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Master of My Domain: A Miniguide to Warpriests (by GelatinousOctahedron)
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<blockquote data-quote="Nibelung" data-source="post: 6709518" data-attributes="member: 74499"><p><strong>Originally posted by GelatinousOctahedron:</strong></p><p></p><p style="text-align: center"><span style="font-size: 12px"><strong>How to Really Master Your Domain:</strong></span></p> <p style="text-align: center"><span style="font-size: 12px"><strong>Corellon, Oghma, Selune, & Torm</strong></span></p><p> </p><p></p><p>Corellon</p><p></p><p><strong>corellon</strong></p><p>[sblock]</p><p><strong>Features</strong></p><p></p><p>You get to make saves vs charms at the beginning of your turn. Your utility is a daily aura that boosts your parties perception and gives out low light vision and you have an interesting teleportation channel divinty power. Your healing word lets allies shift through difficult terrain at 1, at 5 can shift 1 (or keyed to your con if elf/eladrin/halfelf which is the only time con really matters to you), and at 16 turns the target invisible if you go devout warpriest. At 10 when you use a divine force or radiant encounter power you teleport 1.</p><p></p><p>All your at will and encounter powers are melee or ranged weapon. Brand of the wild lets you or an ally shift one. Graceful switch does both radiant and force (hard to resist) and lets you switch weapons around and with devout warpriest causes the target to grant CA to an ally.</p><p></p><p>Not your typical leaderish package, but this is the only warpriest build that can do ranged or melee at all times and you are a lot more mobile than any other leader by default.</p><p></p><p><strong>Build Tricks</strong></p><p></p><p>I would be tempted to go warlock and then get starfire womb and even a familiar like that boost your teleport distance at level 10 like an arcane wisp. But if you want attack power swaps then invoker works well for more radiant divine encounter damage and druid is thematic if you want some stunning or domination implement powers. If you go warlock I would go ahead and make con my secondary stat for the power swap option for an immediate warlock power.</p><p></p><p>Repeating the sun domain advice about radiant damage. Go for a path radiant servant instead of devout warpriest. The only thing I really like about devout warpriest here is the invisibility healing word trick. Feats like solar enemy(if allowed to do this build with a sun deity), punishing radiance, radiant advantage, and font of radiance. I like deva for this since radiant recovery means you can consistently take a beating since you get temp hitpoints when you do radiant damage. That takes two feats with deva heritage if you are not a deva.</p><p></p><p>Weapon is tricky. You can get two different ones and switch them around via graceful switch. Drow long knife is the best thrown weapon for accuracy and damage, but its not really worth a feat over dagger. Tratnyr is a similar choice, but not as accurate. Trident is ok, but takes a background and not that accurate. Dagger is the only +3 option without a feat. Net Training is an interesting choice since all your weapon attacks will slow and there are good flail weapliments, but it uses up your multiclass slot so no encounter power swaps through novice power. And they errated it so the slowing won't work with implement powers anymore. Otherwise getting an enchantment that lets you throw a weapon (Farbond spellblade w/rapier or bastard sword; crashing, dwarven thrower) is a good choice. Bow works too if you want a ranged warpriest. I think if I had to pick, Net Training is the most interesting option along with a bunch of big AOE daily implement attacks and worldspeakers grasp.</p><p></p><p>Other big option: Make int your secondary stat and mc artificer for spell commander paragon path. You are the only warpriest where making int your secondary stat won't hurt and the only one that uses a ranged weapon normally. </p><p></p><p>Mark of Passage is a good option to up your mobility, though Mark of Healing also works.</p><p></p><p>I wouldn't take corellon's grace until you have multiple uses of channel divinity even though it is a good channel divinity power.</p><p></p><p><strong>Recommended Level Swaps</strong></p><p></p><p>I would be very tempted to switch out faerie flame Strike level 1/13 series of powers. The level 27 version of the power (Strikes of Woe and Weal) is a good healing power at least. Harmony of blades only does damage so switch that out to one of the many great level 17 cleric powers through reserve manuever. The level 7 Fey Beguiling series is a great set so keep those for sure since they have some good abuse potential.