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Help me build a warpriest.
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<blockquote data-quote="Neonchameleon" data-source="post: 6019474" data-attributes="member: 87792"><p>Hmm... If you're keen on being a small character, the obvious priest is a snarfbelin - or however you spell "deep gnome" properly. As far as I know they are the only small race with a wis bonus. (Not that you actually need a wis bonus but it helps). Whatever you pick, you can wear chain armour and a large shield for a default AC of 18 (and a nasty armour check penalty for athletics). So you're in the battle line.</p><p></p><p>Nine domains published so far - of which four belong to Realms gods (and are in Neverwinter) and two are evil. Sun's the healiest of the domains, and a good one.</p><p></p><p>Weapons - honestly for a little guy you can't do much better than a dagger if you're on simple weapons. You've picked probably the best weapon for a medium warpriest - but there isn't much in it.</p><p></p><p>Feats: The two feats I'd prioritise are Expertise - in your case Devout Protector Expertise (+1 to all attacks and you shield everyone else) and a multiclass feat for an extra trained skill and a useful bonus that's itself worth a feat. Improved Defences is low priority until late heroic - you get hit far more against AC. Other priorities depend on your class - if you're a dwarf you can't beat Dwarven Weapon Training for +2 damage and a very big one handed axe or hammer. And Shielding Word (+2 to all defences for your Holy Word target) is just useful. Melee training is very DM-centric - IME most DMs don't provoke much.</p><p></p><p>The Sun Domain priest is not only a first rate healer, it's probably the best save granter in the game - which is an effect your group might not notice but an experienced DM will. Saving throws can prevent an awful lot of badness taking effect but you might not notice how pivotal this is against the right monsters, and it may be irrelevant.</p><p></p><p>As for your powers, Sun Domain is a choice with a standard and a situational at will. If you ever don't know what to do, call for a Blessing of Battle except against undead as it's your only non-radiant attack. Brand of the Sun if someone needs it - you'll know when. Brand of the Sun is also good against undead - it's radiant, and most are vulnerable. So it comes on the list to hit undead with after your smite.</p><p></p><p>Sun Burst is an interesting encounter power - it doesn't do much damage but is best either used early to give everyone a handful of temps or late when status effects are flying if there are enemy spellcasters on the field. </p><p></p><p>Resurgent Sun is healing. And more damage. Should be obvious when to use it - sometime you get the effect of both.</p><p></p><p>Play's basically simple. You're reactive more than proactive (although should always train perception when you can - a way to decide your multiclass feat), and are the party's answer to things the monsters do. They hurt your allies, you heal. They trap them, you grant saving throws. Your ally goes down? He only fails death saves on a 7, and stands back up again on an 18. They try to ambush you? You have high wisdom, insight, and perception. You see them coming.</p><p></p><p>Serious badass but not my favourite style to play. I'm much more a fan of opening the game up with more active abilities, or even shutting it down with layered control than I am of simply neutralising things, Makes for more excitement.</p><p> [MENTION=78357]Herschel[/MENTION], this is warpriest not PHB cleric. You don't get healer's lore.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6019474, member: 87792"] Hmm... If you're keen on being a small character, the obvious priest is a snarfbelin - or however you spell "deep gnome" properly. As far as I know they are the only small race with a wis bonus. (Not that you actually need a wis bonus but it helps). Whatever you pick, you can wear chain armour and a large shield for a default AC of 18 (and a nasty armour check penalty for athletics). So you're in the battle line. Nine domains published so far - of which four belong to Realms gods (and are in Neverwinter) and two are evil. Sun's the healiest of the domains, and a good one. Weapons - honestly for a little guy you can't do much better than a dagger if you're on simple weapons. You've picked probably the best weapon for a medium warpriest - but there isn't much in it. Feats: The two feats I'd prioritise are Expertise - in your case Devout Protector Expertise (+1 to all attacks and you shield everyone else) and a multiclass feat for an extra trained skill and a useful bonus that's itself worth a feat. Improved Defences is low priority until late heroic - you get hit far more against AC. Other priorities depend on your class - if you're a dwarf you can't beat Dwarven Weapon Training for +2 damage and a very big one handed axe or hammer. And Shielding Word (+2 to all defences for your Holy Word target) is just useful. Melee training is very DM-centric - IME most DMs don't provoke much. The Sun Domain priest is not only a first rate healer, it's probably the best save granter in the game - which is an effect your group might not notice but an experienced DM will. Saving throws can prevent an awful lot of badness taking effect but you might not notice how pivotal this is against the right monsters, and it may be irrelevant. As for your powers, Sun Domain is a choice with a standard and a situational at will. If you ever don't know what to do, call for a Blessing of Battle except against undead as it's your only non-radiant attack. Brand of the Sun if someone needs it - you'll know when. Brand of the Sun is also good against undead - it's radiant, and most are vulnerable. So it comes on the list to hit undead with after your smite. Sun Burst is an interesting encounter power - it doesn't do much damage but is best either used early to give everyone a handful of temps or late when status effects are flying if there are enemy spellcasters on the field. Resurgent Sun is healing. And more damage. Should be obvious when to use it - sometime you get the effect of both. Play's basically simple. You're reactive more than proactive (although should always train perception when you can - a way to decide your multiclass feat), and are the party's answer to things the monsters do. They hurt your allies, you heal. They trap them, you grant saving throws. Your ally goes down? He only fails death saves on a 7, and stands back up again on an 18. They try to ambush you? You have high wisdom, insight, and perception. You see them coming. Serious badass but not my favourite style to play. I'm much more a fan of opening the game up with more active abilities, or even shutting it down with layered control than I am of simply neutralising things, Makes for more excitement. [MENTION=78357]Herschel[/MENTION], this is warpriest not PHB cleric. You don't get healer's lore. [/QUOTE]
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