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Great, thanks for the answer, I'll check with my GM, but that would make some sense I guess


Hi ! I recently discovered the wayfinders and got really interested in them. For context, my GM ruled that we were going to use the second method for determining the resonant powers. A few questions ensued :

  • - What happens when you put a Cracked Ioun Stone and roll a 94, as it reads "Stone becomes cracked." Since it was already cracked, does it just stay that way ? Break ? something else ?
  • - Same goes for Flawed, Scorched etc.
  • - Would a combo of a stone and wayfinder resulting in a specific desirable effect (for exemple +2 Str) be able to be sold for more than the sum of the stone and the wayfinder ? This seems a bit gamebreaking, especially if those items were both sold by a merchant (meaning the merchant could've tested them himself).
  • - Since ioun don't always have a resonant power (75% for standard ioun stones, less for others), do you have to roll that percentage per wayfinder, or is it a proprity of the Iou stone itself (meaning, if it has a power in one wayfinder, it has a power in all, or if it didn't have a power in a wayfinder, it just never will have one, in any wayfinder)?

Thanks in advance for the help !


hi, as the title says, do these two feats stacks ?

Amplified Rage:
Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Extreme Mood Swings:
Benefit(s): Increase each morale bonus you receive by 1. You take a -1 penalty on saves against emotion and fear effects.

When you are drunk (or worse), this penalty doubles, but you increase each morale bonus you receive by 2 instead.

These aren't technically bonus and even so, they do seem untyped (as in they improve one type of bonus, but the improvement itself isn't typed), so I would tend to say yes but it seems weird. Any idea ?


Wonderstell wrote:
How is Stand Still working out for you? Since it only works in adjacent squares it does seem like a bad choice for a reach build.

To be honest, Stand Srill hasn't seen much use. I've put spikes on my plate in order to threaten adjascent squares. I expect I'll use it more once I have Combat Patrol (and even Pin Down), since I guess I could move up adjascent to the enemy and use it ? I kinda wish I took something else, like Phalanx Formation, but that's okay^^

Btw, is the roll from Stand Still opposed by AC or CMD ? I first thought AC since it is made as an AoO, but my gut tells me CMB is normally opposed by CMD.

Wonderstell wrote:

Have you considered implanting them or putting it in a wayfinder?

No, simply because I never knew about those ! They sound really fun, and I'll pitch them to my DM. I still can only have on, but I guess this is going to help (she usually says that 1-5 ioun stone is fine, but more than that should become a bit distracting and tbh, I kinda agree^^)

About the fighting, so far, I usually run out of AoO, because we're often outnumbered. But I guess that since the campaign is setup around drows (we're playing Rise of the Drow), they'll usually have feats like mobility or high Acrobatics. I think I'll keep my Dex where it is now, stick to Warpriest and keep my eyes open for a Dex item that our Swashbuckler or Ranger don't want^^

MrCharisma wrote:
I have had it happen (Surprise round, Flat-Footed, got charged by 3 Ghasts and managed to one-shot 2 of them with lucky rolls before they attacked me)

Happened to me a few times too with different enemies. Although I didn't kill anyone (I'm not very lucky usually^^), I love using Pushing Assault to break their charge. That gives my party almost a free turn to do stuff. My DM is usually playing fair with the logic of the enemies (zombies etc. are stupid, and therefor will not "learn" not to provoke, but once a barbarian tried to charge me and got halted, the next one simply walked up to me to hit me), and I don't really mind that.


Thanks for all the help ! Theaitetos, sadly, most of what you're suggesting can't work for me (Desna is a roleplay choice, + Torag implies using a warhammer, and therefor losing the reach, and I'm a human). The spells could be interesting, but I think that losing one level of warpriest to get Line in the Sand might be worst than losing 2 and just go HAM on Str ? Nonetheless, I love these suggestion for later. I'd like to make another character like that, but a more optimized one, someday :)

Thanks to all the people that reassured me on the 14 Dex. I was kinda worried since I plan on taking Combat Patrol, therefore increasing my reach even more, and I feel like at a certain point, everybody will provoke, just because of the sheer area that I could cover ; like... caster is in the back, still provokes thanks to combat patrol, same for the archers, etc. It feels like they won't be able to do too much to prevent that, and that's why I was worried.

