Warpriest
The Warpriest can refer to either of two classes from the Dungeons & Dragons family tree.
4e
In Dungeons & Dragons 4th Edition, the Warpriest is one of several Variant Classes created for the Essentials lineup. Introduced in the Heroes of the Fallen Lands splatbook, the Warpriest is built on a Cleric chassis, and is described as a more martial branch of the faith than the standard cleric; whilst not a full-fledged Paladin, it is more "smashy" than a typical cleric, relying on a combination of heavy armor and weapon's skill backed by divine magic; this lets it dabble in Defender from its trademark Leader role. The intent is to make a "simpler" version of the Cleric for newbie players by abandoning the AEDU System... most people think they failed.
The chief issue with this (as with most Essentials classes) is that the issue of choice paralysis was counteracted with too few choices. This is no sooner noticed than in the Channel Divinity feature all divine classes are provided: while most can use whatever power they want without concern about how it would fit any chosen domain, the Channel Divinity powers available to warpriests only offer a small few domains or demand worship of a specific deity. These domains also lock you into using into a single set of at-will, utility, and encounter powers, with your only non-domain choice at level 1 being what daily you want. From that point on, you get the same small handful of choices for later levels - except that your encounter powers are locked by domain while gaining new domain features at levels 5 and 10.
Your few domains are as follows:
- Corellon - Lets you re-roll saves from charm effects at the start of the turn and at the end and lets allies who are in range of Healing Word ignore terrain for a turn.
- Domination - Become trained in Intimidate and gain THP when you use Healing Word.
- Death - Gain resistance to necrotic damage and gain THP from Healing Word.
- Earth - Allies within range take +2 on their saves and whenever you use Healing Word, allies halve any damage they take that turn.
- Oghma - Lets you use Wis for Int skill checks (thereby making Intelligence your ultimate dump stat) and gives all allies in range of Healing Word a +1 to their next save.
- Selune - Gain resistance to necrotic and radiant damage plus penalizing the saves of anyone nearby the target of your Healing Word.
Storm - Gain resistance to thunder and lightning damage while also giving the target of your Healing Word a tier-scaling bonus to damage. Sun - Gain +2 to saves, which can b shared with allies in range, while an extra ally within range can gain a smaller tier-scaling extra amount of HP.
- Torm - You automatically refuse to attack any enemies regardless of compulsion, and the target of your Healing Word gains +2 to all defenses for the turn.
Pathfinder
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Hybrid class of Fighter and Cleric. Isn't particularly as good as the parent classes in their dedicated areas of expertise (fighting or pure casting/channeling), but offers a good balance between them both. Making a warpriest into a more resourceful (yet not so resilient) "smart paladin". They have a few gimmicks. First, they can choose to deal a set amount of damage with any weapon (so if you want to make a whip warpriest because your god's kinky, you won't be horribly gimped.) Second, they pick two domains at creation and gain access to powerful buffs they can throw around based on the domain. Finally, they gain access to Fervor, which they can spend to either channel energy (healing or hurting based on the warpriest's alignment) or make spells insta-cast and not provoke attacks of opportunity. All in all, they've got good utility, and are pretty good frontline buffers and healers, while also dealing fair damage. Dont actually waste time buffing your teammates though. Your fervor swift action is best used to overbuff yourself during a fight with spells like channel vigor and divine favor. You will find that as properly built warpriest you can out DPR most classes while still staying in the fight thanks to free healing and patch spell cleric list provides. This should be used sparingly though. Warpriests have plenty of resources but the moment you they run out(and it can happen especially at low levels and if you get into way too many fights without resting) they become nothing more than a crippled fighter.
Special mention should go to the Sacred Fist archetype, which swaps out all of the Fighter stuff for Monk abilities, notably Flurry and the improved unarmed damage. Combined with the Cleric spell Blood Crow Strike, to allow your unarmed strikes to have roughly 200ft of range and do fire damage, and pummeling style, to have all the attacks in your flurry count as one big one, and congratulations, you're Goku. And with the Crusader flurry feat you can flurry with your god's favourite weapon. Have fun raping everything with a 15-20/x2 Improved Critical scimitar crit flurry (Extra Attacks from swift cast Ki and Channel Vigor included). At least it did, now it has been errataed into shit.
The Classes of Pathfinder 1st Edition | |
---|---|
Core Classes: | Barbarian - Bard - Cleric - Druid - Fighter - Monk Paladin - Ranger - Rogue - Sorcerer - Wizard |
Advanced Player's Guide: |
Alchemist - Antipaladin - Cavalier Inquisitor - Oracle - Summoner - Witch |
Advanced Class Guide: |
Arcanist - Bloodrager - Brawler - Hunter - Investigator Shaman - Skald - Slayer - Swashbuckler - Warpriest |
Occult Adventures: |
Kineticist - Medium - Mesmerist Occultist - Psychic - Spiritualist |
Ultimate X: | Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante |