Male Human Arcane Duelist 9
"It appears then", Jeroph said, keeping an eye on Alarka,"a conflict of interests." The arcane duelist caste detect magic to view what he somewhat expected. Beautiful women tended to posses unnatural abilities, particularly Kelish Princesses. Caste Detect magic on Alarka. Readied action charge and trip, or whip and trip, whichever is closer. Should she do anything allowing the party to assess her as a threat.
Male Human Arcane Duelist 9
Are you mad...he was threatening her with a banana! On a serious note though, Jeroph is only performing. Keeping threats scarred is good, till we secure the innocent. Then after everyone is calmed down and possibley tired up, we'll get their side of the story. i'm trusting the inquisitor to make a threat assessment. If not, The Student of War can.
Male Human Arcane Duelist 9
"Then I suggest that you continue to cooperate, the desert is a cruel place. However we look after our own. The weapons can stay as they are. Don't move unless told to, and answer my associate's questions. Otherwise, I'm going to teach the dwarf what a Taldan Haircut with the whoever still has cognitive functions. Jeroph kept his hand on his blade and spoke in that soft cruel taldan tone. His eyes each taking a moment to fixate on those formerly taking a hostage. Maintaining Dirge of Doom Readied action: charge and teleport unconcious victim safetly behind the dwarf. Can we get a heal check on her? Also...open to suggestions from the party.
Male Human Arcane Duelist 9
Jeroph is playing of of Charles and Aurgim's intimidate. If Charles changes their attitude, then Jeroph would simply make them shaken. If Charles demoralizes them, then Jeroph will keep them shaken. As far as I know bardic performances are effective in and out of combat. Jeroph is kinda counting on Lady Calla, while he himself will create a more favorable scenario for Charles and Augrim. Peace through intimidation is possible. Otherwise, the corpses can be sold to some necromancer for profit, and by profit, we mean resurrectign any slain pathfinders. Jeroph is not opposed to violence...just weighing his options. Intimidation seems to be the best bet, followed by disarmament and difficult terrain.
Male Human Arcane Duelist 9
charles is making the intimidate check. I'm just trying to compound it with Dirge of Doom. Actually, I don't see that Dirge of Doom allows a save on the SRD. I figured fascinate wouldn't work since there is already a knife to a throat. Eitherway if Charles is successful, I'll make sure to keep the riff raff shaken.
Male Human Arcane Duelist 9
Charles, that was beautfilly spoken. Tactical question, shall I grease the weapon, ranged disarm with the whip? or teleport to threaten alarka? There is also the instant flank I can pull of with Jester's Jaunt or summon. My readied is to teleport or caste grease...so I'm cool eitherway. "Death can be varied, and from what I know...can be repeated", Jeroph says. "Though I'm much more favorful of everyone being reasonable, I'd hate to have to take the time to drag you acrossed the desert. I'm sure there is a price or two on your heads, and my experience with bounties is simple, the living are worth more...but there is not a functionality clause to such things. we'd only have to make sure the dwarf doesn't cut out your tongue. Your limbs are entirely optional. So indulge us in releashing our guildmember, or I see no reason in convincing my companions to let you live. She'll be resurected, we can afford it...you're not going to be so lucky. Choose well, choose peace, that is the only offer and advice I'll give you", the duelist continues. A dedicated, but utterly certain look in his eyes as he speaks. no flambouyant flourish or sign song taunt...just a chilling tone. [occ]and DC 17 save vs. Dirge of Doom is go. Readied action is still to caste grease.[/ooc]
Male Human Arcane Duelist 9
Jeroph hearing the dwarf's curse, pauses as he looks to him. he's aware that the dwarf thinks him foolish. He wants the newfound "folks" to think he is a fool and the ace in the hole, should they prove unfriendly. Smiling as he speaks to the Augrim, "my friend you are too worried about camels, they are hardy beasts much like your folk, the challenges of the desert are what they are suited for." 1d20 + 7 ⇒ (13) + 7 = 20 to inuendo(bluff) to Augrim that Jeroph has thought out his actions.
