
Dagger (****)​ There’s a lot of abilities that work with the dagger as well as it being a makeshift thrown
weapon. You could easily build around it if you wanted, but focus on what makes it different than the kukri.

-Two Hand-
Longspear (**)​ While it has some uses, most martial weapons will perform better than this.
Quarterstaff (**)​ It does have some feat support and is a double weapon, but aside from that, it’s average.
-Ranged-
Crossbow (*)​ Without a bolt ace dip, this isn’t worth the effort. And a 5 level dip isn’t really a dip anymore,
that’s a full investment, making crossbows weak options.

Martial

-Light-
Kukri (****)​ Your TWF weapon of choice, the crit range as well as sacred weapon buffing your damage will
turn you into a storm of blades, making you very dangerous in melee.
Light Hammer (***)​ Another throwing weapon option, decent distance and bludgeoning damage is nice.
Light Shield (****)​ A decent offhand weapon, dual wielding light shields is also entirely viable as well.
Sacred weapon keeps your damage competitive, and with all the shield feats out there, you can really make
TWF with shields a very viable option even if some people think it looks silly. Spikes sadly don’t help though,
skip them.
Sap (***)​ Your first nonlethal option, good for sneaks going the knockout route.
Spiked Armor (**)​ Again, not a primary weapon, but more options is always good.
Starknife (***)​ A better throwing distance than the dagger but worse crit range, a hard call on thrown
weapons here. It does look a lot cooler though, so points for that.
-One Hand-
Combat Scabbard, Sharpened (***)​ A decent weapon in its own right and a solid surprise weapon.
Cutlass (***)​ ​Basically a scimitar with less options.
Double Chicken Saber (***)​ A nice enough one hander for monks, can be two handed if needed.
Heavy Shield (**)​ Without the shield trained trait, this is pretty bad. The only advantage it has over the light
shield is +1 AC, which isn’t good enough to validate the trait required to make this work. Same issue with
spiked.
Longsword (***)​ The old reliable, this standard weapon has a few things that make it stand out, but not
enough to really wow me, meaning that it’ll probably end up as just an okay option.

44
Rapier (****)​ Nice crit range is fun, but the real joy here is taking fencing grace to get dex to damage instead
of strength. Aside from that it’s still a great crit weapon, easily top tier.
Scimitar (****)​ ​The slashing rapier, this instead requires dervish dance to get the same results.
Sword Cane (*)​ The DC to find out it’s a weapon is criminally low, it’s not worth investing in.
-Two Hand-
Bardiche​/​Bec de Corbin (***)​ Essentially the same weapon, the decision here is if you want a 3x crit with
the bec de corbin or 19-20 crit range with the bardiche. Me personally, I’d go with the bardiche, I like critting.
Earthbreaker (****)​ A nice big damage die will do great for vital strike builds, and bludgeoning damage is
aces.
Falchion (***)​ My favorite martial weapon, the high crit rate is better for people making more than 1 swing,
really benefiting cleaving as it raises the chances of dropping opponents you normally wouldn’t.
Glaive​/​Glaive-Guisarme​/​Guisarme (***)​ Three weapons that are nearly identical, it’s worth deciding what
you want out of theses. My preferred pick is the guisarme for a trip weapon, but each have only minor
differences, making your choice more personal than anything.
Greataxe (***)​ Another big damage die for vital strike, this weapon is very swingy in how it deals damage.
Greatsword (****)​ With a lot of support, the greatsword is amazing for most builds and stands alone in vital
strike builds with the greatsword battler divine fighting technique, making it incredibly powerful.
Halberd (***)​ For those who want a non reach polearm, coming with trip is a nice benefit.
Heavy Flail (****)​ I really like this as both a 19-20 crit weapon and as a trip weapon.
Lucerne Hammer (****)​ A reach d12 damage die weapon is certainly very nice.
Nodachi (****)​ A slightly stronger falchion here with brace thrown in makes this a strong primary weapon.
Sansetsukon (****)​ The best 2 handed monk weapon, treat it well.
Sarissa (**)​ While 15 ft. range is nice, the limited mobility really hurt this weapon.
Scythe (***)​ An old standby, that 4x crit is great when you’re working to maximize it.
Syringe Spear (**)​ You yourself can’t make the best use of this, but in a team it can be nice.
-Ranged-
Chakram (***)​ A very nice distance for thrown weapons, and the damage is solid for these rings.
Composite Longbow​/​Shortbow (****)​ The only difference in the end is more range for the longbow vs.
being able to use this on horseback for the shortbow, both are exemplary otherwise.

