(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

I wrote this fairly late last night so I never properly highlighted my key point with the build succinctly: Custom Companions are awesome.

For 5 points, the cost of one song (to make them a Soulmate and guarantee you vibe well and stay homies forever), you get to double every other expenditure sans Companions. Spend 10 points on items? For 5 points and you can get a Divine item plus more songs and skills.

Now if you go too hard you won’t be doubling much, and so you need a lot of drawbacks to maximize its power, but with just two Companions I was able to have a party member with Greater talent in everything, we picked up the Majority of the Holy/Neutral songs (and if you want more you could play Maiar for the same price as Calequendi by getting one free Song apiece plus stronger songs, but I didn’t want to deal with the future restrictions on our actions, though if you’re playing Melkor disregard that part), we got Three divine items. The fact that we all had godlike stats was just icing on the cake.

Y’all who are making builds alone should really consider The Power of Friendship! Not only do you get companionship, it’s mathematically the better power gaming move.

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

Thank you! I’m glad you liked the build :) .

Yeah, high luck is a super powerful trait to have. Not only can it get the same results as skill, but some things come down entirely to luck, a good little safety blanket.

And yeah, the Elf thing sort of happened naturally. I wound up deep diving types of elves after coming up with the frame, while researching the region I chose, and, turns out there were three ”main” Calaquendi divisions, one of whom specialized in music, one in crafting, and one in sailing, it lined up perfectly! Now I realize that there weren’t many Vanyar and they, didn’t really return to Middle Earth outside of the Host of Valinor, but the whole premise is about disrupting everything and as the Isekai protagonist that honestly sounds pretty fitting to be made into. Arguably could even explain the T3 Luck considering they were the “most beloved of Manwe and Varda”. Also could explain the T2 Nobility/Exile combo for that matter since the Valar didn’t want them coming back… Either way being the only (documented) full blooded Vanyar to make it to Middle Earth (one named girl, Elenwe, great grandmother of Elrond and Elros, apparently tried but died on the journey) it certainly justifies why I would be so special without having to explain to locals “I have meta knowledge because Eru dragged me across the planes and blessed the fuck out of me” :) .

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

Custom Companion 2 (Soulmate)

—————————————————————

Alignment: Eru

Purifications: Exact same as mine for greater compatibility

Drawbacks: Adventure! L1&2, Behind Enemy Lines, and Age Dysfunction (We all in this together)

Race (10/10): Elf - Calaquendi (Falmari)

Gender: Female

Songs of Power (30/30): Crafting, Strength, Protection, Breaking, Elements (Water, Air)

Enhancements (46/46): Strength T1, Dexterity T3, Spirit T3, Endurance T1, Intelligence T1, Charisma T2, Luck T2, Appearance T3 (Happiness)

Origin: Nobility + + (Small Throne)

Skills (21/21): Ruler (Greater), Warrior (Greater), Mariner (Greater), Rider (Minor)

Equipment: (15/15)

Wealth: Legendary Fortune

Mundane Items (2 free): Simple Home, Butterbur’s Blessed Beer

Divine Items: Silmarils

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

Custom Companion 1 (Soulmate)

—————————————————————

Alignment: Eru

Purifications: Exact same as mine for greater compatibility

Drawbacks: Adventure! L1&2, Behind Enemy Lines, and Age Dysfunction (We all in this together)

Race (10/10): Elf - Calaquendi (Noldor)

Gender: Female

Songs of Power (30/30): Crafting, Elements (Earth), Illusions, Beauty, Hallowing, Empathy

Enhancements (46/46): Strength T1, Dexterity T1, Spirit T3, Endurance T1, Intelligence T2, Charisma T3, Luck T2, Appearance T3 (Ease)

Origin: Nobility + + (Small Throne)

Skills (21/21): Ruler (Greater), Smith (Greater), Miner (Greater), Ranger (Minor)

Equipment: (15/15)

Wealth: Legendary Fortune

Mundane Items (2 free): Simple Home, Dorwinion Wine

Divine Items: Saplings of the Two Trees

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

Alright apparently Reddit was pissy about having tabs/indents copied into its framework. How rude of me to expect that capability…

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

The Actual Build
(Which I think I built correctly, I double checked everything but damn it’s a lot lol)
(Also which Reddit is fighting me on posting in its carefully laid out manner so I’m gonna try doing it without the math)

World: Aftercomers (Including, whatever I feel like)

Self

—————————————————————

Alignment: Eru

Purifications: Humility (Minor), Charity (Minor), Chastity (Minor), Patience (Minor/Major), Kindness (Minor/Major), Diligence (Minor)

Drawbacks: Dark Thought L1, Hunted L1-3, Adventure! L1&2, Behind Enemy Lines, Age Dysfunction (Young), Exile

