Disclaimer
We support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance.
RPGBOT uses 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.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Blessings
Air Blessing
(minor): This can turn a bow into a melee weapon, which usually required Point-Blank Master.
(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
(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.
(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
(minor): Situational.
(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
(minor): Good for overcoming DR, and gives you a bit of extra damage.
(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
(minor): Fantastic for singling out enemies.
(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
(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.
(major): Insight bonuses are nice, but it’s hard to guarantee that you allies will be able to capitalize on this.
Darkness Blessing
(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.
(major): One minute is plenty of time to kill something whole it’s blinded.
Death Blessing
(minor): Situational.
(major): This will totally wreck people.
Destruction Blessing
(minor): Not very flashy, but at can add up quickly if your target likes to spam attacks (Monks, etc.).
(major): Most characters aren’t built for critical hits, and enemies with Sneak Attack are very rare.
Earth Blessing
(minor): A bit of extra damage. Works in almost any encounter, but the damage isn’t great.
(major): DR/- is fantastic at any level.
Evil Blessing
(minor): Good for overcoming DR, and gives you a bit of extra damage.
(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
(minor): A bit of extra damage. Works in almost any encounter, but the damage isn’t great.
(major): Fire Shield isn’t very good.
Glory Blessing
(minor): Fantastic for singling out enemies.
(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.
(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
(minor): Warpriests aren’t great healers, but this helps a bit.
(major): This is a fantastic return on your investment of your daily Blessing uses.
Knowledge Blessing
(minor): Very situational, and very hard to justify using as a standard action. Your party should have a decent librarian.
(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
(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
(minor): Situational, but very handy.
(major): Situational, but very handy.
Luck Blessing
(minor): 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. The 1-minute duration can make it hard to use in combat, but you can throw this on an ally before a fight starts to give them an edge on high-value attack rolls like spell attacks.
(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
(minor): Situational and terrible.
(major): Finally something that can make Confusion not terrible. Force enemies to attack each other or themselves.
Magic Blessing
(minor): This is a great way for melee Warpriests to make ranged attacks.
(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
(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.
(major): Nice for focusing on important targets, and it sure beats Aid Another.
Plant Blessing
(minor): Fantastic for disrupting spellcasters and for preventing enemies from running away.
(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
(minor): Sacred bonuses are exceptionally rare, and this once scales a bit as you level.
(major): Resistance to all types of energy damage for the entire party.
Repose Blessing
(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.
(major): Vert situational.
Rune Blessing
(minor): Hard to use, and the damage is poor.
(major): Cast this before every fight, walk in, and hit someone with something nasty.
Strength Blessing
(minor): This can considerably boost your damage output for the round.
(major): Situational, but nice when you need to charge a long distance or resist some of the listed conditions.
Sun Blessing
(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.
(major): Flaming is a nice source of extra damage, but it’s not particularly powerful.
Travel Blessing
(minor): Situational.
(major): This is as fast as you could move in heavy armor, and you can use additional charges to go further.
Trickery Blessing
(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.
(major): Invisibility is fantastic, but this will eat through your daily Blessing uses very quickly if you rely on it too much.
War Blessing
(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.
(major): Nonlethal damage is very easy to remove, so this adds 2d6 damage to your ally’s attacks at nearly no cost.
Water Blessing
(minor): A bit of extra damage. Works in almost any encounter, but the damage isn’t great.
(major): Fire Shield isn’t very good.
Weather Blessing
(minor): A bit of extra damage. Works in almost any encounter, but the damage isn’t great.
(major): Makes you nearly immune to ranged weapon attacks, and protects you from fall damage.