The Warpriest is a most interesting hybrid class mixing traits of Cleric and Fighters. It is a 2/3rd caster that can get great combat feats, deal tons of damage with its sacred weapons and be a great asset on the battlefield. Herein I will present five builds showcasing the valor of Warpriests as the armed fist of their deities.
Warpriests, like the Cleric with whom they share the spell list up to 6th lvl spells, know all their spell list and can prepare any spell on it at any time, and they can spontaneously exchange a prepared spell for a cure or inflict spell depending on their alignment(or they can choose if they are neutral). As such, I will make no spell section for each build, as if a spell turns out to be completely useless you can quite literally just switch it up next day. I will however give you a list of three great spells of each level now once that is applicable to any alignment so you can have a rough starting idea of what to prepare or look up.
0-Resistance, Guidance Stabilize
1-Bless, Divine Favor, Shield of Faith
2-Bull’s Strength, Hold Person, Spiritual Weapon
3-Communal Resist Energy, Prayer, Shield of Darkness
4-Air Walk, Divine Power, Freedom of Movements
5-Disrupting Weapon, Plane Shift, Righteous Might
6-Animate Objects, Heal, Invoke Deity
Not two warpriests will be the same die to the differences of each Deity’s favored weapons, theme and domains(Blessings for Warpriests). However, due to Sacred Weapon, Warpriests open up combat styles that are usually seen as less viable due to higher weapon damage. This build is a good example of this.
Warpriest 20
Besmara, the Pirate Queen
Trickery, Weather
We are going for Human, and we will put our floating +2 in Wisdom.
Distribute equally between Dexterity and Wisdom
Str 10/Dex 16/Con 10/Int 10/Wis 16/Cha 10
Str 10/Dex 16/Con 14/Int 10/Wis 16/Cha 10
Str 10/Dex 17/Con 14/Int 10/Wis 17/Cha 10
Reactionary make us go first and we want to go first, Wisdom in the Flesh to add wisdom instead of strength to climb(useful as a sailor)
So this is where you usually hear me say something about HP being vital and whatnot. Except you can prepare cure spells and use a Wand of Cure Light Wounds without Use Magic Devices as it is on your spell list, so while still very much so useful, we can actually look elsewhere. Skills then? Nope. The Human’s Alternate Favored Class Bonus which gives you 1/6th of a new combat feat. Ayup. You read that right. Each 6 levels you gain a free feat, meaning one additional feat at lvl 6, 12 and 18. Also, they count as the bonus feats you already gain as a Warpriest so you can bypass certain prerequisites(namely BAB and count as fighter of same level for em which is crazy good)
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Swim, Profession(Sailor), Climb
1-Weapon Finesse
Human Bonus-Fencing Grace Bonus
1-Weapon Focus(Rapier)
3-Piranha Strike
Bonus 3-Dirty Fighting
5-Dodge
FCB 6-Weapon Specialization(Rapier)
Bonus 6-Vital Strike
7-Mobility
9-Spring Attack
Bonus 9-Greater Weapon Focus(Rapier)
11-Improved Trip
FCB 12-Greater Weapon Specialization(Rapier)
Bonus 12-Improved Vital Strike
13-Channel Smite
15-Whirlwind Attack
Bonus 15-Combat Casting
17-Improved Initiative
FCB 18-Greater Vital Strike
Bonus 18-Improved Critical(Rapier)
19-Toughness
We get the full Weapon Focus Fighter chain feat for the Rapier which is really good, with Weapon Finesse and Fencing Grace we attack and damage with Dexterity, Piranha Strike lets us deal even more damage, turning our damage output with the rapier in combination with Sacred Weapon easily comparable with a Two-Handed fighter specialist, Dirty Fighting is great both thematically and unlocks Improved Trip which is a fantastic combat maneuver, we get great mobility and combat presence via Spring Attack and Whirlwind Attack, as we are extremely mobile, and we can combine Spring Attack with the Vital Strike and Channel Smite feats for truly amazing damage without sacrificing mobility!
A Rapier, a Chain Shirt and a (un?)holy Symbol of Besmara. And a tricorn because we are literally a warpriest of the goddess of piracy, common!
