Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 16

Author Topic: Knights of the Neutral Republic - UNDEAD LP: Recap Episode  (Read 94772 times)

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Part 15: Netdecking
« Reply #75 on: August 29, 2015, 08:15:13 pm »

Meet Malak’s jaw.
I always wondered how he lost that jaw. Maybe his master got tired of his mouth and bitch-slapped him with a lightsaber.
I did some searching in the internet after you posted this... and that is actually precisely what happened.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Akura

  • Bay Watcher
    • View Profile
Re: Knights of the Neutral Republic - Part 15: Netdecking
« Reply #76 on: August 29, 2015, 09:48:02 pm »

*looks it up*

Holy crap. That was a wild guess.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Part 16: You are the Sue
« Reply #77 on: September 11, 2015, 12:40:45 pm »

I had to replay Davik's estate to check when some cinematics played, and it turns out I gave bad advice on how to do the fight. Calo deals a lot of damage, but has low health, while Davik has high health but low (compared to Calo, but still respectable) damage. The fight ends when either is taken down, so focusing on Calo is the right thing to do, though it means Davik will die for no reason at the end of the fight. I edited the relevant update with that.

Spoiler: No, protagonist... (click to show/hide)
« Last Edit: October 12, 2015, 09:19:39 pm by Teneb »
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ATHATH

  • Bay Watcher
    • View Profile
Re: Knights of the Neutral Republic - Part 16: You are the Sue
« Reply #78 on: September 11, 2015, 01:30:53 pm »

Hm. I have two one-liners, and I can't decide between them. I guess I'll just post both of them.

One-liner #1: And then Deathsord (that's our character's name, right?) was a jedi.

One-liner #2: He who fights despises monsters jedi, may become one.
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Knights of the Neutral Republic - Part 16: You are the Sue
« Reply #79 on: September 11, 2015, 02:14:19 pm »

Sue Jedi ADD Master Zhar
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Akura

  • Bay Watcher
    • View Profile
Re: Knights of the Neutral Republic - Part 16: You are the Sue
« Reply #80 on: September 11, 2015, 06:52:22 pm »

Spoiler (click to show/hide)

Especially since Malak has lived/trained there. Maybe they should, I don't know, move to some other remote world.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #81 on: September 13, 2015, 10:35:48 am »

As promised, this is a bonus update dedicated towards the numbers behind the Jedi classes.

One thing to keep in mind, though, is that you retain your class skills from the previous class. If you are doing some optimizing, you’ll want to pick the Jedi class with skills that are different from those of your starting one.

The reason behind the saving of levels some people do, is that the total level cap is 20. That means if you reach Dantooine at level 2, you’ll have 18 Jedi levels available. Since I reached that point at level… 8, I think? there’ll be a mere 12 Jedi levels for us to go through.

Spoiler: Guardian (click to show/hide)

Spoiler: Sentinel (click to show/hide)

Spoiler: Consular (click to show/hide)

And there we have it.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #82 on: September 13, 2015, 04:03:02 pm »

Something to note is that a Scoundrel/Consular gets EVERY skill as a class skill :P
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #83 on: September 13, 2015, 04:19:34 pm »

Something to note is that a Scoundrel/Consular gets EVERY skill as a class skill :P
Pretty much. You will suffer in the health department, though.

And when you go consular, you'll be getting about 2 skill points or so per level, which is really, really low. Still, it's good to have options.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #84 on: September 13, 2015, 04:36:56 pm »

Something to note is that a Scoundrel/Consular gets EVERY skill as a class skill :P
Pretty much. You will suffer in the health department, though.

And when you go consular, you'll be getting about 2 skill points or so per level, which is really, really low. Still, it's good to have options. AND FORCE LIGHTNING
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #85 on: September 13, 2015, 05:12:03 pm »

Something to note is that a Scoundrel/Consular gets EVERY skill as a class skill :P
Pretty much. You will suffer in the health department, though.

And when you go consular, you'll be getting about 2 skill points or so per level, which is really, really low. Still, it's good to have options. AND FORCE LIGHTNING
Are you implying there won't be force lightning in this LP? Because there will.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #86 on: September 13, 2015, 06:18:25 pm »

No I'm just saying Consulars have MORE force lightning.

Actually, here's a thought: Can jedi power things with the force?
Would be interesting if there was some force sensitive race out there that instead of using laser swords and such just used force-powered supertanks or somesuch.
« Last Edit: September 13, 2015, 06:20:09 pm by BFEL »
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #87 on: September 14, 2015, 07:32:22 am »

No I'm just saying Consulars have MORE force lightning.

Actually, here's a thought: Can jedi power things with the force?
Would be interesting if there was some force sensitive race out there that instead of using laser swords and such just used force-powered supertanks or somesuch.
It would be cool.

We're going guardian because of Force Jump (which is awesome) and Weapon Proficiency: Lightsaber. We've already got mental immunity thanks to an implant we got on Taris, so sentinel is useless to us.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ATHATH

  • Bay Watcher
    • View Profile
Re: Knights of the Neutral Republic - Bonus: Jedis for dummies
« Reply #88 on: September 14, 2015, 10:10:35 am »

No I'm just saying Consulars have MORE force lightning.

Actually, here's a thought: Can jedi power things with the force?
Would be interesting if there was some force sensitive race out there that instead of using laser swords and such just used force-powered supertanks or somesuch.
http://what-if.xkcd.com/3/
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Knights of the Neutral Republic - Part 17: Finding Nemo
« Reply #89 on: September 21, 2015, 02:27:25 pm »

Spoiler: Mandalorian Beast! (click to show/hide)
« Last Edit: October 12, 2015, 09:29:27 pm by Teneb »
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
Pages: 1 ... 4 5 [6] 7 8 ... 16