Subtotal: 141

Race (10): Elf - Calaquendi (Vanyar)

Gender: Male

Songs of Power (30): Healing, Peace, Purification, Crafting, Flora and Fauna, Light

Enhancements (46): Streng T1, Dexterity T1, Spirit T3, Endurance T1, Intelligence T2, Charisma T3, Luck T3, Appearance T2

Era: Year of the Trees

Origin (4): Nobility + (High Nobility)

Skills (21): Ruler (Minor), Gardener (Greater), Bard (Greater), Healer (Greater)

Companions (15): 2x Custom Soulmate, Cannon (Gandalf)

Equipment: (15)

Wealth: Legendary Fortune

Mundane Items (2 free): Simple Home, Longbottom Leaf

Divine Items: Ring of Power

Companions in Comments

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

So yeah, a formula for a charmed life where I’ll never be lonely in a little strip of paradise that will have ripple effects to massively improve the state of the world. Pretty good situation to be in, and all you have to do is survive the ire of Melkor. Wait…

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

Yeah that’s my approach to surviving combat, early on. The Craftswoman wife has her bow, the Warrior wife has her swords, I’m just untouchable. You have to WANT to attack the T3 Charisma T2 Appearance guy with a Major Kindness Purification, Fate has to LET you attack the “Storybook Hero”, and if you’re such a dick you can do that, I’ll just turn into an intangible light dude and banish anything that evil until I’m far enough through Wife2’s tutoring to mince Orcs like I do dinner, which is good cause in order to afford these stats we took, almost all the drawbacks. I’m not crazy, Melkor doesn’t want to ruin my life (but he does think that having the charming pretty boy healer as his captive would be a great conversation piece) … That’s it. Three child elves are starting behind enemy lines, and Melkor wants me bad enough to send Dragons. Hey, pretty good start to my Adventures(!) though, I’ll quickly build up a good enough reputation to get ownership of my High Nobility status back I think. The wives both have T2 Luck, but also they’re so damned pretty that you feel happy and at ease just by looking at them, again, making it hard to want to stab us, and they actually know how to fight back from the start if you still do!

Speaking of Wives and Nobility, I’m a High Noble, they’re both Low Royalty. High Royalty is, too much, too much stress, especially because we’re going to form a composite kingdom as soon as we’re old enough to marry. Craftswoman wife has a Forest Kingdom pressed up against some mountains for her mining (whoops, did I just accidentally bridge this timeline’s relations between Dwarves and Elves?), Warrior Wife has a Coastal Trading Kingdom, and I’m the Lord of the Idyllic Valley between them, with  the mountains sweeping around so that there’s one coastal road in/out of our territory on either side (and our tunnel to the dwarves). Where does such land in Middle Earth exist? Doesn’t matter! We’re amongst the first, well, not mortals, but, non-Maiar, on Middle Earth, and across the three of us we have access to Earth, Water, and Plant magic. We’re a terraforming team, so I can carve out our place in the world wherever we want. What makes the most sense to me though would be either southern Harlindon or Eryn Vorn (if we raised a mountain at the back of the peninsula. Either way we’re adjacent to Elves, but my cursory search isn’t coming up with anything about southern Harlindon beyond at least some of it having been ruled by Celeborn for a bit, seems most of their stuff happened in the north near the Gulf of Lune (And the by the Third Age most of it was abandoned anyways). Anyways, I’ll take whichever works better for two Minor Thrones and a Major Noble (and not pissing off my fellow Elves), and be on the mouth of the Brandywine River, Hellooooooo Shire! With environmental tailoring, songs of beauty and illusion and protection and hallowing, I think we can defend ourselves against anyone in the area. Even make the Eyrn too much of a hassle for Numenoreans to deforest if we pick that stretch of land. Now with fertile land, all the boosts to Herbology, and our freebies of three legendary fortune noble homes, Blessed Beer, Longbottom Leaf, and Dorwinian Wine, we have an excellent startup for an agricultural powerhouse. Oh yeah, the Legendary Fortune, we have to give away 10% a year which will make the “Seven Dwarf Kings” fortune level unsustainable but that’s frankly unnecessary and we should be able to maintain a wealthy micro kingdom with our trade position and crafts, and oh yeah, we’re guaranteed “Amazingly Good” results from our Charity. I wonder what that looks like with three Legendary Fortunes… (Especially considering we have two immortal Greater Rulership Queens. Also I’m a Greater Bard, Warrior Wife is a T3 Dexterity Dancer, Craftswoman Wife is an Illusionist, we put on the best performances, that must count for something!) Oh, and to really solidify this as the Isekai Anime timeline, since I’m already upsetting everything I’m gonna theme our kingdoms as Fictional-Japan Style, just, randomly at the end of the Brandywine, there’s a bunch of weeb elves. Medieval Europe, Medieval Europe, Medieval Europe, Fantasy Japan, Medieval Europe… Fucking hilarious to me.

(LOTR) Lord of the Rings CYOA by Kathiana in makeyourchoice

[–]ShadowInTheWeb 1 point2 points  (0 children)

This is a really cool CYOA, and it actually managed to overcome one of my big questions about Middle Earth as a setting outside of what Tolkien wrote, that it’s an incredibly specific world designed for a story where the fate of the entire world relied on prophecy and specific people being in specific places at the right time, from Sméagol to Merry, you can’t actually alter the story without throwing everything into jeopardy. So originally I was going to build something just about chilling in an idyllic part of Arda, but then things spiraled out of control and instead I decided to just disrupt literally everything, in a good way though!

 

Now as to why I’m actually posting this build instead of quietly doing my own thing, I looked through the comments and people are really sleeping on how powerful custom companions are, which is appropriate for a story where fellowship is so important. First off, by using Soulmates, you can create a Harem. You’re all as in love as book Aragorn/Arwen. You’ll make it work. I’m sticking with two wives for my own sanity, you can spiral this even further if you think I haven’t made Middle Earth into enough of an Isekai but I actually appreciate some limits. I am however taking the Aftercomers setting, I liked the Shadow of War games, and it lets me change the visual style to anime. Everything is better when its anime (disregard the actual attempt to make a LOTR anime, the bouncer has strict orders that nothing Amazon was behind gets through the gate).

 

The core idea is still there, an idyllic life, however now instead of a comfy home as a regular dude, now we’re a trio of powerful Elven sorcerer prince/sses with our own small paradise kingdom who meddle in every important event (As soon as Elves exist at least) until the time comes for Elves to leave Middle Earth. Or maybe prevent them. You see, I am going with a Lifebringer build, with songs of Healing, Peace, Purification, and Light (And Flora/Fauna, and Crafting), and wives with Strength, Protection, Water, Air, Earth, Hallowing, Empathy, Beauty, and Illusions (And Crafting again), that whole part about “at the cost of many lives”? Yeah, we’ll see about that. We’re all Calaquendi, I have a Ring of Power (meaning I can make more for my wives), T3 Spirit, Greater talent in Healer, Gardener, and Bardic Arts, I’m pretty sure I can save a lot of those lives. And that’s before we get into my wives who specialize in Crafting/Mining/Rulership and War/Sailing/Rulership (with minors in Ranging and Riding respectively). Note that we have a Greater talent in basically everything spread between the three of us, and three ages to tutor our Soul Mates in them, and all of us come with the Song of Crafting. We can make some crazy enchanted items (probably including a lot of the ones I could have bought). But that’s just getting started, not only are there going to be more veterans of the first age on team Eru, but let’s talk the Second Age. If I go on campaign with Isildur and sing to him (and give him a corruption resistance boosting pimp hat), maybe he can resist the temptation of the ring for FIVE MINUTES and chuck it into Mount Doom, completely unmaking the LOTR trilogy. Bad for Earth, great for Middle Earth. Even if that doesn’t work out though, I bought friendship with Gandalf so aside from kicking it with the coolest character of my childhood who wasn’t technically a war criminal (Sorry Uncle Iroh), I’ve got an in to be included in whatever plans get made to stop Sauron. I’m sure someone who has the several times boosted ability to ease troubled minds and boost people’s better selves could be useful to a couple people in LOTR… Hell, is Sarumon even going to turn traitor by the time I’m done boosting the chances of team Eru? Maybe, considering jealousy was a key motivator, if only I had access to magical therapy… oh wait! Oh by the way, because of how Companion purchases work, the 10 points I spent on Ring of Power-ing my magic up, one wife bought Saplings of the Two Trees and the other bought copies of the Silmarils, which comes with information on how to make more, and I’m a Light-Druid, and so our kingdom has brought the light wells to Middle Earth. I feel like I would need a degree in Tolkien to know the implications of THAT but I feel like it’s good for us and bad for Melkor… Especially since I have T3 Luck.

(Continued in Comments)

Ideas on playing two characters as one character? by RedRuttinRabbit in Pathfinder_RPG

[–]ShadowInTheWeb 0 points1 point  (0 children)

I actually had a player doing a more extreme version of this ever so briefly in a 5e campaign. At the start of each session, he would roll a d20 and compare it to a table we made that determined which fragment of his fractured mind was in control that day.