The Ioun Stone is a good idea, I'll check with my GM, she's kinda restrictive about Ioun Stones (she doesn't like players having a whole planetarium around their head^^').


Thanks for the insight, but doesn't Fortuitous use your AoO (meaning if I have 3 AoO per round and make one + Fortuitous proc, I only have 1 left) ?


Hi, and first of all, happy holidays to you all.
So, as for my actual question :

I'm playing on a campaign that is supposed to bring us from lvl 1 to 20. I'm playing a warpriest of Desna, and I went for a tanking/reach build. I know it's not optimal, but I've got things like combat reflexes, stand still, pushing assault, shield brace, power attack.

My stats & prediction:

17 (+ at least 1)
14
14
10
15 (+ at least 1)
8

We're currently level 6. My problem is that I realized that with only 14 dex, I'll have to either put some of my stat points in dex when leveling, gear towards dex, or just stay stuck at 3 (or even 2 when enlarged) AoO per round, which seems low.
I discovered that I also could put 2 level in High Guardian to get

Defender's reflexes:
Quote:

At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.

This ability replaces the bonus feat gained at 2nd level.

The big drawback is that i'm losing 2 level of warpriest, meaning I'm losing Sacred Weapon and Armor +5, an upgrade to fervor and Sacred Weapon damage, obviously my capstone, but mostly 2 lvl 6 spell slots.

I guess my question is : is it worth it to lose that much just to not have to invest in Dex somehow (or get stuck with 2-3 AoO per round on a reach build) ? Or does anybody have another solution ? Thanks in advance !


Hi everyone !

We were playing with a friend using (Core) Ezren, and came across an interaction we don't know how to resolve. In his Mystic Diviner role, he has a power that reads

Ezren wrote:
When you examine the top card of a location or deck, you may examine the top 2 cards instead.

The Fortune Teller has a power that reads

Fortune Teller wrote:
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.

How do those interact together ? We were assuming that you would first chose a type (say, Boon), then examine the top 2 and encounter any boon examined this way (so 0, 1 or 2). But that still seems a bit weird.

Is there a ruling about that kind of stuff ? I couldn't find any. Thanks in advance !


Oh, right, so it's a way to cycle useless (at the time) cards in hope of getting better ones for the next turn ? That seems kinda usefull but on the other hand, it's pretty slow isn't it ?


New player here. I was a bit puzzled when I tried the game yesterday. If I'm understanding this correctly, when you Recharge a card, you take a card from your hand, and put it at the bottom of your deck. So far, so good. Then, the Teamster (core) card happens. It's a lvl 0 Ally, and his first power reads

Quote:
Recharge to draw a card or recharge a card.

The first part of this power, I get. That's the second part that puzzles me... So, I'm supposed to play this card (and Recharge it) in order to take another card from my hand and Recharge it too ? Why ? What's the point ? Wouldn't I be better actually playing the second card ?

Sorry if this is really obvious, but as a new player, there're still a few things to learn and although I can find answers for most of my questions, this one eludes me.


I'll be able to get a shield at level 6 ; getting it earlier would mean delaying Pushing Assault until level 6. Am I mistaken in thinking that Pushing Assault is more important ?

The problem I encountered with maneuvers is that at the earliest, I'll be able to get them around level 12 (level 9 top), and they seem to start to fall off at that level. CMD at level 12 seems to be around 34 ; my CMB at that level, assuming 18 STR(+4), Enlarge(+1), +1 Weapon, a belt of Str (+1) would be around 16, 18 with Improved Maneuver, realisticly 20-22 with buffs. This seems like a pretty low chance of success, especially since CMD seems to increase exponentially. Would you say they are still worth it since the campaign is supposed to strech up to level 20 ?

My party seems to be finalized, we'll be an Elf Aracanist, a Half-Orc Ranger (archery focused), a Catfolk Swashbuckler (face more on the tanky side), a Human Rogue/Arcane Trickster(we seem to have picked up a fifth^^) and me, a Human Warpriest of Desna


My updated Feat list:
1.................................Combat Reflexes
Human......................Stand Still
Warpriest..................Weapon Focus (Guisarm)
3.................................Power Attack
Bonus Combat.........Pushing Assault
5.................................Shield Focus
6 Bonus Combat......Shield Brace
Human Combat.......Shield Movement
7.................................Combat Patrol / Imp Shield Bash
9.................................Imp Shield Bash / Combat Patrol
Bonus Combat.........Greater Weapon Focus (Guisarm)
11...............................Quicken Blessing
12 Bonus Combat....Pin Down
Human Combat........Missile Shield ?
13...............................Quicken Blessing
15...............................
Bonus Combat.........
17...............................
18 Bonus Combat....
Human Combat........
19................................