</p><p></p><p>[/sblock]</p><p>Oghma</p><p><strong>oghma</strong></p><p>[sblock]</p><p><strong>Features</strong></p><p>You get to use your wisdom for intelligence skill checks, so make sure to dump int. Your utility power, Sudden Inspiration, and channel divinity power, Knowledge to Spread, both help with allies' skill checks. All your allies in the burst of your healing word get a bonus EONT to their next save and the target of healing word gets a save at level 5, with the devout warpriest feature giving them a basic attack at 16! Where did that come from? That is the best Healing Word combo so far. At 10 your psychic divine encounter powers cause the target to automatically grant CA EONT.</p><p></p><p>Your at wills are a mix. Blessing of Knowledge causes the target to automatically grant CA, so I doubt you will be using that past mid heroic considering what happens with your encounter powers by then. Singing Strike is really good however: thunder and radiant damage and the target automatically takes a -2 to its attacks EONT. With devout warpriest it is also immobilized.</p><p></p><p>Over a good package with a lot of debuff options that takes off like an enabling rocket at level 16. I consider it the most potentially powerful of all warpriests in the hands of an optimizer at paragon and epic.</p><p></p><p><strong>Build Tricks</strong></p><p></p><p>Go devout warpriest. Both for getting a good immobilizing at will and for the level 16 feature. The action point feature (allies can shift) and level 20 power (close burst daze) are good too and the utility will be occasionally useful. All warpriests want to try take gamblers word and supreme healer, but you should have gamblers word by 16 and supreme healer by 21.</p><p></p><p>MC fighter for dizzying mace. Con mod penalty to the targets attacks when you daze them with a mace. I would go with a theme with a daze power (wizard apprentice, son of alagondar, or outlaw) along with dailies that stun or daze.</p><p></p><p>Psychic lock should also be on your list as a potential feat, though you can retrain it late epic for something else unless you have a psychic theme power or something. </p><p>Your other good choice would be to MC shaman. Go watcher shaman for the encounter RBA trigger. Pick up a shaman enabling encounter power through a power swap. Reserve manuever for one of the quasi enabling cleric powers like deadly lure. By late paragon you could easily be handing out a half dozen or so basic attacks most encounters, which for a cleric is fairly good.</p><p></p><p>You don't need mark of healing because of your level 5 feature. Oghma's recall is not that great of a channel divinity power.</p><p></p><p><strong>Recommended Level Swaps</strong></p><p></p><p>In early paragon you might want to use reserve manuever to swap out inspired steel for astral flare if you have a holy symbol or weapliment. Inspired steel is a fine power, but astral seal + dizzying mace is really powerful. Besides that you have a solid set of powers for the most part and they do different things as they level including some enabling with shared secrets and autoblind with brilliant idea.</p><p></p><p>[/sblock]</p><p></p><p>Selune</p><p><strong>selune</strong></p><p>[sblock]</p><p><strong>Features</strong></p><p>You start out with radiant and necrotic resistance. You have a great channel divinity power in Life and Light that gives allies necrotic resistance and enemies radiant vulnerability. You have a daily utility power for making your weapon silvered and radiant. Your healing word reduces damage dealt by adjacent enemies, at 5 gives bloodied allies damage resistance in the burst, and at 16 with devout warpriest prevents enemies from regaining hitpoints. At level 10 allies adjacent to enemies you attack with divine encounter radiant powers gets temp hit points keyed to your con. </p><p></p><p>Your have too good at wills both do radiant damage. Blessing of light as an effect causes the enemy to take radiant damage keyed to con next time it hits you or an ally. Brand of the moon does cold as well and as an effect gives a +2 power bonus to you and nearby allies saves, plus gives out a save to you or an ally at 11 with devout warpriest</p><p></p><p>A solid overall focus on ally damage reducation/temp hitpoints and radiant damage/boosting party damage. </p><p></p><p><strong>Build Tricks</strong></p><p>Build up your radiant tricks like a Sun domain warpriest would. Partner up with someone else who has radiant damage tricks.