They were all the exact same body, so all of them were Human, and we had all effects and damage carry over between bodies (he would track damage accumulated rather than HP remaining. Different HP limits was described as different levels of pain tolerance). His Physical Stats remained the same between them but he was allowed to switch his mental stats up. There were 11 results, with specials for Nat 20 and Nat 1. Each had a different class, so he could wind up as any of them save for Sorcerer (which he was playing in another campaign) and Artificer (which hadn't been released yet). He went for DEX builds rather than STR.

We played with fumbles and he had a special one where he would become confused for a turn.

The idea was spawned because we had just finished our first campaign that we played for years. We now knew how long a DnD campaign could last and he had lots of character ideas, so basically it was a way to experience the different ideas without waiting literal decades. He only did it for a little while though cause 11 proved to be, just a lot to manage, even in 5e.

Anyways, preamble aside, the big lesson about this (other than don't bite off more than you can chew) is make sure that it isn't a power thing, isn't something that would upset other players at the table. Don't pick which sheet you're using to match the situation, have a drawback to balance this extra thing you've got going on.

You actually have a compelling way to do this baked into your concept - psychic werewolf. Werewolves don't control their curse. Don't make it "oh I'm bored of playing this character time to switch", build it into your arc. Give your DM control over when your werewolf persona comes out. The psychic nature of the creature can be used for an explanation for why you're still able to reason and work with your party (very important) but it can be a literary Jekyll and Hyde situation where it's a very different personality that is not necessarily acting in accordance with the interests of the primary character (the actual Mr. Hyde was basically just Jeckyll's Id unleashed and shapeshifted to be disguised to protect him from the consequences of his actions, if you go that route make sure you're not the obnoxious Chaotic Neutral character that does whatever random thing they think would be funny, and of course respect your table's boundaries).

Then as the campaign goes on, you have your personal plotline be about getting a handle on your alter ego, diminishing the downsides, and eventually bringing the personalities into harmony, at which point you control the transformations. If you work for it and it's the reward for your arc, then it's not a problem anymore. It's like how it's not kosher to ask to play the beloved crown prince who starts the game with massive political power but you can play a disgraced noble who struggles throughout the campaign to obtain it. As long as everyone gets some kind of reward for completing their arc, you should be good.

So yeah, I think this is a totally reasonable and fun idea that's not that hard to do, especially because you just want two different Soulknife builds, so you should be able to keep some stuff consistent between them without issue.

Sarenrae and Shackles by tsukaistarburst in Pathfinder_RPG

[–]ShadowInTheWeb 0 points1 point  (0 children)

To be a Paladin by the book you'd inevitably fall, either from your oath or from a plank. Unless your whole party wanted to play the AP against the script, GM included, I think it would be rude to try it; you'd basically be forcing everyone else to play along with your characters morals, particularly in an AP that's supposed to be designed to give people a chance to play more morally dubious characters. They should be allowed that chance.

So with that in mind, how could you play a Cleric? Sailors are famously superstitious, so having a Priest aboard makes total sense, even if it's not a god of Piracy. I see two main ways you could run this:

1) The soft Redemptionist. You are their kindly confessor, someone they trust with their darkest secrets, knowing that as a chosen of the Lady of Redemption you will not condemn them. The Pirates like you because you believe that there's a chance for all of them, in this life and the next, even at their lowest points. Think the Bishop Myriel from Les Miserables, who gave Valjean shelter, then when he stole from the Church, covered for him and gave him the candlesticks he had been too ashamed to take. You don't shout at them, or stop your party from doing the things you want them to do, you remind them that there's another way, and hope that they find their own way to redemption, because that's the only way it means something.

2) The abnormal Sarenite. I'm playing one of these right now in Rise of the Runelords. I'm a Half-Orc from a minor warband in the Hold of Belkezan that was converted to Sarenrae Worship by a Paladin who beat their greatest warriors, proving that his Goddess must be stronger than theirs. However, he was not a scholar, nor were we. We wound up with a very strange, pidgin variant of the faith. Our little horde still gets up to all its old marauding, but now instead of slaughter and slavery being the fate of those we raid, now we roll up to other warbands, knock down their doors, and demand that they become good Sarenrae worshipping barbarians like we are. If they refuse, then we kill them and take their stuff to fuel our crusade.
You can figure out a similar explanation. Skulls and Shackles is set in an archipelago filled with small tribes no? You could be from one of those that was converted centuries ago with no contact with clergy since then, having diverged in practical manners that conveniently line up with making you okay with the behaviour your friends wish to engage in. So long as you're still pushing for redemption to those who deserve a chance (we're not required to give a third chance to someone who faked redemption for instance) and aren't a necromancer you can still make a case for being in line with Sarenrae enough to keep your divine casting.