Exotic
-Light-
Dwarven Bolder Helmet (***)​ I wouldn’t attack with it, but the +2 against crit confirms is very nice.
(Scorpion) Whip (****)​ With the whip feats that are already out, the whip is a very viable weapon for both
battlefield control and normal battling, although it does take quite an investment to use to its fullest.
-One Hand-
(Aldori) Dueling Sword (***)​ Another weapon with some fun uses, although it does require some
investment.
Bastard Sword (**)​ This has no real special use, so it’s just...average.
Dwarven Double Axe (****)​ For cleave specialist, it’s a +1 to most extra attacks you’re getting.
Estoc (****)​ Basically a better rapier, but it’s also exotic.
Falcata (****)​ A very interesting weapon, it’s the only one in the game with a 19-20/x3 crit range, making it
a nice choice for certain builds.
Sawtooth Sabre (***)​ ​While it’s initially a step up from kuris, the scaling damage makes this an okay choice.
Temple Sword (****)​ The best 1 handed weapon for monks.
-Two Hand-
Battle Ladder (*)​ It’s terrible, but you need to find a god who uses this because it’s also silly awesome.
Bladed Scarf (**)​ A nice surprise weapon, but aside from that it’s meh.
Double Chained Kama (****)​ This is probably the closest thing we have to a reach and adjacent weapon in
the game, and with the scaling damage, this becomes a very viable option, although being able to make only a
single reach attack makes this more of a vital striker’s weapon.
Elven Branch Spear (***)​ With some neat tricks, it’s a pretty dextrous weapon, better for elves who get it for
free. Sadly I can’t see a way to get dex to damage with this, maybe effortless lace and agile weapon property?
Elven Curved Blade (***)​ A finessable nodachi, good for those looking for something like that.
Fauchard (****)​ My fav exotic reach weapon, the crit range is huge and it’s a trip weapon, what’s not to love?
Kusarigama (?)​ This reads like a reach/adjacent weapon, but there’s still no clear ruling.
Meteor Hammer (****)​ An interesting switch weapon, it’ll help keep opponents on their toes with you.

45
Piston Maul (****)​ While you need a thunderstone every day to make it work, +4 damage is a large amount.
Ripsaw Glaive (**)​ An amusing weapon, it’s rare you’ll get a chance to rev it though.
-Ranged-
Crystal Chakrams (****)​ Regular chakram were nice, giving it 18-20 crit is beautiful. So they’re fragile,
whatever. These are the best thrown ranged weapons out there.
(​Minotaur​)​/​Double Crossbow​ (****)​/​(***)​ I don’t normally like crossbows, but with the crossbow mastery
feat, you can reload this as a free action, and fire both bolts at once. The scaling damage for both bolts is only
going to help you out, basically increasing vital strike damage by 1 step instantly. There’s a bit of an attack
penalty for this, but if you can wait until 6th level to wield this, it’s an amazing ranged weapon. The normal
version isn’t as good, comes with a larger penalty to attack, and you can only really make great use of it with
vital strike due to the move action reload, but it’s still a decent ranged vital strike option.
Firearms (*)​ You can’t make these good.
Throwing Shield (***)​ Why not add it onto your shields, options are always good.
-Special Materials-
Adamantine (***)​ For weapons, this is really nice as it lets you hammer through anything’s hardness. I’d
consider getting a weapon intended for breaking things if you want to smash through walls though, as some
GMs won’t just let you hack through stone with a sword.
Alchemical Silver (**)​ This is only really worth it for bludgeoning weapons, as the damage bonus isn’t worth
the cost for this. Besides, there’s a better version of this we can get.
Bloodcrystal (*)​ A small bonus on damage against bleeding creatures is very low priority.
Cold Iron (**)​ Really only good for getting through specific DR, nothing amazing.
Elysium Bronze (**)​ Good for natural games, it’s like a slightly more janky favored enemy against beast.
Fire​/​Frost-Forged Steel (*)​ The additional damage doesn’t last for long enough to be viable.
Horacalum (***)​ While it is expensive, it’s also a +1 circumstance bonus to attack, nice for stacking.
Inubrix (***)​ Due to how sacred weapon works, I’m not even sure you’ll suffer a drawback here for the
decreased weapon die size, and the benefit of ignoring all iron and steel armor and shields can be massive
against humanoid opponents. The cost isn’t even that bad for a bonus this nice, but the constant faux broken
condition makes it only suitable for 20/x2 crit weapons, making them far more useful for this special material.
Noqual (**)​ A situational bonus against undead and constructs made by spells, it’s not too costly.
Silversheen (***)​ Being silver is nice, but being immune to rusting is even better.