</p><p></p><p>Devout warpriest is really good, but so is radiant servant. If you go devout warpriest you won't need mark of healing and there are no other dragonmarks great for you.</p><p></p><p>Your con is important for a lot of your riders, especially when compared to the other neverwinter warpriests, and I would probably want a 18 con/18 wis starting set.</p><p></p><p>Warlock is good for starfire womb, but I would probably go invoker for a potential close radiant power swap and some of their radiant damage exploits.</p><p></p><p>One of the few clerics who can do cold vulnerability tricks, but I would probably stick with radiant ones instead.</p><p></p><p><strong>Recommended Level Swaps</strong></p><p>Some of your powers just do damage so you might want some other cleric radiant powers. Illuminating blow series (level 1) is really good damage boost for a multiattacker however so in the right party it doesn't need to be swapped out. The higher level silverlight blow (level 13) make things like sohei flair and flame strike more useful. Staggering Moonglow (level 27) isn't as good as the same level invoker or cleric powers you can pick from. </p><p></p><p>Moonshadow bow (level 3) is one I might swap out for an area effect radiant power from an invoker or for a cleric one with reserve manuever. Gleaming Strike (level 17) is a bit repetitive with its damage resistance and that is a good level for cleric powers to swap out or for soulforge hammering (avenger) or astral dust or glimpse of radiance (invoker). </p><p></p><p>Peacemakers Light (level 7) is really good with either cold or radiant vulnerabilty parties and Moonstrike is good too (level 23) so I would keep those.</p><p>[/sblock]</p><p></p><p>Torm</p><p><strong>Torm</strong></p><p>[sblock]</p><p><strong>Features</strong></p><p>Your base feature is that you don't have to attack allies when subjected to an effect like dominated. Your channel divinity power Outmanuever is an effective ally teleport power, but it is a standard action so i am not sure it will get much use. I might use it when blinded and adjacent to an enemy or maybe when an ally is down a pit, grabbed, or immobilized. Similarly true strike is an at will utility, that is also a standard action. Its useful when immobilized and you are not next to an enemy. At level 10 when you use a divine attack encounter power your allies can shift 1.</p><p></p><p>Your healing word gives a +2 power bonus to defenses at level 1, at level 5 lets the target teleport next to you, and at 16 allies in the burst can make a save with devout warpriest.</p><p></p><p>Your at wills are ok: Blessing of Law is ok and it does a little extra damage keyed to con as an effect if an enemy attacks an ally. You will probably use Shielding Strike more, which gives a +1 power bonus to an ally adjacent to the enemy and at 11 with devout warpriest it goes to all adjecent allies.</p><p></p><p>You have a good focus on ally movement and defense buffing and can be a good off defender. Unlike most other warpriests your strength is more in your encounter powers.</p><p></p><p><strong>Build Tricks</strong></p><p>Buff your healing word. It already does a +2 power bonus to defense and that stacks with shielding word, which gives an untyped +2. With mark of warding that goes up to +5 total. With devout protector expertise your allies also get a +1 shield bonus to AC. Last legion officer adds another untyped +2 to ac and reflex to ally when they spend a surge from your powers or lets them shift. So that gives them a potential +8 to ac, +7 to reflex, and +5 to will and fortitude with each use.</p><p></p><p>Mark of warding works really well for you since you hand out a lot of bonuses to defenses and if you go devout warpriest PP you don't need mark of healing anyways. If you don't do that I would go with tactical warpriest as your next best choice especially if you want to off defend.</p><p></p><p>Con effects a few of your riders, but its not essential that you buff it that much. I would consider putting some points into strength/dex to get scale proficiency and specialization or plate proficiency. A starting spread like 13 16 14 8 18 10 or 13 15 10 8 20 10 is better for you than most other warpriests since you will make an attractive target if you are buffing your allies defenses all the time or marking with tactical warpriest.