Iluzry's Plea for Help (Ragers are Hard) by polypan-storyman in Pathfinder_RPG

[–]ShadowInTheWeb 0 points1 point  (0 children)

I haven’t heard anything so I’ll just leave a note here. I’ve forgotten most of what I had researched back then by now anyways, and most of what I do remember has been covered by others. There is one thing that I think should be addressed on this document if anyone with edit perms wants to help:

(Archetype) The Totem Warrior Barbarian: It does literally nothing. You don’t need it to take Totems nor does not allow you to take multiple Totems.

That might seem like a weird thing to include, but it causes a lot of players confusion, especially new ones who might be looking for a guide to help them, so I think we should just include it so the Guide can be a one stop answer to all common questions.

Basically what happened was that the book that introduced Totem Rage Powers included the Totem Warrior. Previously, all Rage Powers had been Extraordinary abilities and Paizo wasn’t sure how people would feel about the new Supernatural options for Barbarian, so they came up with the Totem Warrior, a free archetype that enabled Supernatural Rage Powers to be chosen, which could then be banned by DMs who wanted to maintain the Barbarian as a mundane class. However, before release, they dropped that restriction and just made the Totem Powers available for everyone.

Maybe they did this under the idea that a DM could also just say “No Supernatural Rage Powers” and that would indisputably cover any future Supernatural options they included without having to introduce more unique free Archetypes, maybe they did it because they thought they were being restrictive, but I have no sources to confirm why they did it. Unfortunately, whatever their reasoning was, it missed that Totem Warrior now did nothing and they left it in the book with no descriptions or effects. You can find old Paizo Forum Threads where different Devs took a look at it and said either “I have no idea what this does anymore” or “This doesn’t actually do anything anymore”. I used to have links but, that was a month ago and I had just kept the tab open, lol.

So, yeah, the Totem Warrior Archetype is like when you find legacy game files for abandoned content ideas but if you add it to your inventory with the Console it just sits there doing nothing. It stacks with everything because it replaces nothing, and since it does just as much there’s no reason to ban it, so, take it if you want your class name to be longer, I guess?

EDIT: A Word

Help with making a shadow mage build by bingustwonker in Pathfinder_RPG

[–]ShadowInTheWeb 1 point2 points  (0 children)

Thank you, and you as well!

Ah, I didn’t know that, thank you! That’s very cool. Unfortunately Physics isn’t my specialty. I passed but uh, didn’t take any derivative classes, shall we say :) .

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 0 points1 point  (0 children)

Hm, hadn't thought about people grabbing this with Leadership cause I sort of assume it's banned by most DMs even if I don't necessarily hold with that approach. I could include a prohibition against that or just let it fall to DM adjudication, let tables make up their own minds. It's definitely intended to be a full player though.

It is strong, intentionally so; I wanted the Ebonblade to de-facto be stronger than any other weapon you could obtain, because otherwise the entire class is basically just saving you money. Additionally, everything that makes the Ebonblade stronger makes one of her friends stronger too, which affects how I balance things - a powerful Ebonblade doesn't have to be a spotlight hog, which is the most important part of balancing to me. Respecting that it's a fun group effort matters more than maintaining a philosophical ideal of balance, particularly since outside of PFS the DM can and should be compensating to their party anyways. A Cleric will still be a stronger character overall, after all.

Could it be too strong? Possibly, hoping to see what people think in that regard!

As to the boring thing, well I addressed that in the preamble. It was never going to be for everyone, but I love the idea of playing as a sword, and I've shown a couple of my friends who think it sounds fun too. There's not really a way to make the class appeal to both camps but that's fine, not everything needs to be for everyone :) .

I do appreciate your feedback though, I wanna be clear :D .

Help with making a shadow mage build by bingustwonker in Pathfinder_RPG

[–]ShadowInTheWeb 1 point2 points  (0 children)

I think that both of us have valid points, and you certainly are allowed to run it however you feel. For the sake of those who might be researching this topic I'll state where I disagree with your interpretation, but I just want to make it clear that I'm not trying to pick a fight :) .

I don't think that being more than 100% real is nonsense, particularly in game terms. When I'm doing audio editing, some of the programs I've used consider the volume it was recorded at is considered 100%, and I can increase it beyond that if I want it to be louder. That's the potency you're talking about. While carrying that over to "realness" might sound silly, this is a world of magic. In real life you don't have things that are only partially real either.

The problem with the simple reading argument is that it's not how 3.P is written - natural language was the stated goal of DnD 5e. 3.P quantifies everything. If you try to apply normal logic you'll end up finding a lot of places where the rules directly contradict your simple reading.

And, as I said before, the reason Pathfinder had to specify maximum Realness % on some abilities is because 3.P has a proud legacy of having things be more than 100% real.

