Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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plasticneq Dec 29, 2023 @ 11:58pm
Evil Playthrough Cult Leader Warpriest Build Question
So i was checking player classes and found cult leader warpriest a very cool idea for demon path run in terms of mechanics and RP.
i ve watched a couple of guides but still struggle to understand the mechanics of the class. What stat should i max out - strenght or dexterity ?
What diety to follow ?
Any suggestions for a new player how to optimise a build from the start ?
thanks:tragedian:
Originally posted by Zuloph:
I actually have a cult leader play through planned for my Legend run when I get to it, but it would definitely still work with just straight any path. The build up to level 8 is pretty simple and then after that it's pretty much whatever you want (it's a themed build, going to be doing one punch man going Trickster > Legend so it'll have quite a few of the Trickster unique feats which is why I'm not including much past level 9)

Human
Point Buy (adjusted for not being a Legend since you won't get the extra level stats so no point in buying an 18 STR)
19 Str (17 buy, 2 racial)
13 Dex
14 Con
13 Int
14 Wis
7 Cha

Background Pickpocket, Skills Max Stealth (for when you get hide in plain sight at 15 Cult Leader)/Trickery/Perception/Kn. World or Arcana
Diety - Whatever (my build would use Irori for the free Improved Unarmed Strike but doesn't exactly work if you want to be evil)

Levels
1 (Rogue, Rowdy) Vital Strike (free), Power Attack, Cleave
2 (Warpriest, Cult) Whatever blessings your diety allows
3 (Warpriest) Focused Strike
4 (Warpriest) +Str
5 (Warpriest) Metamagic Extend
6 (Warpriest)
7 (Warpriest) Skill Focus Kn World, Cleaving Finish
8 (Warpriest) +Str
9 (Loremaster) Outflank, Combat Feat Greater Vital Strike

This gets you access to Greater Vital Strike relatively early (usually requires 16 base attack) and gives you the regular Vital Strike feat to qualify for Mythic Vital Strike at MR2 plus lets you add to your sneak attack dice on Vital Strikes as well. Beyond level 9 you can go straight Warpriest, I personally plan to go Warpriest until level 14 which gets me level 12 Warpriest for Hide In Plain Sight then go 1 more level of Rogue for the Fast Stealth Rogue Talent then finish out as a Warpriest which gets level 17 base Warpriest, CL18 with the Loremaster level. You can always give that up though for 18 Warpriest for an extra sneak attack dice and your last bonus combat feat, I just personally like the Fast Stealth option with Hide In Plain Sight

Good mythic abilities not in any particular order are Always a Chance (don't want to be missing on those pesky 1s when you only do 1 attack), Last Stand, Rupture Restraints, Master Shapeshifter, the new Spellcasters Onslaught since Warpriests can cast their spells as swift actions, Abundant / Improved Abundant casting, I personally like Favoured Metamagic Extend but that's just preference, Ever Ready.

Alternatively you can give up 2 Warpriest levels to go 3 Loremaster and pilfer the Wizard spell list for Mage Armour since Archmage Armour was fixed to work only if you cast the spell, still lets you end at 15 Warpriest which scales your Sacred Weapon dice to 2D6. Last bump before you go to 2D8 at 20, which you'd never hit anyways. Also gets you the last sneak attack die you'd get.

Nice thing too is you can use any weapon you want because even though a Cult Leader doesn't get the bonus Weapon Focus feat at level 1 they do still retain the ability to turn any weapon with which they have Weapon Focus in to a Sacred Weapon so if you really like say the Longsword you could entirely do the build around it You'd just have to give up Focused Strike (which isn't that big of a deal at lower levels anyways since the to hit penalty on Power Attack isn't that bad anyways) until level 11.

Optimal build? Nah, TWF probably would be because Sneak Attack. Fun build? Hell ya, also functional on Hard and below (I did test it once already in the Midnight Isles standalone DLC and you have less unique item resources there, just generics)

Edit - I'd personally use a Greatsword for the higher Vital Strike dice count until level 6 (which would be level 5 Warpriest) so when you enlarge your Sacred Weapon dice will be 2D6
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Showing 1-3 of 3 comments
AzureTheGamerKobold Dec 30, 2023 @ 12:09am 
really depends on how you build it, but a straight cult leader is probably going to want Dex. it has sneak attack, with accomplished i think gets 7d6 which is nothing to sneeze at. Go Dex, and dual wield and just play it like a rogue with spells. Toss in a level of monk and you have a high AC stabby half caster with lots of sneak attack. Buff yourself and go to town.