I'll check that out, but I think for Desna, I'll just save the feat for something better


I already read the guide yeah. It suggest that Switch Hitter would be the natural way to go for a 2H, but since I'm more on the reach/ battlefield control, I can't really swap my weapon for a bow or something, especially once I'll be using a shield with it. Vital Strike could help, but only in situation where I'll want to advance, and I feel like most of the time, my goal would be to stand in the way and wait for enemies to provoke, rather than go to them. But I guess for 1-3 feats, I could take it. Maybe with spring attack, for when I need to reposition (get in, strike, then fall back a bit to defend and wait).
I was also looking at the Swift Iron Style feats, but not sure it's worth it ? (with a breastplate or something like that)

I didn't know about the Variant Channeling, I love discovering new options ! I went there and read a bit, but since I'm a worshipper of Desna, there're not a lot of interesting options : Chaos, Good, Travel or Liberation don't seem to exist, at least on the SRD and Luck doesn't feel that strong. Are there any other sources for those ?

I also found Dream (which is underwhelming too), but am I suppose to look for portfolios or domains ? And am I restricted to the 2 domains I chose for my blessings ?


Thanks, I stand corrected ! The clause about class feature bonus feat was what I was thinking about, but I went and re-read it this morning and it indeed would work. I absolutely didn't know about the HP retraining, it seems pretty costly and time consuming but I might give it a try if we have some downtime and the GM allows it (since we always get 1/2 HD on level up, idk if she would allow us to increase that, but I think she'll be open at the idea).

Feat-wise, for a 2h reach build, after taking all of the necessary things, where would you go ?I don't think Vital Strike would be good, since I would base my playstyle on AoOs. I looked a bit at the Style and Tricks feats, but nothing really interesting popped up. As someone pointed out, I think Trip is out of the window since at level 12+ it seems to fall off. So I'm left a bit wandering about where to go. I'll have some reach shenanigans, some basic shield bash things to push/stop people who get into my reach, and then... ?


I seem to remember that when retraining, you should still be able to qualify for the feats at the level for which you take them (so even if I'm level 10, I wouldn't be able to retrain my level 1 feats as Power Attack for exemple).

Not sure I get why retraining would give me more HP though ?


Hum, nice, forgot about Difficult Terrain, I'll consider it. Since I'd rather play as a human (for fluff purposes), I'll leave the Dorn-Dergar aside, but my GM athorized me to take a feat from D&D 3.5, Short Haft, which allows me to do basically the same but as a Swift Action (which... isn't great, I know).

But that's why I'm going the route with Shield Brace and Improved Shield Bash, this'll give me a way to threaten the adjascent squares. I guess I might invest 50 GP into armor spikes until it come online though. I just also realize, to my great displeasure, that Warpriest starts with 0 BAB, so I have to review my feat order since I can't get Pushin Assault or Power Attack at level 1^^'


I am aware yes, I took that exemple for simplicity, but Combat Reflexes and this should stack too right ?


Hi there !
Just found 2 "feats" and I wondered how those would interact with each other :

Off-Hand Opportunity:
Quote:

Additional Prerequisite(s): Combat Reflexes

You can make one additional attack of opportunity each round with your off-hand weapon.

Stand Still:
Quote:

Prerequisites: Combat Reflexes.

Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.

So, say, I have a weapon and a shield, and I already used my AoO for the round, if somebody moves through my adjascent square, do I get to attack them (with my shield thanks to Off-Hand Opportunist) and use Stand Still ?

Instinctively, I'd say yes, it'll go like :
- Enemy provokes AoO by moving through adjascent squares
- I cannot make an AoO with my weapon (since already used) but Off-Hand Opporunist gives me an additional one with my shield
- I choose to use Stand Still instead of my standard AoO with my shield.

What do you guys think ? Is there an official ruling on this ? Also, am I correct to assume that Weapon and Shield qualify for Two-Weapon Tricks (since a shield can be considered a weapon) ?


