Itzal the Wayang's page

No posts. Organized Play character for Lazlo Woodbine.




Is there anything to stop a monkey familiar from wearing a tiny backpack?

I have a PFS Magus, who often discards wands and other items in the midst of battle, so was hoping to give him a companion to follow him around and collect all the things he may have dropped. He could also keep a potion or two in there to deliver to other PCs in an emergency.

4/5

Sean K Reynolds stated that deity specific spells were only intended to be cast by worshipers of that particular faith. That seems straightforward enough, but what if those spells were in a wand, scroll or potion? Could anyone use them? Could a Cleric of Calistria use a wand of Fallback Strategy for example, or would it require a UMD check?

What is the official PFS ruling on deity specific spells?

4/5

So I've been looking at building a Cleric with the Madness and Dark Tapestry domain/subdomains and I'm a little confused as to the legality in Pathfinder Society.

As far as I can tell, most of the Great Old Ones are not legal for society play. That seems to rule out all of those with the Dark Tapestry subdomain. Hero Lab seems to think that Azothoth and Yog-Sothoth are both PFS legal, however. Is this just one of those few occasions where it's wrong? Archives of Nethys show them as both illegal choices, and that's generally the more accurate of the two.

Is the Dark Tapestry subdomain itself legal?

The only way I can possibly think of getting it for a Cleric is by taking the 'Seperatist Archetype' which would make it 2 levels worse than normal. Is there anything I'm missing?

How about worshiping the 'Great Old Ones' as a pantheon? Hero lab seems to think that is legal too.


I've had an idea for a build which I'd like to play, but I'd like some feedback as to how viable it would be, and how it might be improved.

It's basically stealthy, incredibly mobile guy who attacks from the shadows before disappearing again, while scaring the life out of opponents at the same time.

For a 20 point buy at level 12 I'd go something like this:

Strength 18 (Racial, 4th, 8th)
Dex 14
Con 14
Int 10
Wis 14 (12th)
Cha 12

1 - Barbarian - 10ft Movement, Rage, Power Attack, Dodge
2 - Inquisitor - Judgements, Travel Domain, monster law, stern gaze
3 - Inquisitor - Cunning Initiative, Detect Alignment, Track, Combat Reflexes
4 - Inquisitor - Solo Tactics, Precise Strike
5 - Inquisitor - Judgement 2/day, Mobility
6 - Inquisitor - Bane, Discern Lies
7 - Rogue (Thug) - Frightning, Sneak Attack, Furious Focus
8 - Rogue (Thug) - Evasion, Spring Attack
9 - Rogue (Thug) - Brutal Beating, Cornugon Smash
10 - Shadowdancer - Hide in plain sight
11 - Shadowdancer - Uncanny Dodge, Darkvision, Gang Up
12 - Shadowdancer - Shadow Illusion, Summon Shadow, Strong Impression

Speed - 50ft
BAB - 8/3
Saves - 10,8,8

So with no magic items or spells cast, his standard way of attacking would be to spring attack from the shadows using rage, judgements and bane. He'd use his high movement to get into a good position and his Shadow or allies as flanking partners.

With a big sword like falchion that's +18 to hit/ 2d4+5d6+20 damage (Average 42.5).

He'd then get a free intimidate check from Cornugon Smash, and a great chance of frightening the opponent with his thug abilities and high intimidate skill. He could choose to do a little less damage and sicken them too.

He'd then spring back into the shadows and hide in plain sight again.

So what do people think? Anything obviously wrong with the build, or feats to switch out to make it better?

Thanks for taking the time to read!


I'm currently playing a Human Barbarian 1/Inquisitor 3.

ST 18
DEX 14
CON 14
INT 13
WIS 14
CHA 7

Feats:
Precise Strike (T)
Extra Rage
Power Attack
Improved Monster Law

It's a very mobile heavy hitting melee build with 50 base movement from Barabarian and Travel domain, with planned bonuses to flanking from teamwork feats.

Obviously I'm going to get to at least level 5 in Inquisitor to get the Bane ability before doing any more multiclassing, and probably level 8 so I get the second judgement and third level spells, but after that, what do people think about taking 3 levels of Shadowdancer?

I really like the flavour, and HiPS and a shadow flanking partner seems to fit in well with my tactical combat style. Darkvision could be handy for my human too!

Does that outweigh my loss of Inquisitor levels? Will it cripple me later in the game?

I've never seen anyone play a Shadowdancer so not really sure how well they work in practice.

Is third level a good place to stop? I already get a teleport ability from the Travel domain, but Shadowcall looks fun. I have a low charisma though.

Any thoughts or advice?

Thanks for reading!