We have full access to the cleric spell list up to 6th level spells which is really, really good. And with Fervor we can cast these spells as a Swift Action. This lets us cast a spell and Spring+Vital Strike each turn which is downright insane, making us extremely mobile, good at spellslinging/buffing/healing/debuffing and still do significant damage.
At level 20, our Vital Strike+Channel Smite, pre-buff and with no magic items, deals some 15d6+20 damage with a crit range of 15-20. And we get to move before and after the attack to avoid getting stuck in melee with something that will subsequently try to eat our face(with good reason with that kind of damage).
Now, that is cool and all but what if I want to punch people in the face really hard with cleric spells? Well, the Warpriest does have an Archetype dedicated to that called the Sacred Fist, which we will combine with a multiclass of Paladin, Monk and the Prestige Class Champion of Irori. Our leveling should look like the following:
Warpriest (Sacred Fist) 7/Paladin 1/Monk 3/Champion of Irori 9
Irori
Strength, Rune
Human again We are putting that floating +2 in Wisdom.
Put everything in Wisdom.
Str 14/Dex 14/Con 10/Int 10/Wis 16/Cha 10
Str 14/Dex 14/Con 14/Int 10/Wis 16/Cha 14
Str 14/Dex 14/Con 14/Int 10/Wis 18/Cha 10
Heavy Hitter lets you deal +1 damage with your fists and Reactionary gives you a +2 to Initiative which is nice.
Hit Points, we need them hit points.
You need at least 5 in Knowledge(Religion) and either Linguistics or any other Knowledge by level 11. Besides that, everything should go into Acrobatics and Perception.
1-Toughness
Bonus 1-Improved Unarmed Strike
Human Bonus-Dirty Fighting
3-Weapon Focus(Unarmed Strike)
5-Channel Smite
Bonus 6-Outslug Style
7-Guided Hand
9-Lunge
11-Outslug Weave
13-Outslug Sprint
15-Dodge
17-Mobility
19-Improved Dirty Trick
Via Outslug Style, we can dance in and out of the reach of an opponent, forcing them to move around to meet us, and with Guided Hand, we attack using our Wisdom modifier which is all kinds of nice. Channel Smite let us do some heavy damage to undeads which is very nice too.
We get some Smite for extra damage, and some very good bonuses to our Unarmed Strikes, plus we can do all Knowledge checks untrained which *is* pretty damned cool.
Literally nothing but a Holy Symbol
We can cast spells up to 3rd level which is still very nice for some buffing and offloading some healing from our healers and Support classes, and we can get close and personal in melee with some very decent damage and mobility. We get Flurry of Blows and three Ki Pools for various shenanigans which is very, very nice too. Plus we can Smite both Evil and Chaos for some more damage too. And despite using our fists, we still attack from reach via Lunge+Outslug Weave, making us capable of staying out of harm’s reach too. We still have fervor meaning we can heal ourselves and Flurry of Blow+Lunge for great effects.
One Organization in Golarion is feared beyond any other, and it is that of the Red Mantis, a group of zealots dedicated to Achaekek, the Mantis God and killer of false deities. To emulate him, they accept contract murders on anyone in Golarion that is not the legitimate ruler of a country.
They also happen to have both a dedicated Warpriest Archetype called the Mantis Zealot, and a Prestige Class called Red Mantis Assassin. Of course, we will be taking both for this build. Our leveling should look like the following:
Warpriest (Mantis Zealot) 5/Red Mantis Assassin 10/Warpriest (Mantis Zealot) +5
Achaekek
Death, Trickery
Human again, this build requires a surprising amount of feats okay? Put that +2 in Dex.
Put Everything in Dexterity
Str 10/Dex 16/Con 12/Int 10/Wis 14/Cha 14
Str 8/Dex 16/Con 12/Int 10/Wis 14/Cha 16
Str 8/Dex 18/Con 12/Int 10/Wis 14/Cha 16
Reactionary for extra Initiative, Birthmark to always have our Unholy Symbol on us and not have to carry something that can immediately identify us as a Red Mantis.
Yeah, HP it is once again.