Yeah, I thought Liberation was pretty nice too, but seemed somewhat too... circumstantial ? I falls in the category of thing were if I need them, I'll be really glad I have it, but most of the time, it feels like it won't do anything :/

If I'm reading this correctly though, feels like it would indeed negate the Grappled condition :

Quote:
you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement)
and Freedom of Movement
Quote:
All combat maneuver checks made to grapple the target automatically fail

The big question would be : Can you yourself initiate a Grapple even while under the effect of this, but that's a question that have already been debated in other threads.

Also, UPDATE : our swashbuckler seems to say that he'll go more on the tankier side than the damage side, but that he'll mainly be a face. We are apparently also getting an Arcane Trickster as a fourth and/or maybe a Summoner (apparently, we might have a 5th player). So I guess if we get a summoner, I could go more on the damage side of things but I still guess that 14 CON is a no-brainer at this point, so I guess reach build might be were I'll go.


Also,

Matt2VK wrote:

Which Blessing are you planning on going with?

Desna has some very nice blessings to choose from. My favorites are Liberation & Luck.

Was thinking of Luck and Good (Travel and Liberation sounded good too, but I kinda like the idea of summoning a thingy to fight alongside me :) )

(Sorry for the double post, couldn't seem to edit my previous one)

EDIT : I just realized though that Luck's Major Blessing wouldn't get much use in a Reach build... :/ Maybe I'm better off giving up on Luck if I'm going that way ? (even though the minor one is still good)


About Quicken Blessing, I know it becomes a Swift Action and I might be starved of those, it's just that it allows me some flexibility ? If I have the time, I can use them as a standard action, but if using it is my best choice at the moment, I can use it as a swift.
I know there's no such thing as tanking in Pathfinder, but I feel like the reach build would be close to that, preventing enemies to get past me the best I can ; that would also be the reason behind Trip, but I'll wait to see how it could work atound level 10 in our campaign (if we're facing too much big, or un-trippable enemies, I won't take it).
Comabt Patrol is about that too, giving me a bigger area of control, but I'm also not sure how it'll work.

Thx for the advices about TWF builds btw !


Hey, thanks a lot for those great advices ! As I said, TWF is more because it's a prerequisite rather than because I wanna use it. Unless I'm going full DEX build that is. I'm contemplating the idea of dumping Cha since I'm indeed spread pretty thin. I would rather not have to dump a stat, but maybe it's the right choice here.

Ryze Kuja wrote:
I can help you create a build better if I know this: What is your party make-up and what role do you see yourself serving in this group? Also, is anyone in your party planning to do any unorthodox builds?

So far, the party composition hasn't changed from my original post : we have an Arcanist, a swashbuckler and an undetermined third, plus me. So so far, it seems like I will have to be the front line tanky one. That why I was trying to go for Shield (for tankyness) and Trip (for area control). Shield Bashing was to get more Trip possibility and a bit of versatility and damage. Crit was the same idea (that's why I picked it up late)

EDIT : I came up with this Reach build too, to try to correct some of the flaws of my original build. It doesn't do the same thing, but maybe that's a better way to accomplish what I'm trying to do ?

Abilities:
STR 14 (+2 human)
DEX 13
CON 14
INT 10
WIS 15
CHA 10
Levels +1 WIS +4 STR (or maybe +1 WIS, +1 DEX, +3 STR

Feats:
1.................................Power Attack
Human......................Pushing Assault
Warpriest..................Weapon Focus (Guisarm ?)
3.................................Combat Reflexes
Bonus Combat.........Weapon Focus (Spiked Armor)(Shield Focus)
5.................................Dodge (Shield Brace)
6 Bonus Combat......Mobility (Shielded Movement)
Human Combat.......Combat Patrol
7.................................Stand Still (Improved Shield Bash)
9.................................Dirty fighting (Stand Still)
Bonus Combat.........Greater Weapon Focus (Guisarm ?)
11...............................Quicken Blessing
12 Bonus Combat....Pin Down
Human Combat........Imp Trip (Missile Shield)
13...............................Greater Trip (Quicken Blessing)
15...............................
Bonus Combat.........
17...............................
18 Bonus Combat....
Human Combat........
19................................

I saw to way to do this, hence the parenthesis. I feel like the shield one would be better than the Trip one though, even though Spiked armor sounds fun. I also leaves me some rooms for other feats, like maybe Divine Interference, Weapon Specialization, Improved Init or even Toughness (maybe Whirlwind Attack).