</p><p></p><p>I would consider taking Torm's Justice at some point. You will get more use out of it than Outmanuever.</p><p></p><p><strong>Recommended Level Swaps</strong></p><p>Unlike most other warpriests you don't really need to do this. Your powers are all fairly good and effective. A few get a bit repetetive with your features and shielding strike, but not that much. A lot of your powers like Honorable Challenge are very good and Valorous Charge is the best leveel 27 leader power I have seen.</p><p></p><p>[/sblock] </p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709518, member: 74499"] [b]Originally posted by GelatinousOctahedron:[/b] [CENTER][Size=3][b]How to Really Master Your Domain: Corellon, Oghma, Selune, & Torm[/b][/size][/CENTER] Corellon [b]corellon[/b] [sblock] [b]Features[/b] You get to make saves vs charms at the beginning of your turn. Your utility is a daily aura that boosts your parties perception and gives out low light vision and you have an interesting teleportation channel divinty power. Your healing word lets allies shift through difficult terrain at 1, at 5 can shift 1 (or keyed to your con if elf/eladrin/halfelf which is the only time con really matters to you), and at 16 turns the target invisible if you go devout warpriest. At 10 when you use a divine force or radiant encounter power you teleport 1. All your at will and encounter powers are melee or ranged weapon. Brand of the wild lets you or an ally shift one. Graceful switch does both radiant and force (hard to resist) and lets you switch weapons around and with devout warpriest causes the target to grant CA to an ally. Not your typical leaderish package, but this is the only warpriest build that can do ranged or melee at all times and you are a lot more mobile than any other leader by default. [b]Build Tricks[/b] I would be tempted to go warlock and then get starfire womb and even a familiar like that boost your teleport distance at level 10 like an arcane wisp. But if you want attack power swaps then invoker works well for more radiant divine encounter damage and druid is thematic if you want some stunning or domination implement powers. If you go warlock I would go ahead and make con my secondary stat for the power swap option for an immediate warlock power. Repeating the sun domain advice about radiant damage. Go for a path radiant servant instead of devout warpriest. The only thing I really like about devout warpriest here is the invisibility healing word trick. Feats like solar enemy(if allowed to do this build with a sun deity), punishing radiance, radiant advantage, and font of radiance. I like deva for this since radiant recovery means you can consistently take a beating since you get temp hitpoints when you do radiant damage. That takes two feats with deva heritage if you are not a deva. Weapon is tricky. You can get two different ones and switch them around via graceful switch. Drow long knife is the best thrown weapon for accuracy and damage, but its not really worth a feat over dagger. Tratnyr is a similar choice, but not as accurate. Trident is ok, but takes a background and not that accurate. Dagger is the only +3 option without a feat. Net Training is an interesting choice since all your weapon attacks will slow and there are good flail weapliments, but it uses up your multiclass slot so no encounter power swaps through novice power. And they errated it so the slowing won't work with implement powers anymore. Otherwise getting an enchantment that lets you throw a weapon (Farbond spellblade w/rapier or bastard sword; crashing, dwarven thrower) is a good choice. Bow works too if you want a ranged warpriest. I think if I had to pick, Net Training is the most interesting option along with a bunch of big AOE daily implement attacks and worldspeakers grasp. Other big option: Make int your secondary stat and mc artificer for spell commander paragon path. You are the only warpriest where making int your secondary stat won't hurt and the only one that uses a ranged weapon normally. Mark of Passage is a good option to up your mobility, though Mark of Healing also works. I wouldn't take corellon's grace until you have multiple uses of channel divinity even though it is a good channel divinity power. [b]Recommended Level Swaps[/b] I would be very tempted to switch out faerie flame Strike level 1/13 series of powers. The level 27 version of the power (Strikes of Woe and Weal) is a good healing power at least. Harmony of blades only does damage so switch that out to one of the