Warpriest revisions to better fit pnp

Suggestions or Mechanical Requests for Classes, Feats, Races, Etc.

Moderators: Moderator, Developer, Quality Control, DM

User avatar
Obvious_Illusion
Recognized Donor
Posts: 51
Joined: Wed Dec 14, 2011 12:45 pm

Warpriest revisions to better fit pnp

Unread post by Obvious_Illusion »

Hi all,

With the caveat that I play a warpriest, I'd like to suggest a few changes.

At minimum, I suggest fixing the class requirement (see suggestion 1 below) to use sense motive OR spot, particularly as spot is not a class skill for cleric / FvS, who most thematically fit this prestige class (and in pnp it is really a cleric-only or cleric/multiclass PrC).

I have two other suggestions to improve the class slightly - namely improving inflame and implacable foe, which are basically useless abilities in their current form. I do not seeing warpriest being played that often, so I think a slight boost would be warranted, as I don't think it fits into many meta powerbuilds currently (nor do I think these changes would elevate it to a meta powerbuild). The changes would also bring it closer to pnp (noting that it is never going to be entirely pnp as it is open to classes other than cleric).

---

Warpriest in NWN2 / BGTSCC:
https://wiki.bgtscc.net/index.php?title=Warpriest

Warpriest in 3.5:
See Complete Divine

Summary of differences of pnp compared to NWN2 / BGTSCC:
Hidden: show
  • Requirements: Sense Motive 5 ranks, instead of Spot 5 ranks.
  • Requirements: Spells - able to cast at least one spell from one of these domains: Destruction, Protection, Strength or War. Instead of 4th level divine spells (nwn2 / bgtscc).
  • Requirements: Ability to turn or rebuke undead. (not a feature in NWN2 / BGTSCC).
  • Receives spot as a class skill in nwn2/bgtscc (likely added because this was a NWN2 requirement with sense motive not being implemented), as well as intimidate and parry.
  • Spells per day. Only every even-numbered level, instead of 2, 4, 6, 8, 9.
  • Prestige domain: In pnp, gain a bonus domain: Glory domain (if channelling positive energy) or Domination domain (if channelling negative energy).
  • Rally: Instead of 'remove fear' once per day per level of Warpriest, you can use Rally as a standard action.
    "Rally (Ex): A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per warpriest level."
  • War Glory - This is not a feature in Pnp.
  • Inflame - in pnp, this lasts for 5 minutes + 1 minute/level of the warpriest. The bonuses have the same progression, but were only against charm or fear in pnp, whereas it is fears and mind effects in NWN2 / BGTSCC.
  • Heroes feast (pnp) / battletide (nwn2/bgtscc) - different spells at 6th level, respectively.
  • Implacable foe - This has a 100-foot radius in pnp, and can allow allies to ignore the effects of being reduced to 0 or less hp, although any creature reduced to -20 hp dies immediately. This lasts as long as the warpriest concentrates on it (requiring a standard action each turn to maintain), and it affects creature as their turning/rebuking undead functions. This only requires a move action to activate, and no min uses per day. When moving out of the aura or the effect ending, the normal effects of damage apply immediately.
Things that are the same:
Hidden: show
  • BAB, hit die, saves, weapon proficiencies, armor and shield proficiencies, skill points. BAB requirement for class, diplomacy rank requirements, combat casting feat requirements.
  • Turn undead progression.
  • Mass cure light wounds 1/day
  • Fear aura
  • Haste 3/day
  • Mass heal 1/day
Some comments on benefits that NWN2/BGTSCC has over pnp:
  • War glory is a pretty neat aura and is unique, but not game changing. This replaces the extra domain to some extent. (for comparison, the glory domain provides +2 on turning checks and +1d6 on turning damage; and domination domain provides spell focus (enchantment).
  • Battletide is a powerful spell, yes. But arguably heroes' feast has its benefits too. https://www.d20srd.org/srd/spells/heroesFeast.htm
  • An extra level of spellcasting at 9th level. However, the pnp version gets a whole extra domain, which partly balances this out.
---
Suggestion 1 - Skill requirement change.