Intimidate, Stealth, Perception, Acrobatics and Disguise will be our main go to.
1-Weapon Finesse
Bonus 1-Weapon Focus(Kukri)
Human Bonus-Two-Weapons Fighting
3-Slashing Grace(Kukri)
Bonus 3-Weapon Focus(Sawtooth Sabre)
5-Alertness
Bonus 6-Weapon Specialization(Sawtooth Sabre)
7-Slashing Grace(Sawtooth Sabre)
9-Improved Two-Weapons Fighting
Bonus 10-Greater Weapon Focus(Sawtooth Sabre)
11-Piranha Strike
Bonus 12-Greater Weapon Specialization(Sawtooth Sabre)
13-Double Slice
15-Improved Critical(Sawtooth Sabre)
Bonus 6-Greater Two-Weapons Fighting
17-Improved Initiative
19-Toughness
Bonus 19-Two Weapons Rend
So we do start off passing ourselves off as a kukri user, as we cannot use Weapon Finesse with the Sawtooth Sabre until we take our first level in Red Mantis Assassin. But as soon as we do we switch to our Deity’s main weapon and start ripping apart our enemies with a combination of Two-Weapons Fighting, Piranha Strike and Sneak Attack buffed with some nasty buffs from Fervor and our free Weapon Focus feat chains, downright savaging our enemies into gore all over the place in a matter of seconds.
We continue our Sneak Attack progression, and can turn into a Giant Mantis that deals Bleed damage and uses our Sawtooth Sabre magical bonuses.
6-Vanish, Disguise Self
7-Obscuring Mist
8-True Strike
9-Invisibility, Mirror Image
10-Cat’s Grace
11-Alter Self
12-Feather Fall, Fly, Haste
13-See Invisibility
14-Fog Cloud
15-Summon Swarm, Dimension Door, Greater Invisibility
A pair of Kukri, a pair of Sawtooth Sabre that you hide in your possessions, a Chain Shirt. Eventually you want the Red Mantis serie of magic items
You can Fascinate a target for three rounds then coup de grace em for a bajillion damage, and a full attack deals some 6d8+36d6+1d10+133 damage p re buff. That is some damage alright. That is an average of 270 damage per round. Pre Buffs. Yeah, you are absolutely tearing your targets a new one.
This one is a very interesting build that lets us get Stigmatas to significantly increase our damage output and our Channel Energy abilities. We will be taking the Holy Vindicator Prestige class. Our leveling should look something like the following:
Warpriest 10/Holy Vindicator 10 (Erastil)
Erastil
Community, Animal
Tengu, these ravenfolks get some neat bonuses and some fun weapons proficiencies which we will make use of.
Everything in Dexterity
Str 10/Dex 16/Con 12/Int 10/Wis 16/Cha 10
Str 10/Dex 18/Con 12/Int 10/Wis 16/Cha 10
Str 12/Dex 19/Con 12/Int 10/Wis 16/Cha 10
Reactionary for extra Initiative, Rich Parents to get the best equipment from the get go.
HP, we will be predominantly at range but never a bad idea to invest in it anyway
Knowledge(Religion), Perception, maybe some Survival too.
1-Point-Blank Shot
Bonus 1-Weapon Focus(Longbow)
3-Precise Shot
Bonus 3-Rapid Shot
5-Deadly Aim Bonus
6-Manyshot
7-Weapon Finesse
9-Alignment Channel Bonus
9-Clustered Shots
11-Weapon Focus(Aldori Dueling Sword)
13-Slashing Grace(Aldori Dueling Sword)
15-Improved Precise Shot
Bonus 15-Channel Smite
17-Piranha Strike
19-Improved Initiative
Precise Shot, Rapid Shot and Manyshot significantly increase our capabilities with our Longbow, and as a Tengu, since we are automatically proficient with all sword like weapons, we can invest in the Aldori Dueling Sword too, turning us into a great switch-hitter with minimal investment.
We can bleed in exchange of getting our Holy Vindicator level to AC, Attack, Damage, Caster level or Saving Throw. This is huge, but it does mean we take damage each round. But that’s fine because all Cure spells we cast on ourselves are automatically Empowered.