Though i am sure someone else has more experience with this class the i do.
Drake Dec 30, 2023 @ 2:42am 
The "basic build" is as a cleric/thief type, dual daggers dex/wis. The sacred weapon feature will enhance the damage of the dagger even at early levels and you'll chain sneak attacks while buffed with cleric spells.

Another popular build is the dual wield throwing axe cult leader. It's pretty much the same, but you'll add some str to the build, you'll basically build a dual throwing axe fighter that will have stupid damage from range.
The author of this thread has indicated that this post answers the original topic.
Zuloph Dec 30, 2023 @ 8:07am 
I actually have a cult leader play through planned for my Legend run when I get to it, but it would definitely still work with just straight any path. The build up to level 8 is pretty simple and then after that it's pretty much whatever you want (it's a themed build, going to be doing one punch man going Trickster > Legend so it'll have quite a few of the Trickster unique feats which is why I'm not including much past level 9)

Human
Point Buy (adjusted for not being a Legend since you won't get the extra level stats so no point in buying an 18 STR)
19 Str (17 buy, 2 racial)
13 Dex
14 Con
13 Int
14 Wis
7 Cha

Background Pickpocket, Skills Max Stealth (for when you get hide in plain sight at 15 Cult Leader)/Trickery/Perception/Kn. World or Arcana
Diety - Whatever (my build would use Irori for the free Improved Unarmed Strike but doesn't exactly work if you want to be evil)

Levels
1 (Rogue, Rowdy) Vital Strike (free), Power Attack, Cleave
2 (Warpriest, Cult) Whatever blessings your diety allows
3 (Warpriest) Focused Strike
4 (Warpriest) +Str
5 (Warpriest) Metamagic Extend
6 (Warpriest)
7 (Warpriest) Skill Focus Kn World, Cleaving Finish
8 (Warpriest) +Str
9 (Loremaster) Outflank, Combat Feat Greater Vital Strike

This gets you access to Greater Vital Strike relatively early (usually requires 16 base attack) and gives you the regular Vital Strike feat to qualify for Mythic Vital Strike at MR2 plus lets you add to your sneak attack dice on Vital Strikes as well. Beyond level 9 you can go straight Warpriest, I personally plan to go Warpriest until level 14 which gets me level 12 Warpriest for Hide In Plain Sight then go 1 more level of Rogue for the Fast Stealth Rogue Talent then finish out as a Warpriest which gets level 17 base Warpriest, CL18 with the Loremaster level. You can always give that up though for 18 Warpriest for an extra sneak attack dice and your last bonus combat feat, I just personally like the Fast Stealth option with Hide In Plain Sight

Good mythic abilities not in any particular order are Always a Chance (don't want to be missing on those pesky 1s when you only do 1 attack), Last Stand, Rupture Restraints, Master Shapeshifter, the new Spellcasters Onslaught since Warpriests can cast their spells as swift actions, Abundant / Improved Abundant casting, I personally like Favoured Metamagic Extend but that's just preference, Ever Ready.

Alternatively you can give up 2 Warpriest levels to go 3 Loremaster and pilfer the Wizard spell list for Mage Armour since Archmage Armour was fixed to work only if you cast the spell, still lets you end at 15 Warpriest which scales your Sacred Weapon dice to 2D6. Last bump before you go to 2D8 at 20, which you'd never hit anyways. Also gets you the last sneak attack die you'd get.

Nice thing too is you can use any weapon you want because even though a Cult Leader doesn't get the bonus Weapon Focus feat at level 1 they do still retain the ability to turn any weapon with which they have Weapon Focus in to a Sacred Weapon so if you really like say the Longsword you could entirely do the build around it You'd just have to give up Focused Strike (which isn't that big of a deal at lower levels anyways since the to hit penalty on Power Attack isn't that bad anyways) until level 11.

Optimal build? Nah, TWF probably would be because Sneak Attack. Fun build? Hell ya, also functional on Hard and below (I did test it once already in the Midnight Isles standalone DLC and you have less unique item resources there, just generics)

Edit - I'd personally use a Greatsword for the higher Vital Strike dice count until level 6 (which would be level 5 Warpriest) so when you enlarge your Sacred Weapon dice will be 2D6
Last edited by Zuloph; Dec 30, 2023 @ 8:26am
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Date Posted: Dec 29, 2023 @ 11:58pm
Posts: 3