I've already taken into account the Human Bonus Feats. And I considered dumping CHA but... idk, it's a dump stat in sooooo many builds or even character I played, and I wanted to try to do something else. Sure, if dumping CHA, I can get away with the original build (minus a few adjustments) and get 14 CON.
Same for the Chaplain. I was aware of it, but I wanted to keep the standard blessing mechanic. I can still get Difficult Swings if I take Martial Focus, but I'm still not sure about the value of this feat :/

About the actions part, I didn't know you couldn't convert a move to a swift or anything, we always ruled that you can convert a "higher cost" action to a "lower cost" one (Standard>Move>Swift>Free), but I'll bring that to the table next time, it sure changes things a bit if we apply the RAW from now on.


Alright, after all these discussions, it feels like there isn't a good way to do this with these parameters. I guess a 25 Point Buy would alleviate some of the problems (like getting 14 CON), or being a fighter and having no need for WIS. I know I could kinda do something by dropping a few feats, but the Ability Score issue would still be there, or the build wouldn't do what I wanted it to do, so... I'll just build something else !

Probably going to try a Reach Warpriest then, with area control and such, seems fun too. Maybe gonna try Shield Brace, seems a pretty fun feat, but not too sure about it yet (I feel like I'm risk trying to do too many thing at once again^^). Any advices on that ?
I guess I'll go standard Power Attack and Reach Feats, and if I got some spares, maybe Shield Brace. I also found the feat Difficult Swings... would you say it's useless if I get Pin Down ? The latter seems to make me a bit more sticky, but uses one of my few AoO (I'll start with 12-13 Dex, so 2 AoO, aiming to get a Dex belt at some point to increase this).
I'll probably use a Spiked Gauntlet or Spiked Armor to be able to push people away with Pushing Assault too.


Hey, thanks a lot for all the adivces ! I don,t think we'll be allowed to craft entire weapons using the points system, so I'll be stuck using whatever weapons are on the SRD.
After all your comments I'm contemplating going as a DEX warpriest but how would that work ? staying in medium armor and forgoing heavy ? And stat-wise, would something like that be decent
13
16 (include Human's +2)
14
10
15
10
And I guess I'll forgo the Trip part of the build to get the Dex feats (Weapon Finesse, Slashing Grace and possibly ITWF and GTWF ?) Using a light shield and a Kukri would allo me to use Weapon Finesse, but I wouldn't be able to add my DEX to my shield damage though.

Starry grace won't be useful if I'm using a shield sadly.


Thank you guys for your answers. Pretty sure the campaign will indeed have drows in it ;) Didn't considered the poison saves though, you have a good point.

The problem with TWF is that sure, I'll gladly take it in order to have better attacks with bashing/using my weapon, but it's also a prerequisite for Shield Master. You'd advise me to drop all of this altogether ? So then I'll only use my shield bash during iterative attacks ?


VoodistMonk wrote:

You are going to want WAY more Constitution... don't settle for anything less than a 14.

You are going to want to have more than just Combat Feats. However, Combat Reflexes should definitely be one of them.

Problem is, I also need high STR, 15 DEX for TWF, and 16 Wis for spells, so that leaves me a bit short on points. Maybe Toughness would help there (even though I don't really like this feat). Also, our rules for level up is 1/2 the die + CON instead of rolling.

Combat Reflexes would again require high DEX too, sooo that leaves me with the same problem as above.

VoodistMonk wrote:
Trip is overrated and probably not worth the investment.

Is it ? I never played with it, so I don't really know. I moslty intended to use it to provoke AoO (and also maybe help other to hit).