You know, Cure spells, those we can Spontaneously cast and with Fervor as a Swift Action letting us still do our full attack? Yeah. Also, Higher BaB means four iterative attacks at lvl
20. Oh, and when we Channel Smite, we make our enemies sickened and take Bleed damage too. Unfortunately our Channel Energy is Positive so we are also healing them(unless it is an undead or evil outsider via Alignment Channel). Still, a neat upgrade to our melee combat.
A Masterwork Composite Longbow, a Chain Shirt and a Aldori Dueling Sword, along with a Buckler and a Holy Symbol.
You can self-buff through the roof between your Stigmatas and Fervor for self-buffing, which amplifies our Range Combat into a very, very dangerous archer build that can still do melee very well, and we can heal ourselves fairly well too. If we use Manyshot and Clustered Shot, we apply DR only once on all of our attacks, and our damage in one round looks like 6d10+102, again, applying DR only once and pre-buff. That’s a buckload of damage for an archer alright.
The final Warpriest build is a wild idea I had some times ago and wanted to test as this class is making some very fun but considered underpar combat styles much better. We will be taking the Cult Leader Archetype but staying Warpriest the whole way through.
Warpriest (Cult Leader) 20
Rovagug
War, Destruction
We’re taking Half-Orc here with the Sacred Tattoo Alternate Racial Feature. Put the floating +2 in Wisdom.
Put everything in Strength and laugh very very hard.
Str 15/Dex 13/Con 10/Int 10/Wis 16/Cha 10
Str 16/Dex 13/Con 12/Int 10/Wis 16/Cha 10
Str 17/Dex 13/Con 12/Int 10/Wis 16/Cha 10
Tusked to get a Bite Attack, Fate’s Favored to double all Luck Bonuses(including that of Sacred Tattoo giving us +2 to all Saving Throws!!!)
Hit Points. We will be doing a lot of melee so we will need all the HP we damn can.
As a Cult Leader we get a few more skills, so invest in Stealth, Perception, Acrobatics and Disguise(We do not want people to know we worship Rovagug at all).
1-Racial Heritage(Dwarf)
3-Power Attack
5-Cleave
7-Surprise Follow Through
9-Greater Cleave
11-Improved Surprise Follow Through
13-Goblin Cleaver
15-Cleave Through
17-Orc Hewer
19-Giant Killer
As a Half-Orc, we count as both Orc and Human for everything, meaning we qualify for Racial Heritage, which allows us to take Dwarf only feats. Power Attack is a no-brainer with a Greataxe. We are doing a Cleave build, and with Surprise Follow Through, we make our Cleave targets Flat-Footed meaning our Sneak Attack triggers on each attack. We can take a 5foot step as a free action between each Cleave attacks, and via the Goblin Cleaver feat chain, those targets do not need to be adjacent to each other, meaning in our round we can go around the entire battlefield hitting everything over the head with our Power Attacking, Sacred Weapon, Fervor buffed, Sneak Attacking Greataxe.
A Chain Shirt and a Greataxe. A Unholy Symbol. Aim for items that grant more speed.
Ok. So, we can do a full attack action with our Greataxe and Bite attack for damage looking like 6d8+1d4+24d6+83. Which don’t get me wrong, it’s not bad at all for pre-buff damage. But our main method of fighting, namely Great Cleave+Cleave Through let us do so much more than that. It all depends on the number of enemies in an encounter, but our damage per enemy is 2d8+6d6+25 pre-buff. And we can keep hitting enemies once each as long as they are either within reach or within reach of a five foot step.
With good initial placement, you can literally go around the entire battlefield hitting everything for maybe not all that much damage per creature, but your total damage will be downright ridiculously high and make long and tedious battles with many enemies end in a few rounds as you keep attacking all of them each turn.
Let me give you an example. You are fighting an army, you start surrounded by mooks and each five foot step lets you get in range of three new targets. At the end of a 30ft movement, you will have attacked 26 different creatures for a damage total in one round, again, pre-buffs, of 52d8+156d6+650 damage, for an average of 1126 points of damage per round.