Armor
There’s not as much variety in armor, but since you have so many ways of fighting, looking over all of the
options is a good call to make sure you’re getting everything you can possibly have. Really, armor’s an easier
selection here, as you just need to go with what fits your dex bonus while giving you the best possible defense,
although for some of you, your armor check penalty will come into play with certain skills.

-Light-
Haramaki (***)​ No max dex is nice, but consider adding an armored kilt to this as listed below.
Chain Shirt (****)​ The standard light armor, for most of you this should do just fine in keeping you safe.
-Medium-
Armored Coat (***)​ While a slightly less protective option, the ability to remove and don this as a move
action makes it very nice to have around in case you want to carry it as spare armor, as well as another set of
enhancements to be switched on and off at your leisure.
Haramaki + Armored Kilt (****)​ For those of you who have high dex bonuses, this combination has no max
dex bonus and a +2 armor bonus, counting as medium armor for movement. While you probably won’t hit dex
cap, for those of you who really want to focus, this is a strong combination.
Kikko (****)​ The middle ground of chain shirt and breastplate, it provides solid AC and max dex bonus.
(Agile)​ ​Breastplate (****)​ ​Really no reason not to go agile once you have the money, it’s a nice middle
ground between dexterity and defense.
-Heavy-
Full Plate (***)​ Normally this would be the best, and it’s still quite nice, but it’s slightly worse than...
O-Yoroi (****)​ ​The best heavy armor you can get, this is one hell of a defense with even better max dex than
full plate, making it a better call in all situations, as it’s even a little lighter too.
Stoneplate (***)​ For the best raw protection, this armor tops out the AC scale. The only problem is as it’s
written, you can only make it out of stone, so no mithril armor for you.

46
-Shield-
Buckler (***)​ Bucklers are always good to have, a nice place to store some enhancements too.
Heavy Shield (**)​ The added protection isn’t generally worth it as an offensive weapon, and not having a
hand free makes them weaker defensively.
Light Shield (****)​ Really these should always be weapons too, making them nice for offense and defense, as
well as keeping your hand open to cast spells.
Shield Boss, Hooked (****)​ For a sneak, this is a great way to make a target flat footed.
-Special Materials-
Adamantine (*)​ For the cost and the protection, this isn’t even close to worth it.
Angelskin (**)​ Only worth it to mask an evil presence, everything else is too random.
Darkleaf Cloth (***)​ ​Consider this mithril for non metal armors.
Dragonhide (**)​ A slightly cheaper enhancement for resisting energy is okay, plus it’s dragonskin, it’s cool.
Elysium Bronze (*)​ Just like Adamantine, it’s not really worth it for the cost.
Fire​/​Frost-Forged Steel (*)​ Cold and fire resist 2 is very weak.
Horacalum (**)​ While an initiative bonus is nice, the cost here is just too much to validate it.
Mithril (***)​ Your classic material for making armor lighter, it’s always a strong call.
Noqual (**)​ I wanted to like this, but giving you a resistance bonus doesn't stack with your cloak of
resistance.

