Across a World to The Kingdom Nirvana (Inactive)

Game Master ♣♠Magic♦♥

You play a group from the dead kingdom of Martell as nomads to the sister kingdom called Nirvana on the other side of the world. Includes system changes, new feats and new, better Martial classes! ^_^


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M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Aldine, thuu'm...

Mainly the last one is odd.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

fine *insert random dragon song that can actually be played with my instrument*


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

You seem spiteful today.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

sorry, I'm trying to actually use songs that I could actually play, and I've found there are few songs that use plucking stringed instruments that are appropriate

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

>.<


Are you guys OK with glazing over some time? To the next encounter or do you have things you want to do?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I'm fine with that


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

wait Pix wants to.... and Lulu can....

ahh never mind, that would just be too disruptive...

ok lets skip some


Wait. What is it?
Don't sell yourself short. :/


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

It was a joke... I really got nothing, was just going to make trouble but remembered what I said in PM (not to be too disruptive)


You can be fun, just so long as no one else gets too much of it. ;)
Do you still want to move on?


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

yes

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

yosh


male vishkanya legendary rogue

Sure


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

I thought elodions used their summoner's initiative?


Nothing says that anywhere.


Female Human Monk(Wanderer)/1 -- (HP: 9/9; AC19; FF16; T17; F+3, R+4, W+6; Perc: +8, Init +2)

Really it is up to the DM. However, since the Summoner and the Eidolon will have different modifiers in all likelihood, even if the same roll is used, they might well have different Inits.


I don't really see why it should. Although they're linked, they're still desperate consciousnesseseseses.


Female Human Monk(Wanderer)/1 -- (HP: 9/9; AC19; FF16; T17; F+3, R+4, W+6; Perc: +8, Init +2)

That is what I am saying. Even if the DM wanted the player to make a single roll for both, the summoner and the eidolon in all likelihood will have different Initiative rolls due to different modifiers. Having both act on the same initiative makes no sense.

Another way to consider it is that if the Eidolon was poisoned and had his dex decrease, then it should act later in the round. It would not make sense to punish the Summoner for his Eidolon getting poisoned by making both act later in the round, or to not punish the eidolon by having both still act on the summoner's init.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

familiar size the same initiative *shrug*
Also, yay not last in initiative


How is an eidolon like a familiar at all? O_o


Faen Sorcerer (crossblooded) 1 | AC 14 T 14 FF 11 | HP 6/8 | F +2 R +3 W +2 | Init +3 | percep +2

For lulu I have Pix act with Lulu, just makes things easier.

for Annie I do the same thing with ediolon. it really just made combat flow easier.

at a regular game table I would have the ediolon go on its own intiative.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1
♣♠Magic♦♥ wrote:
How is an eidolon like a familiar at all? O_o

their actions are directly controlled by the player for one


Female Human Monk(Wanderer)/1 -- (HP: 9/9; AC19; FF16; T17; F+3, R+4, W+6; Perc: +8, Init +2)

If you have a normal familiar who pretty much sits on your shoulder and does not do much, same Init works better. If you have an Improved Familiar/Animal Companion/Eidolon which is effectively a separate entity with real attacks and abilities, I as a DM would want them to have their own Init. At the same time, having them act together in pbp does make things much easier and faster.

Here, since it is a DM run PC, it really should not matter as you can insert the eidolon and character actions as you update things without having to wait for the player to make multiple posts.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I personally have elodions on the same turn as the player, because it just smooths things out.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Payet, please roll iniative.

Everyone higher then 13, do whatever.


I guess if everyone wants me to, I'll do one from now on. *shrugs*
:)


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

I don't care. I just used it to smooth things out.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

initive: 1d20 + 2 ⇒ (7) + 2 = 9


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Lulu, proteus, and payet.


M (male) Aasimar bard (arcane duelist) 4
stats:
AC 16 initiative +2 fort save +2, reflex +6 will +3

as in we're up?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Yes.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

How do you have a +5 to hit with power attack?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Charge gives a +2 to hit.

Power attack gives a -1.


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Also, payet...

Your rolls are frustrating.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

:P
what was his AC anyway?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Low enough that it doesn't matter here.


Ironically, I'm probably the worst at this game. XD
It's a good thing I have Ice here to help me. :)

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

hey at least it wasn't a crit,


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

But it was high enough it doesn't matter.


Sorry. I thought that was everyone for some reason. :/
I don't get lash talents until 2nd level.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

I would like to point out for the purpose of future discussions, that no one on the team would be able to do this kind of damage with spells,
wizards don't normally one shot the leader of any encounter


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Spell specalization (shacking grasp) as a draconic scorcerer.

3d6+3.

Cross blooded with Orc 3d6+6

As a tattooed scorcerer 4d6+8

Or, color spray.


Yes, but they also don't get close enough to run the risk being behead by being that close to it. ;)
How much spell casting do you have?


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1
♣♠Magic♦♥ wrote:

Yes, but they also don't get close enough to run the risk being behead by being that close to it. ;)

How much spell casting do you have?

Because at that level, it doesn't matter. Almost everyone can kill everyone in one hit.

And do you really, really want to bring that argument here?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

you have to have spell focus first to take spell specialization,


M Extrodinaraly Contrary Meatbag Fourm pyromancer 1

Humans.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

ah right, I forgot about humans, nvm,


Wasn't going to be an argument. You're the one that finds arguments to have. ;P

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Kinda my fault this time

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