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Pathfinder - Warpriest Blessings Breakdown

Disclaimer

I will use content from the core rules, but will intentionally omit any content not published on the official Pathfinder SRD due to the unmanageable volume of non-SRD content, and the wildly varying quality of non-SRD content. If you would like me to write handbooks for specific content not published on the official SRD, please email me and I will consider it on a case-by-case basis. I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

Temporary Note: Pathfinder Unchained and Occult Adventures were both recently added to the SRD. I'm excited to explore them, and I am actively working on adding their contents to my collection of handbooks. I appreciate your patience while I make these changes.

Blessings

Air Blessing

Zephyr's Gift (minor): This can turn a bow into a melee weapon, which usually required Point-Blank Master.

Soaring Assault (major): Flight for a minute at a time, an extra bonus to Fly checks on top of the free +8 for having a fly speed, and bonus electricity damage on charges.

Animal Blessing

Animal Fury (minor): Most characters won't be able to make good use of these attacks, but adding a bite to a two-weapon fighting rogue gives them an extra source of Sneak Attack damage.

Battle Companion (major): Summon Nature's Ally is good, but not as good as Summon Monster. The duration never increases past 1 minute, and short durations are one of the biggest problems with summon spells.

Artifice Blessing

Crafter's Wrath (minor): Situational.

Transfer Magic (major): Situational. You very rarely carry weapons with special abilities that you don't intend to use. You may be able to use this to carry a spare weapon with some abilities and use them to augment your primary weapon in order to save money.

Chaos Blessing

Anarchic Strike (minor): Good for overcoming DR, and gives you a bit of extra damage.

Battle Companion (major): Summon Monster with a limited selection. The duration never increases past 1 minute, and short durations are one of the biggest problems with summon spells.

Charm Blessing

Charming Presence (minor): Fantastic for singling out enemies.

Dominance Aura (major): Command is a good way to subdue enemies, and using it every round for a minute as a swift action is great for keeping groups of enemies subdued.

Community Blessing

Communal Aid (minor): Unless your target has Swift Aid, there really isn't a good reason to use this. If they have Swift Aid, they can grant a +4 bonus to attack/AC as a swift action, which is great.

Fight as One (major): Insight bonuses are nice, but it's hard to guarantee that you allies will be able to capitalize on this.

Darkness Blessing

Enshrouding Darkness (minor): This is effectively Blur. Despite the short duration, miss chances are good at any level. This is great for any stealthy characters in the party because the concealment allows them to hide.

Darkened Vision (major): One minute is plenty of time to kill something whole it's blinded.

Death Blessing

From the Grave (minor): Situational.

Death's Touch (major): This will totally wreck people.

Destruction Blessing

Destructive Attacks (minor): Not very flashy, but at can add up quickly if your target likes to spam attacks (Monks, etc.).

Heart of Carnage (major): Most characters aren't built for critical hits, and enemies with Sneak Attack are very rare.

Earth Blessing

Acid Strike (minor): A bit of extra damage. Works in almost any encounter, but the damage isn't great.

Armor of Earth (major): DR/- is fantastic at any level.

Evil Blessing

Unholy Strike (minor): Good for overcoming DR, and gives you a bit of extra damage.

Battle Companion (major): Summon Monster with a limited selection. The duration never increases past 1 minute, and short durations are one of the biggest problems with summon spells.

Fire Blessing

Fire Strike (minor): A bit of extra damage. Works in almost any encounter, but the damage isn't great.

Armor of Flame (major): Fire Shield isn't very good.

Glory Blessing

Glorious Presence (minor): Fantastic for singling out enemies.

Demoralizing Glory (major): This is fantastic. Fear stacking is a very effective strategy, and this allows you to do it without any other investment.

Good Blessing

Holy Strike (minor): Good for overcoming DR, and gives you a bit of extra damage.

Battle Companion (major): Summon Monster with a limited selection. The duration never increases past 1 minute, and short durations are one of the biggest problems with summon spells.

Healing Blessing

Powerful Healer (minor): Warpriests aren't great healers, but this helps a bit.

Fast Healing (major): This is a fantastic return on your investment of your daily Blessing uses.

Knowledge Blessing

Lore Keeper (minor): Very situational, and very hard to justify using as a standard action. Your party should have a decent librarian.

