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  #61  
Old Feb 28th, 2014, 12:18 PM
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I figured id post here, and if he doesnt have a spot for me, then thats fine. Just dont wanna be in a circumstances where I didnt get in because he simply missed my app somehow. This way im just more noticible.
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  #62  
Old Feb 28th, 2014, 05:17 PM
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Quote:
Originally Posted by Muggins View Post
JohnStone, the rules for HP are still in the character creation thread. First post, size 3 text.
Maximum HP at first level, half HP on all future levels. For example, if you have 12d6hp, that's 6+3.5*11.
well then that is very interesting. And i'm holding to it.
that does mean some changes though

Quote:
Originally Posted by Renen
figured id post here, and if he doesnt have a spot for me, then thats fine. Just dont wanna be in a circumstances where I didnt get in because he simply missed my app somehow. This way im just more noticible.
he said he was looking for 12 (including "Whisper") but honestly i would think 16 would work better

besides im not comfortable fighting a PC that has seen my character sheet. (kows my tricks, said no to some tricks, knows my weakness) i vote the whisper be an NPC (think Reptile Mortal Kombat0

Last edited by JohnStone; Feb 28th, 2014 at 05:23 PM.
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  #63  
Old Feb 28th, 2014, 05:46 PM
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I'm finished with my build. Just need to select final gear and I'll be ready to take anyone on.

Excited to see how Rike does.
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  #64  
Old Feb 28th, 2014, 07:22 PM
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Originally Posted by ValidUserName View Post
I need 12+ players.
Thats why i figured he wouldnt mind.

Last edited by Renen; Feb 28th, 2014 at 07:22 PM.
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  #65  
Old Feb 28th, 2014, 07:58 PM
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Quote:
Originally Posted by Samurai Zero View Post
What if Joe Schmuckatelli decides to be a typical lcpl and turns out to be a blue falcon, while Susie is off with the rest of the barracks?

Anyone confused will have to note that these jokes from the military.
Three years out, and I STILL use terms like Joe Shmuckatelli. Lol.

BLUUUEEE FAAALLLLL-CCCOOOOOONNNN!
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Last edited by ValidUserName; Feb 28th, 2014 at 07:59 PM.
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  #66  
Old Feb 28th, 2014, 08:33 PM
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The great white buffalo...
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  #67  
Old Feb 28th, 2014, 08:43 PM
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Hey, gm is back!
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  #68  
Old Feb 28th, 2014, 08:57 PM
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Quote:
Originally Posted by ValidUserName View Post
Three years out, and I STILL use terms like Joe Shmuckatelli. Lol.

BLUUUEEE FAAALLLLL-CCCOOOOOONNNN!
What branch?
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  #69  
Old Feb 28th, 2014, 11:45 PM
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Am betting Marine Corps. Semper Fi :-p
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  #70  
Old Mar 1st, 2014, 12:00 AM
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Valid, when you have the time, would you mind stopping to answer the various questions in this thread and completing all of that setting/rules information? You're the DM and all.
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  #71  
Old Mar 1st, 2014, 12:52 AM
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Sorry if I am holding things up, helping run a debate tournament so my downtime is rather low for the next few days.
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  #72  
Old Mar 1st, 2014, 01:19 AM
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Hey DM, if we can get a final ruling on who is allowed to play. I would hate to make a sheet for this character only to find out she's not accepted
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  #73  
Old Mar 1st, 2014, 01:40 AM
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In regards to the Wild Caller/Synthesist combo: The Wild Caller does nothing but restrict the evolutions allowed to the Eidolon, while the Synthesist does nothing but make the Summoner the Eidolon. The changes don't affect each other in any way and the DMs I've played with have allowed both because of it.

I chose the Wild Caller variant because it fit the character concept of being a lion. If you'd like me to give up the Wild Caller variant, I'd be more than happy to. Giving up a measly 3 evolution points for access to various supernatural abilities, like Damage Reduction and Energy Immunity, would be perfectly fine in my eyes. I'll leave it up to you guys and the DM regarding what you'd like. All I'll say is: Pick your poison carefully, because you have to face the monstrosity I create.

Last edited by 2nd Chance; Mar 1st, 2014 at 01:57 AM.
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  #74  
Old Mar 1st, 2014, 01:41 AM
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I was also hoping for an answer to my PM.
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  #75  
Old Mar 1st, 2014, 02:01 AM
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Quote:
Originally Posted by 2nd Chance View Post
In regards to the Wild Caller/Synthesist combo: The Wild Caller does nothing but restrict the evolutions allowed to the Summoner, while the Synthesist does nothing but make the Summoner the Eidolon. The changes don't affect each other in any way and the DMs I've played with have allowed both because of it.

I chose the Wild Caller variant because it fit the character concept of being a lion. If you'd like me to give up the Wild Caller variant, I'd be more than happy to. Giving up 3 evolution points for access to various supernatural abilities, like Damage Reduction and Energy Immunity, would be perfectly fine in my eyes. I'll leave it up to you guys and the DM regarding what you'd like. All I'll say is: Pick your poison carefully, because you have to face the monstrosity I create.
That's not quite correct. The Wild Caller archetype also grants bonus evolution points and replaces Summon Monster with Summon Nature's Ally. Similarly, the Synthesist archetype doesn't do anything except alter the core ability of the class and all of the abilities which tie into it. They do influence each other, and RAW they cannot be used together.

Quote:
Originally Posted by Synthesist: Fused Eidolon
This ability replaces the class’s eidolon ability, bond senses, and life bond.
Quote:
Originally Posted by Wild Caller: Eidolon
This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature.
Quote:
Originally Posted by Combining Archetypes
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.
It's a houserule which requires the DM's permission, and Valid has been acting very hands-off for at least this last week. I think my expectations for how much a DM should help in setting up his players may be a little high.
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