 Magical Items
Your relationship with magical items is a bit different than others due to your ability to supply your own. This
means that less common enhancements are your best way to go, so you can get a bit more creative in what
you’re putting onto your gear.

Weapons
With sacred weapon, you have a magic weapon on demand, meaning your options should avoid anything you
can normally add or only add things that are always active. For ranged, I’ll be only covering ranged specific
things unless a quality has a vastly different value form its melee counterpart.

-Melee-
Flat Cost Enhancements
2,500 GP ​Prehensile (***)​ Giving more value to your whip lets you use it for a larger variety of actions.
4,000 GP ​Glammered (**)​ Weapons are nice to keep hidden, but this is better for armor.
7,000 GP ​Liberating (***)​ While situational, it’s a free action and a decent chance of success.
14,000 GP ​Dueling (***)​ Not for a main weapon, trhow this on a gauntlet for a great initiative boost.
+1 Enhancements
Agile (****)​ The core of a dex build, it’s not perfect due to only being able to benefit 1 handers with no
additonal damage for 2 handing a weapon. But it is a huge damage spike for dex builds.
Allying (*)​ A bad use of just about all resources involved.
Bane (***)​ Normally I’d rate bane lower, as while it’s amazing in its situation, it’s only really great against a
very narrow set of creatures. But with sacred weapon, by the time you’re mid level, you can grab a few bane
weapons, power them up as you please with sacred weapon, and have a golf bag of different bane weapons to
take on whatever you want. Special mention to undead, evil outsider, and aberation bane weapons.
Benevolent (***)​ For an aid another build, this is actually pretty nice. Not really a primary weapon ability,
but nice when comboed with sacred weapon on an offhanded weapon like a gauntlet.
Brawling (***)​ For CMB users, any boost is worth it, even if the weapon selection for this isn’t great.
Breaking (**)​ ​Extra damage against objects can be helpful, but adamantine is a better investment.
Called (*)​ Considering you can just power up a new weapon, this is just for overly cautious people.
Compassionate (*)​ A more violent way to keep someone alive, it’s basically merciful for lethal damage.
Conductive (*****)​ A must for bad touch warpriest, it’s basically a better magic item form for quicken
blessing involving touch attacks since no action is needed to activate it, making a lot of blessings that much
better. This enhancement can make builds, and it’s certainly worth checking out depending on your build.
Courageous (**)​ The save against fear is okay, but the increase to morale bonus is nice if you get one.
Cruel (***)​ For a demoralization build, being able to stack sickened onto an opponent is a nice additional
debuff.
Dazzling Radiance (*)​ Even for dazzling display users, a DC 17 save is just trash.
Deadly (*)​ If you don’t already have a way to make a nonlethal weapon do lethal damage, stop using it.
Deceptive (**)​ As a bonus to feinting it’s a nice option, but feinting isn’t a great style for you.
Defending (*)​ Just buy armor.