Hi all ! My group is going to play the Rise of the Drow campaign (which is supposed to go from level 1 to 20) and I thought I'd try to play a Warpriest. I chose Desna mostly for flavor, I know there's probably better deities for that but she sounded appealing. Also, please, don't spoil anything if you know the campaign. I can appreciate pointers like "you shouldn't take that in this campaign", just don't tell me why if it's a spoiler.
So, here's what I got so far (20 point buy):

Human Warpriest
STR 16
DEX 15
CON 10
INT 10
WIS 13 (+2 Human)
CHA 10
Levels : +1 WIS, +4STR
Traits
Fate's favored (fits with Desna)
Ancestral Weapon (weapon of my mother when she was adventuring/pirating)
OR
Second Chance (fits with Desna)

Feats:
1.................................2-Weap Fighting
Human......................Imp Shield Bash
Warpriest..................Weap Focus (Scimitar or Cutlass?)
3.................................Weap Foc (Shield)
Bonus Combat.........Shield Foc
5.................................Stumbling Bash
6 Bonus Combat......Dirty Fighting
Human Combat.......Improved Trip
7.................................Greater Trip
9.................................Toppling Bash
Bonus Combat.........Improved Crit (drop if Keen Weap)
11...............................Shield Slam
12 Bonus Combat....Shield Master
Human Combat........Tripping Strike
13...............................Critical Focus
15...............................Bashing Finish
Bonus Combat.........Shield Master
17...............................Sickening Crit (or Crit Versatility for Sickening or Blinding later)
18 Bonus Combat....Stunning Crit
Human Combat........?
19................................Crit Mastery

Other feats that caught my eye
Combat Reflexes
Quicken BLessing (x2?)
Pin Down
Divine Interference
Fury's Fall
Outlfank (?)
Seize the Moment (if Swash goes Crit)

Gear
I don't know if we'll be able to customize our gear at cities etc. or if we'll have to do with what we find. I thought about going Cutlass or Scimitar (I guess Kukri could work too, allowing me a Heavy Shield ?), heavy armor (prob Full Plate since even with 15 DEX, I don't think there's anything better) and Light Shield.

My thought process
I started wanting to go more on the tanky side since we apparently will have an Arcanist and a Swashbuckler with us (probably a tbd 4th too). Shield bashing seemed kinda fun, and a way to pile up the damage with Sacred Weapon. plus I noticed that there was a way to generate more bash with crits, so why not go a bit for a crit weapon/build. Finally, I had a bit a room, and noticed that there was a way to combine bashing and tripping, so... there we you have it.

My interrogations
With no bonus CON and most of favored class bonus going to feats, I feel like I could be a bit squishy for a frontliner
Some of the feats that are not in the build still seem kinda essential (namely Quicken Blessing and Combat Reflexes), and I feel that if I'm to get them, the earlier the better, but that will slow down the rest of the build. Plus, I don't know what to give up for those...
Is there a more optimal way to accomplish this (order of the feats, or feats that aren't that useful or on the contrary feats I forgot to take ?

Sorry for the lengthy post, but thanks in advance for you help !


Great ! Thank you guys.


That's what I thought (or hope). Although, MrCharisma, if I understand you well, basically I will :

- Take my Character Level -1 to determine my Inquisitor class features
- Add all my "real" Inquisitor level, check my BAB/Saves/HP/Skill for those and then add up the bonuses of the Evangelist on top of that.

Am I right ?


Hi guys.

A quick question to which I don't seem to be able to find a clear answer :
I'm currently playing an Inquisitor/Evangelist. I started my Evangelist PrC as soon as I could (lvl 6 iirc), but now, I'm wondering... After my 10 level of Evangelist, can I go back to taking levels in Inquisitor, and if so, how does it work ?

What I'm having trouble with is that, even with Aligned class, at lvl 16, I'll be Inquisitor 6/Evangelist 10. So my next level would technically bring my character to Inquisitor 7/Evangelist 10 which grants me... nothing ? Since I already have all the Inquisitor 7 class features thanks to Aligned Class ? Or will I be ganing the Inquisitor 16 class features, but still be Inquisitor 7 ?

I hope that's not too confusing !


Thank you guys for the very quick answer ! Thanks for the clarification Beopere, I'll think about what energy I'll channel, it's a pretty hard choice to make... :)


Hi everyone. I recently faced a problem when creating my new dwarf cleric. I want him as a worshiper of Gorum (a Chaotic Neutral deity), but as a true neutral character. I found an old thread about spell access for true neutral cleric with a true neutral that say they have access to both Good and Evil, Lawfull and Chaotic spells... But what about a true neutral cleric with a CN deity ? Will he have the same access to spells, or only Good, Evil and Chaotic ?

And since I'm here... is channeling negative energy might tend to show me as a more evil character ? I wanted my priest to be a battle priest, so channelling negative energy would be a more practical choice for him, but it seems kinda evil :s