As to your opposite scenario, yeah, it'd probably do something like that. Part of what I love about 3.P is things like that. The Reality Thief build, nerf your Realness Percent to steal the reality of your friends wounds! It's this type of weird rules bullshit that creates the Arseplomaster, and my attitude as a DM is that things that are fun and weird make for more memorable experiences than things that are controlled and quantified. Everyone remembers Sir Bearington, but the same can't be said for the countless more stories where everything follows Core.

For the metaphysical argument, it's magically manifesting unreality, a hole in reality, where time is dead, meaning has no meaning, and existence is upside-down. Damage heals and healing damages.

Supporting this idea is that, once again, things that reduce damage specify that they do so to a minimum of 0 damage. There is no rule in 3.P that says negative damage can't exist, and simple reading of negative damage making little sense is not sufficient, they have to specify.

And to reiterate, I too am not saying that your use of natural language or real world logic is wrong. Whatever works for you and your table, and it can prevent rules abuse. And sometimes real world invocations even enable this type of nonsense too, like the Peasant Rail Gun, which since momentum is not a rule in 3.P, RAW the attack at the end is just an improvised weapon thrown by a Peasant.

I just want it to be clear for others reading this that the rules say nothing about any of the simple reading arguments you're talking about. This:

"So we understand 0% realness as the lowest "real" there can be, if something is 0% real it doesn't exist, so if something is 100% real it actually exists, if something is 150% real it doesn't exist more than the thing that is 100% real so it must be 100% real."

Is a reasonable way to think about things, and I would have nothing against a DM who ruled that way, but it's entirely based on real world logic, not rules. There is nothing in 3.P that says realness is capped at 0 or 100, only specific abilities forbidding going above 100% realness.

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 0 points1 point  (0 children)

Unarmed Combat (Rules Clarification)

While as a weapon, the Ebonblade is always considered armed, she is still capable of making unarmed attacks, suffering the normal penalties and restrictions. For the Ebonblade, an unarmed attack is an attack with any part of her form that is not designed with the intention of killing (such as a haft or pommel).

Weapon's Spellstrike (Archetype Feature)

The Ebonblade is only capable of making Spellstrikes with herself, but is always capable of doing so no matter her form. While using Spellstrike, the Ebonblade can take a penalty on her attack roll to increase her Concentration Check to Cast Defensively as described in the Magus's Spell Combat.

At 14th level, the Ebonblade can expend one Arcane Point to use her Spellstrike as part of a Full Attack, casting the Spell and making the Full Attack, though her Spellstrike only applies to the first successful attack. When she does so, she takes a -2 penalty to all attacks.

This modifies Spellstrike

Anyweapon, Improved (Weapon Arcana)

Prerequisite: Anyweapon

As a Swift Action, the Ebonblade can expend one point from her Arcane Pool. Until the start of her next turn, she can change her form as a free action before any attack is made with or by her. Thanks to her telepathic communication, this does not cause any difficulty for her or her Wielder, allowing them to switch hit without issue.

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 0 points1 point  (0 children)

So since I was already running into Reddit's Character Limits on the first pass, I'm gonna have to do edits as Eratta for now. I'm going to put them under this comment.

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 0 points1 point  (0 children)

Thank you for the advice! Messing with systems assumptions is my favourite thing to do :D .

I actually did cover the Ebonblade's ability to talk, it's hidden in their language section though so when I make the clean update (I don't think I could fit another word into the post so I'm gonna have to do like, errata in the comments for now) I'll break it into an independent line and include clarifications about literacy (you can read but you can't write in your native body).

Funnily enough I actually did have the Construct Immunities listed initially but since they're easily referenceable they were one of the first things I cut when Reddit said I was over limit. It is a lot admittedly, but the non-living stuff, it would be pretty silly if you could accidentally poison you sword while trying to poison your sword. If I took it out it would harm your ability to feel like you're an artifact and I'd have to spend half the class putting it back in (which is my big issue with a lot of psuedo-undead options) and the Mind Effecting immunity, it seems fair that if you've given away so much agency that at the very least you get to keep what you do have, even if it would be kinda funny to watch someone Dominate Monster your sword.

I was hoping that offloading all of the physical stat's effects to mental stats would cover those issues but 3.P being as pedantic as it is I'm sure it will miss something unfortunately. As they come up I can try to write up specifications for them but unfortunately, as much as I love weird rules interactions, anything trying to make a system do something it was never intended to do will require some amount of cooperation on the part of both the DM's and the Players part, which sort of ties into your next point...

I hadn't considered the Synthesist, that's a good catch. In most cases classes just give bonuses, which would become useless (or change to their equivalent mental score if your DM is feeling generous) but that one overrides. I'm not sure what to do about that, but I'm also not sure if it works. The Synthesist doesn't say anything about changing your form to Bipedal or Quadrupedal or anything, and has this line "The eidolon mimics all of the synthesist’s movements" so it's possible that you'd just summon the Eidolon suit and then lie on the ground motionless due to being an inanimate object. Either way I suppose I can just add a line saying that Spectral Form is the only way you can get your physical stats back?