many great level 17 cleric powers through reserve manuever. The level 7 Fey Beguiling series is a great set so keep those for sure since they have some good abuse potential. [/sblock] Oghma [b]oghma[/b] [sblock] [b]Features[/b] You get to use your wisdom for intelligence skill checks, so make sure to dump int. Your utility power, Sudden Inspiration, and channel divinity power, Knowledge to Spread, both help with allies' skill checks. All your allies in the burst of your healing word get a bonus EONT to their next save and the target of healing word gets a save at level 5, with the devout warpriest feature giving them a basic attack at 16! Where did that come from? That is the best Healing Word combo so far. At 10 your psychic divine encounter powers cause the target to automatically grant CA EONT. Your at wills are a mix. Blessing of Knowledge causes the target to automatically grant CA, so I doubt you will be using that past mid heroic considering what happens with your encounter powers by then. Singing Strike is really good however: thunder and radiant damage and the target automatically takes a -2 to its attacks EONT. With devout warpriest it is also immobilized. Over a good package with a lot of debuff options that takes off like an enabling rocket at level 16. I consider it the most potentially powerful of all warpriests in the hands of an optimizer at paragon and epic. [b]Build Tricks[/b] Go devout warpriest. Both for getting a good immobilizing at will and for the level 16 feature. The action point feature (allies can shift) and level 20 power (close burst daze) are good too and the utility will be occasionally useful. All warpriests want to try take gamblers word and supreme healer, but you should have gamblers word by 16 and supreme healer by 21. MC fighter for dizzying mace. Con mod penalty to the targets attacks when you daze them with a mace. I would go with a theme with a daze power (wizard apprentice, son of alagondar, or outlaw) along with dailies that stun or daze. Psychic lock should also be on your list as a potential feat, though you can retrain it late epic for something else unless you have a psychic theme power or something. Your other good choice would be to MC shaman. Go watcher shaman for the encounter RBA trigger. Pick up a shaman enabling encounter power through a power swap. Reserve manuever for one of the quasi enabling cleric powers like deadly lure. By late paragon you could easily be handing out a half dozen or so basic attacks most encounters, which for a cleric is fairly good. You don't need mark of healing because of your level 5 feature. Oghma's recall is not that great of a channel divinity power. [b]Recommended Level Swaps[/b] In early paragon you might want to use reserve manuever to swap out inspired steel for astral flare if you have a holy symbol or weapliment. Inspired steel is a fine power, but astral seal + dizzying mace is really powerful. Besides that you have a solid set of powers for the most part and they do different things as they level including some enabling with shared secrets and autoblind with brilliant idea. [/sblock] Selune [b]selune[/b] [sblock] [b]Features[/b] You start out with radiant and necrotic resistance. You have a great channel divinity power in Life and Light that gives allies necrotic resistance and enemies radiant vulnerability. You have a daily utility power for making your weapon silvered and radiant. Your healing word reduces damage dealt by adjacent enemies, at 5 gives bloodied allies damage resistance in the burst, and at 16 with devout warpriest prevents enemies from regaining hitpoints. At level 10 allies adjacent to enemies you attack with divine encounter radiant powers gets temp hit points keyed to your con. Your have too good at wills both do radiant damage. Blessing of light as an effect causes the enemy to take radiant damage keyed to con next time it hits you or an ally. Brand of the moon does cold as well and as an effect gives a +2 power bonus to you and nearby allies saves, plus gives out a save to you or an ally at 11 with devout warpriest A solid overall focus on ally damage reducation/temp hitpoints and radiant damage/boosting party damage. [b]Build Tricks[/b] Build up your radiant tricks like a Sun domain warpriest would. Partner up with someone else who has radiant damage tricks. Devout warpriest is really good, but so is radiant servant. If you go devout warpriest you won't need mark of healing and there are no other dragonmarks great for you. Your con is important for a lot of