NWN2 did not originally have sense motive as a skill (but BGTSCC has since added it), and so the warpriest was given the requirement of spot 5 ranks. This is tricky as neither cleric or FvS (the two classes arguably that fit the warpriest best out of the 6 classes with divine spellcasting) have spot as a class skill. BGTSCC has kindly added spot as a class skill once you take warpriest.

I suggest possibly replacing the spot requirement with sense motive, which is a class skill for both cleric, favored soul, and paladin. However, I realise it is not a class skill for druid, spirit shaman, or ranger. An inclusive compromise could be to make it either sense motive or spot, to fit all 6 divine classes fairly.

It should be noted that pnp warpriest is really for clerics only (the domain requirement) - this is true of a few divine PrCs, which have generally been adapted to be more friendly to all divine classes in BGTSCC by not required turn undead or domains (and NWN2 has a problematic implementation with domains anyway).

Suggested change:
Skill requirements: Diplomacy 8 ranks, Sense motive 5 ranks OR spot 5 ranks
Suggestion 2 - Inflame.

Inflame has the following effects in NWN2/BGTSCC:
Starting at 2nd level, a Warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.
5 rounds is a pitiful duration - it may have some benefit in tabletop pnp where you can plan and strategise per round in a much closer way - but in the speed of a live persistent server, it is meaningless. I think I have used it a single time in playing a warpriest for nearly 2 years, and I'm not sure it was timed well to have any benefit.

The pnp version lasts between 6-15 minutes! I really think increasing the bonus to this is warranted, and reflective of pnp. It would provide a unique bonus for the warpriest that would be very dependable. Given that BGTSCC/NWN2 version also reduces mind effects as well as fear (pnp is charm and fear only), the bonus could potentially be reduced to scale +1/+2/+3/+4/+5 instead of +2/+4/+6/+8/+10 if it is felt that the duration would be too powerful with all mind effects covered.

Suggested change:
Inflame: Starting at 2nd level, a Warpriest can use this ability once per day to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for 5 minutes + 1 minute per warpriest level. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.
Suggestion 3 - Implacable Foe.

For full comparison, here is the NWN2/BGTSCC version:
At 10th level, a Warpriest can bestow all allies within 30' (though not themselves) an extra +20 hit points. This ability halves the Warpriest's movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.
And the pnp version:
Implacable Foe (Su): At 10th level, a warpriest can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a move action, but the warpriest must concentrate to maintain it each round after that.
While active, the warpriest emanates an aura with a 100-foot radius. Allies within the radius may ignore the effects of being reduced to 0 or less hp. However, any creature reduced to -20 hp dies immediately. When the effect ends, or if a creature moves more than 100 feet from the warpriest, the normal effects of the damage apply immediately.
If the warpriest normally turns undead, this ability affects living allies. If the warpriest normally rebukes undead, this ability affects undead allies.
So I think I've used this once or twice in BGTSCC as a bit of a joke, but spending a whole round to give allies 20hp (not even temporary hp, as they lose 20 hp at the end) to lose half of my movement is really not worthwhile in the slightest.

A benefit of the NWN2 version is not having to actively concentrate, but other than that the pnp version is better in nearly every way (number of uses, radius, preventing death from 0 hp, starting it as a move action).

Suggested change:
Implacable Foe: At 10th level, a Warpriest can bestow all allies within 100' (though not themselves) an extra +50 temporary hit points. This ability halves the Warpriest's movement for ten rounds. This ability may be used once per 5 minutes.
But there's probably a few other ways this could be rebuilt! Open to suggestions.
---

Keen to hear any thoughts!
Vhaan de Luca - Sword of Tyr
Post Reply

Return to “Mechanics”