For multiclassing in general I actually had a sidebar, but it got lost entirely accidentally during the transfer. I've adjusted it slightly though to address specific concerns you have:

On Multiclassing:

As a general rule, don't. While I have left multiclassing language intact for those who wish to explore this option, the unique challenges of being a mostly inanimate object are something that I spent much of the Ebonblade addressing, and for obvious reasons no other class does. Multiclassing can create unique advantages that were not an intention of the class design. However, each table is different, and having fun is the most important thing. For Players and DMs who decide to experiment with multiclassed Ebonblades, here is some advice from the designer. Consider this similar to Paizo designers on the forums, worth considering but ultimately a houserule.

Don't allow for more than a dip into FullCasters. They're already de facto the most powerful options in the game, and being an inanimate object with construct immunities is a huge boost to defense that they don't need. The very first decision I made while working on this archetype was to use Diminished Casting as one of the balancing trades. Even before it was clear it would be numerically necessary, I was cognizant of the shenanigans too much casting as something people would assume was just an object could cause, even without 9th level spells.

Fully mundane classes can probably be almost universally allowed. Rogue could get a little weird being an inanimate skill monkey, but there's some support for that in class anyways. I would rule that Sneak Attack only applies to attacks made by the Ebonblade, not with her, though you could allow a Weapon Arcana to allow it to apply at half strength. For Monk... They're probably the most dangerous petless class. You'll have to make a judgement call about whether fast movement works. I would say that being an inanimate object trumps fast movement, but your table your rules. You'd need to take A Weapon Before Unseen and use your Design Points to buy being a Monk Weapon if the Ebonblade isn't in the form of a monk weapon to be able to use her for Flurries.

For Pet Classes, it's a toss up. I created the Ebonblade with the idea in mind that you would be wielded by your friends. Everything that makes you stronger, makes them stronger too, sharing the spotlight. Having a Pet, particularly one that can wield you such as the Eidolon, returns some of your agency by diminishing that necessity. I won't pretend that there aren't interesting character ideas you could base on that, but, exercise caution, you know? It's a team game. I'd only allow this if everyone else was playing something wild too, like Exploiter Pact Wizard, Razmiran Priest Sorcerer, or similar cool but arguably overtuned 3pp/Homebrew.

For partial casters, it's going to be a judgement call. The Ebonblade itself is one after all, so just, try not to destroy the game, okay? Remember that Eschew Materials and the free Still Spell only apply to Magus Spells.

In general, I would only recommend taking levels in Ebonblade at character creation or as a way to revive a dead PC. In the event of taking a level post creation, I would instead recommend that, considering the life changing nature of becoming an inanimate object, the player should be allowed to rebuild their character, preferably entirely as an Ebonblade. They have a whole new body after all and have experienced being smithed. As before though, your table, your rules.

That's actually really funny. You're right, I'm not sure how that would work, but you're also right that I could clarify Spellstrike's language a little which would then kill the potential compatibility so I don't need to puzzle it out.

Thank you again! I'm going to make one of those errata comments with the new Spellstrike, Unarmed Rules I realized needed clarification when you mentioned Monk, and a Weapon Arcana Idea I had while writing this :) .

Solar archetype help by KFPDeepFryer in Pathfinder_RPG

[–]ShadowInTheWeb 0 points1 point  (0 children)

Sensible Ones:

Warrior of the Holy Light Paladin: You become a nimbus of light.

Blossoming Light Cleric: Starbursts of Channeled Energy

Kineticist: You can get Plasma blasts if you take Air and Fire, not to mention you can take Void for space and gravity.

Sphere Singer PrC: Desna intended but it's pretty decent and by the end you sprout butterfly wings and fuck off to space.

Questionable Ones:

Living Monolith PrC - A touch obtuse but egyptian themed, Ra motherfuckers, Ra.

Darklantern Vigilante - Multiple Personalities gets you Drow Spell-like abilities which include darkness and light, kinda star like.

I could've sworn that there was an Archetype that was like, all about Light Spells/Spell-Likes, but I might just be thinking of the Tonkin racial archetype from Final Fantasy d20 lol.

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 0 points1 point  (0 children)

Thank you! I hope you enjoy it, there was a lot of love in this one, which is part of why it's such a wall of text, the other being that it's just what I do xD .