47
Dispelling (***)​ For those of you following the dispelling route, this is a very focused but solid option.
Distracting (*)​ Just a terrible way to bother mages, you’re better than this.
Dueling (PSFG) (****)​ For anyone attempting to use combat maneuvers, this is a huge boost (that’s also
boosted by fate’s favored), making for an awesome CMB machine.
Elemental (Acid​/​Cold​/​Electric​/​Fire​/​Sonic)​ ​(**)​ Unless you’re going ranged, you’re not going to be
attempting enough attacks to make these viable, as the additional damage isn’t anything to write home about.
Fervent (*)​ ​For something that sounds like it should work well, this just ends up falling flat.
Fortuitous (***)​ ​For reach builds, anything that nets you more value from AOOs is solid.
Ghost Touch (**)​ Another very narrow scope for an ability, but boost your damage a lot against incorporeals.
Growing (**)​ While the actual effect is interesting and useful, the once per day stipulation really holds this
back since you can’t separate out the uses to make this viable for more than an encounter or two. Still,
additional damage (I assume it’s considered a larger size) and being able to use combat maneuvers on bigger
foes is a nice selling point, and for a +1 bonus, you could eventually pick up a few.
GUIDED (*****)​ You may ask yourself, “Ehn, why is this enhancement all in caps?” It’s because this one
(3.5) enhancement completely BREAKS the class. No feat prereq like agile (which is still amazing), and it bases
your attack and damage off of your widom. That’s right, the entire class can be wisdom dependant for a single
+1 enhancement. It doesn’t get 1.5 damage on 2 handing, but it also doesn’t get .5 damage for offhanding,
which makes it amazing for TWF builds. Really, the only minor issue is you don’t benefit much from strength
boost gotten from spells, but what do you care, your entire character is based off wisdom which is an amazing
stat. Seriously, talk to your GM about this one as it’s game changing in every sense of the word, an auto
inclusion if you can get it. There isn’t enough I can say about how amazing this is, not even close.
Hearseeker (**)​ Melee concealment isn’t as much of an issue as ranged concealment, so it’s weaker in melee.
Keen (****)​ The paid way to pick up improved critical, it’s your call which is for you.
Ki Focus (***)​ Kind of an enhancement version of the ascetic style feats, it’s worth it if you’re monkish.
Leveraging (**)​ Okay for trip builds, duelist beats it most regards though.
Merciful (**)​ Nonlethal with a bonus, I’d just go with the blade of mercy trait.
Mighty Cleaving (**)​ For cleave nuts, you’ll probably grow out of needing this before you can afford it.
Mimetic (**)​ Not terrible since a lot of creatures have resistance to elements they use, but the duration is
very low, making it situational to get a great value from this.
Pitfall (***)​ More untyped bonuses to initiative here as the other bonuses are situational at best.
Planar (***)​ Ignoring 5 points of DR from extraplanar creatures is effectively +5 damage against them.
Sacred (**)​ Being a holy symbol is nice, but you won’t channel energy enough to take advantage of the other
ability from this weapon, sad since it’s warpriest specific.
Sapping (***)​ For nonlethal builds, this is an awesome buff to damage and a possible debuff as well.
Spell Storing (***)​ You have a few decent spells you can store in here, but conductive is a better call.
Vicious (**)​ The added damage is nice, but you don’t have the biggest hit die to eat damage like this.
+2 Enhancements
Advancing (*)​ Eating a swift action and giving you an attack penalty is not your best friend.
Aligned (Anarchistic​/​Axiomatic​/​Holy​/​Unholy) (***)​ At its best, this is a solid damage bump that is less
narrow than bane, although it’s also campaign specific which is best for you.
Anchoring (***)​ Better for a non main weapon, being able to effectively make someone’s speed 0 ft. can
open up a lot of options, although you effectively lose the weapon with this since you can’t move it.
Culling (****)​ For cleavers, this is your best friend. Seriously, you will need this to reach your full potential.
Defiant (***)​ The ability to get extra uses of heroic defiance can be a huge swing in your survivability.
Dispelling Burst (***)​ Another solid tool in a dispeller’s arsenal, it works better with high crit weapons.
Disruption (*)​ The DC is trash, pass.
Elemental Burst (*)​ ​These were lackluster before needing an upgrade, the upgrade is also terrible.
Furyborn (**)​ While an interesting idea, the build up is too slow for me, making a +2 to your weapon better.
Heretical (***)​ This is very campaign specific, but if you’re in a game that ends up facing one specific religion,
this is basically all purpose bane.
Impact (*)​ I don’t think this will actually alter your weapon’s damage, as you’re not any larger.
Invigorating (**)​ While I like this for cleavers, culling is just too good to pass up. Most others won’t get a
large amount of value from this, although it could be good for those using bolstered resistance.
Ki Intensifying (***)​ While the swift action isn’t great, tripping someone can be very powerful and boosting
the DC for your monk feats also gives a solid boost to your control options.
Lifesurge (**)​ There’s a lot of smaller things in here that are nice, but it really only shines in an undead
campaign. Sadly even with the cool options, it’s second tier compared to other enhancements.
Negating (**)​ This is really just a worse planar enhancement.
Phase Locking (**)​ Dimenional locking someone is a good call, but the duration for this is just too short.