Monster Lore (major): If you can somehow manage to make yourself good at Knowledge checks with poor intelligence, 2+ skill ranks, and only one decent Knowledge skill, this is a great buff.

Law Blessing

Axiomatic Strike (minor): Good for overcoming DR, and gives you a bit of extra damage.

Battle Companion (major): Summon Monster with a limited selection. The duration never increases past 1 minute, and short durations are one of the biggest problems with summon spells.

Liberation Blessing

Liberation (minor): Situational, but very handy.

Freedom's Shout (major): Situational, but very handy.

Luck Blessing

Lucky Presence (minor): This doesn't list a duration, so presumably you can drop this on your allies at the beginning of the day and they can just carry it around forever. If you're out of combat and your allies don't have this blessing in effect, it's time to get busy. Rerolls are fantastic, and this one can be used on basically any d20 roll, and the user gets to use the better of the two rolls instead of taking the second roll. This ability alone

Unlucky Enemy (major): Force enemies to reroll when they succeed on saving throws against save or suck effects, or if they get a luck critical hit.

Madness Blessing

Madness Supremacy (minor): Situational and terrible.

Control Madness (major): Finally something that can make Confusion not terrible. Force enemies to attack each other or themselves.

Magic Blessing

Hand of the Acolyte (minor): This is a great way for melee Warpriests to make ranged attacks.

Blessed Magic (major): As exciting as it is to get free spells, casting a spell 3 levels below your max when you only get 6th-level spells means that enemies will generally resist it, or the effects won't be significant.

Nobility Blessing

Inspiring Word (minor): A nice, versatile buff that you can count on at nearly any level. It won't be useful in combat past early levels, but it's nice for boosting skill checks out of combat.

Lead by Example (major): Nice for focusing on important targets, and it sure beats Aid Another.

Plant Blessing

Creeping Vines (minor): Fantastic for disrupting spellcasters and for preventing enemies from running away.

Battle Companion (major): Summon Nature's Ally is good, but not as good as Summon Monster. The duration never increases past 1 minute, and short durations are one of the biggest problems with summon spells.

Protection Blessing

Increased Defense (minor): Sacred bonuses are exceptionally rare, and this once scales a bit as you level.

Aura of Protection (major): Resistance to all types of energy damage for the entire party.

Repose Blessing

Gentle Rest (minor): Causing a creature to become staggered is a great way to prevent them from making a full attack, and once you get multiple attacks in a round you can very easily put enemies to sleep.

Back to the Grave (major): Vert situational.

Rune Blessing

Blast Rune (minor): Hard to use, and the damage is poor.

Spell-Storing Weapon (major): Cast this before every fight, walk in, and hit someone with something nasty.

Strength Blessing

Strength Surge (minor): This can considerably boost your damage output for the round.

Strength of Will (major): Situational, but nice when you need to charge a long distance or resist some of the listed conditions.

Sun Blessing

Blinding Strike (minor): Blindness is great, especially if you have someone in the party with Sneak Attack, but the one round duration doesn't get you much.

Cleansing Fire (major): Flaming is a nice source of extra damage, but it's not particularly powerful.

Travel Blessing

Agile Feet (minor): Situational.

Dimensional Hop (major): This is as fast as you could move in heavy armor, and you can use additional charges to go further.

Trickery Blessing

Double (minor): At low levels before you get iterative attacks, this is a great defense. It effective gives you a 50% miss chance against one attack. At high levels you will have better uses for your actions.

Greater Invisibility (major): Invisibility is fantastic, but this will eat through your daily Blessing uses very quickly if you rely on it too much.

War Blessing

War Mind (minor): The bonuses are small, but the blessing as a whole is very versatile because it allows you to change the bonus every round. The bonus types also stack very well with other common bonuses.

Battle Lust (major): Nonlethal damage is very easy to remove, so this adds 2d6 damage to your ally's attacks at nearly no cost.

Water Blessing

Ice Strike (minor): A bit of extra damage. Works in almost any encounter, but the damage isn't great.

Armor of Ice (major): Fire Shield isn't very good.

Weather Blessing

Storm Strike (minor): A bit of extra damage. Works in almost any encounter, but the damage isn't great.

Wind Barrier (major): Makes you nearly immune to ranged weapon attacks, and protects you from fall damage.