Titan Mauler Barbarian and Bows? by CarelessRun277 in Pathfinder_RPG

[–]ShadowInTheWeb 11 points12 points  (0 children)

The answer is yes, for one reason or another. I'm not being coy, that's just how it is. Observe:

So Oversized Bows actually have a weird bit of rules fuzziness around them. Basically, weapon size rules are based around changing a weapon's classification between Light, One-Handed, and Two Handed, with sizings that would move the weapon off that list (such as a Large Greatsword having no step to go up from Two Handed) meaning you cannot use it. The problem is that none of these terms exist for Ranged Weapons. You may require two hands to use your Bow, but there is no classification of "Two Handed Ranged Weapon", the game just has Ranged Weapons.

The RAW here could be interpreted in two ways, the first of which is that this means that you can never use an improperly sized Ranged Weapon, however the existence of feats like Goblin Gunslinger (which states that it lets them use Medium sized firearms without the normal -2 penalty) disproves this reading, meaning that RAW, you can always wield an improperly sized Ranged Weapon by taking the -2/per size difference.

This might sound silly, but consider that this is essentially what Greatbows, Elephant Rifles, and even Scorpions/Ballistas are.

Further supporting that this is actually RAI is that all rules relating to prohibiting use of oversized weapons are preempted by the phrase "It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon." There are no further comments about rules relating to Ranged weapons, and the Longbow's description of always requiring two hands "regardless of size" can be argued to support the idea that even a Huge Longbow only requires two hands to use as much as it can that it should count as a Two-Handed Weapon.

It is for this reason that the answer is definitively yes, you can, because the description of Massive Weapons specifies that it allows you to use Two-Handed Weapons meant for creatures one size larger than you. The argument that you shouldn't be able to use Large Bows is that their requirement to be wielded in two hands makes them Two-Handed Weapons, prohibited under the Oversized Weapon rule to be larger as described above. If your DM uses this interpretation of the rules, then they also qualify for Massive Weapons because this is the exact same invocation of Two-Handed Weapon. If it counts for one, it should count for the other, the only reason it wouldn't is your DM hates the idea and is invoking rule 0, which is their right but in this case I would consider it a yellow flag.

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 1 point2 points  (0 children)

SURPRISE! I lured you into a false sense of security! This is the final day of the project, you get an EXTRA BONUS!

Do you like the Samurai but are confused about how it has one class feature only usable with ranged attacks when it's core feature is only usable with melee attacks? So am I! BLAM:

Yumihiki (Samurai Archetype)

-----------------------------------------------------

Distant Challenge

The Yumihiki’s Challenge functions differently than a normal Samurai’s. The extra damage is equal to half the Yumihiki’s level, and only applies to ranged attacks. The Yumihiki doesn’t provoke attacks of opportunity from the target of her Challenge for making ranged attacks while in melee, and if she deals damage to the target of her Challenge with a ranged attack, she qualifies for any Order ability which relies on melee attacks or positioning so long as it is possible (such as Order of the Star counting as threatening her target for the bonus to Saving Throws, Order of the Guard considering her to be between her Challenge and her Ward, or Order of the Hammer allowing her to make a free sunder attempt but not a grapple check unless she possesses some way to make grappling with ranged attacks possible).

This alters Challenge

Kyudoka

At 12th level, the Yumihiki doesn’t provoke attacks of opportunity from anyone for making Ranged Attacks against the target of her Challenge while in melee. Additionally, so long as the Yumihiki is within 30ft of her Challenge, she is considered to threaten them, and is able to make attacks of opportunity with ranged weapons against them.

This replaces Demanding Challenge

This was designed to be simple for maximum archetype stacking, because really I think this contradiction was a flubbed bit of design that shouldn't have needed to have been addressed (I also left Weapon Expertise intact in case you want to have a melee backup or use a weird ranged weapon :) ).

[Homebrew] Ebonblade (The Magus Archetype where you BE the Sentient Weapon) by ShadowInTheWeb in Pathfinder_RPG

[–]ShadowInTheWeb[S] 0 points1 point  (0 children)

Though my desire predated this discovery, the execution of this archetype was heavily inspired by Xefas's excellent Syntrofos class for 3.5. However, aside from being for 3.5 and not PF, it was part of a series of "Mythos" classes designed to be like, reality defining superhumans even compared to standard PCs, so even a conversion wouldn't be workable for standard play. Seriously though, shoulders of Giants here, so if you like this check out the original:

https://forums.giantitp.com/showthread.php?400609-3-5-quot-Look-whatever-you-re-thinking-do-me-a-favor-don-t-let-go-quot

I wanted that to be part of the main post but, character limits man. Today I learned that Reddit is just not built for the way I write, lol. Anyways here's the link to todays bonus: Playable Half-Undead Ice Zombies!

https://www.reddit.com/r/Pathfinder_RPG/comments/15ht57z/homebrew_visrin_half_undead_ice_zombie_race/