your riders, especially when compared to the other neverwinter warpriests, and I would probably want a 18 con/18 wis starting set. Warlock is good for starfire womb, but I would probably go invoker for a potential close radiant power swap and some of their radiant damage exploits. One of the few clerics who can do cold vulnerability tricks, but I would probably stick with radiant ones instead. [b]Recommended Level Swaps[/b] Some of your powers just do damage so you might want some other cleric radiant powers. Illuminating blow series (level 1) is really good damage boost for a multiattacker however so in the right party it doesn't need to be swapped out. The higher level silverlight blow (level 13) make things like sohei flair and flame strike more useful. Staggering Moonglow (level 27) isn't as good as the same level invoker or cleric powers you can pick from. Moonshadow bow (level 3) is one I might swap out for an area effect radiant power from an invoker or for a cleric one with reserve manuever. Gleaming Strike (level 17) is a bit repetitive with its damage resistance and that is a good level for cleric powers to swap out or for soulforge hammering (avenger) or astral dust or glimpse of radiance (invoker). Peacemakers Light (level 7) is really good with either cold or radiant vulnerabilty parties and Moonstrike is good too (level 23) so I would keep those. [/sblock] Torm [b]Torm[/b] [sblock] [b]Features[/b] Your base feature is that you don't have to attack allies when subjected to an effect like dominated. Your channel divinity power Outmanuever is an effective ally teleport power, but it is a standard action so i am not sure it will get much use. I might use it when blinded and adjacent to an enemy or maybe when an ally is down a pit, grabbed, or immobilized. Similarly true strike is an at will utility, that is also a standard action. Its useful when immobilized and you are not next to an enemy. At level 10 when you use a divine attack encounter power your allies can shift 1. Your healing word gives a +2 power bonus to defenses at level 1, at level 5 lets the target teleport next to you, and at 16 allies in the burst can make a save with devout warpriest. Your at wills are ok: Blessing of Law is ok and it does a little extra damage keyed to con as an effect if an enemy attacks an ally. You will probably use Shielding Strike more, which gives a +1 power bonus to an ally adjacent to the enemy and at 11 with devout warpriest it goes to all adjecent allies. You have a good focus on ally movement and defense buffing and can be a good off defender. Unlike most other warpriests your strength is more in your encounter powers. [b]Build Tricks[/b] Buff your healing word. It already does a +2 power bonus to defense and that stacks with shielding word, which gives an untyped +2. With mark of warding that goes up to +5 total. With devout protector expertise your allies also get a +1 shield bonus to AC. Last legion officer adds another untyped +2 to ac and reflex to ally when they spend a surge from your powers or lets them shift. So that gives them a potential +8 to ac, +7 to reflex, and +5 to will and fortitude with each use. Mark of warding works really well for you since you hand out a lot of bonuses to defenses and if you go devout warpriest PP you don't need mark of healing anyways. If you don't do that I would go with tactical warpriest as your next best choice especially if you want to off defend. Con effects a few of your riders, but its not essential that you buff it that much. I would consider putting some points into strength/dex to get scale proficiency and specialization or plate proficiency. A starting spread like 13 16 14 8 18 10 or 13 15 10 8 20 10 is better for you than most other warpriests since you will make an attractive target if you are buffing your allies defenses all the time or marking with tactical warpriest. I would consider taking Torm's Justice at some point. You will get more use out of it than Outmanuever. [b]Recommended Level Swaps[/b] Unlike most other warpriests you don't really need to do this. Your powers are all fairly good and effective. A few get a bit repetetive with your features and shielding strike, but not that much. A lot of your powers like Honorable Challenge are very good and Valorous Charge is the best leveel 27 leader power I have seen. [/sblock] [/QUOTE]
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Master of My Domain: A Miniguide to Warpriests (by GelatinousOctahedron)
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