48
Quaking (***)​ For trip specialist, this is actually quite nice as you’re able to knock a group of people right on
their back. The versatility of where you can trip makes this very useful, although blugeoning weapons aren’t
great for trippers for the msot part, so it’ll limit your weapon selection somewhat.
Sharding (**)​ Before ricochet toss, this would have been great. Now, it’s slightly overcosted for the benefit.
Wounding (***)​ A nice way to cut someone open, the ability to add more bleed damage is the real sell.

+3 Enhancements
Exhausting (**)​ While a nice bonus for crit fishers, it’s too overcosted for also negating crit damage.
Gory (***)​ A decent step up from wounding, but just barely.
Nullifying (**)​ A good set up to casting against a creature, the cost is just a tad high for my liking.
Redeemed (*)​ The bonus to holy just isn’t enough to justify the cost here.
Speed (*)​ By the time you get this, you can ​haste​ yourself effectively.
Spellstealing (*)​ Another crit fisher bonus, it’s not worth the cost.

+4 Enhancements
Brilliant Energy (*)​ This was never good.
Dancing (**)​ Quite expensive (especially since I’d only nab this on a secondary weapon), but it does open up
the chance for more damage without needing to devote much to it.

+5 Enhancements
Flying (*)​ A meh upgrade to dancing.
Spell Siphon (*)​ Easily a worse spellstealing.
Vorpal (*)​ ​Do you really think you can make this good?

-Ranged-
Flat Cost Enhancements
1,000 GP ​Adaptive (*****)​ If you’re using a bow, you’re taking this, no questions asked.
2,500 GP​ Sniping (Normal) (**)​ It’s hard to get your sniping penalty down to 0 with this.
7,500 GP ​Sniping (Improved) (***)​ Now with this and other things, you can bring it to 0.
16,875 GP ​Sniping (Greater) (***)​ Now you can easily get your sniping down to 0 with a few tricks.
+1 Enhancements
Conductive (**)​ On the ranged side of things, there’s quite a good deal less to use, making this weaker.
Conserving (**)​ For cheap warpriest or those using bane arrows, it’s a way to make sure you’re compensated.
Distance (***)​ For thrown weapons, this can help out a lot since you have terrible range increments.
Driving (***) ​While tripping or bullrushing doesn’t help you much, it will help out your team a lot.
Seeking (***)​ Cover is all over the place in battle, ignoring it is very nice.
Veering (**)​ I’d consider it a slightly worse seeking, not bad to throw both on a weapon.
+2 Enhancements
Cyclonic (***)​ You know how you hate wind? You don’t anymore.
Designating, Lesser (****)​ This is a great party buff spell as well as a solid call for switch hitters.
Endless Ammunition (*)​ Since it’s just normal ammo, it’s rarely going to be useful.
Sniping (*)​ A 15 ft. increase to sneak attack range is not worth your time.
+3 Enhancements
Sonic Boom (*)​ Low sonic damage is not good for a +3 enhancement.
Tailwind (*)​ While cool visually, it does shockingly little.
+4 Enhancements
Designating, Greater (****)​ Just as good as before, and another great party buff.
+5 Enhancements
Heartseeking (*)​ Vorpal for hearts.
Interfering (***)​ It’s basically an upgraded snapshot chain, which is a solid chain of feats.

Armor
Sacred armor comes online a bit latter, but it’s still just like sacred weapon in that it opens up your magic armor
budget immensely, especially with your spells to provide even more utility in your defenses.

-Armor-
Flat Cost Enhancements

49
Return to Table of Content

 10. Sample Builds

“Flavor text.”

Return to Table of Content

11.
  FAQ and Closing

50
“I stand alone. There is none who oppose me any longer. The work of my god is done, and now I shall rule
over this land of the dead as its new lord and master. Praise be to the Black One, eternal sovereign of the
darkness.” Clover Hyst, high priest of the Black One and general of the dread army

 Closing

Return to Table of Content

51

Das könnte Ihnen auch gefallen