Readied action:
If the freed people are in one close group, then Jeroph is readied to caste grease on their squares when they take a hostile action. If they are not in a close enough formation for that spell, then Jeroph is readying Jester's Jaunt to teleport to a position of advantage. Jeroph is ready for trouble, but is hoping he'll be pleasantly surprised buy none.
Male Human Arcane Duelist 9
Jeroph walks down teh wall following Augrim's signal. Dwarves had a keen sense about fighting, so he'd trust his lead. If things went for the worst then, perhaps the Dwarf would owe him dinner to go with the drinks Ridley promised. Though, at "peace", the Arcane Duelist agreed with the sentiment, save for it applied to any who walked the adventurer's path. He left his shield strapped to his arm and made a point to appear friendly. Letting his hair back free from its pony tail, the exiled Taldan, wanted to somewhat obscure his face. "We can provide some food and water, as I'm sure you're all quite taxed from the experienc", he offers politely as he walks back to Ridley's and augrim's proximaty. I'll assume that Lady Calla is still capitalising on her invisibility. If so, Jeroph will do as much as he can to assist her in maintain the facade. Jeroph is peaceful, but is not foolish. After all backstabbing is fairly common to a Taldan.
Male Human Arcane Duelist 9
Jeroph keeps a close eye on his ally and weights. He's not naive in the sense that tombraiders could be in need of aide, but they could also attempt to turn the tables on the pathfinders, who were not the world's only treasure seeking group. Looks like Charles and Jeroph are ready for the worst. i'd suspect Lady Calla and Augin are ready as well.
Male Human Arcane Duelist 9
"of course, I forget that you're an expert in this field", Jeroph whispers apologetically. A good rule of thumb was to never anger a dwarf. Nodding to Ridley as Lady Calla disappears. Jeroph expects some explosive precaution. Though, hiding their numbers is a keen idea. Making odd whispers and noises as he holds his rapier by the hilt. The hall sounds like more people are walking about and checking things out. Mostly sounds of walking and tapping though. Rather than caste his own limited invisibility spell, Jeroph convertly walks toward a wall and then proceeds to walk up it, making his way above the closed doorway. Once above the doorway, Jeroph gives the party a thumbs up and readies his whip and shield. The whip is still not burning. Castes Ghost sounds, Stealth1d20 + 13 ⇒ (5) + 13 = 18 to move to a wall, covertly climb it and position himself in the tactical high ground.did not roll a climb check due to my slippers of spiderclimb, which are boots.
Male Human Arcane Duelist 9
"Master Dwarf, could you kindly use that keen eye sight to assist me in looking for some evidence of these bandits", Jeroph whispers to Augrim. The Arcane duelist, himself is already suspecting fowl play. However, he'll play cautios rather than cantankerous when in the middle of a suspected ambush. His back to Ridley and charles...Jeroph looks around carefully using his dancing lights to illuminate the room. Dwarves wer natural spelunkers, at least jeroph had always been told such things. His right hand lay on the hilt of his rapier as he used his shielded hand to guide the light.
Male Human Arcane Duelist 9
"Shall we be graceful in these dealings", Jeroph whispered to those close to him. Pathfinders were not always well liked in the their pursuit of knowledge and treasure. Then again they were at least an organized group that did their best to portray an honorable goal. Though, an exiled Taldan noble and something of a showoff, the boy was hardly the fool. He snapped his whip back to his belt and laid a hand upon his rapier. A small click from his cuff could be heard as he did so. Jeroph is willing to be polite and speak to the best of his ability, however he is certain that mostly graverobbers, ruffians, and mosnters inhabit such tombs. There is a small glimmer of hope, that the voice might be the lost pathfidners though.
Male Human Arcane Duelist 9
"so shall we set up a secure camp and give a quick look for our brothers in pursuit of lost riches and knowledge", Jeroph questions for a few moments. Still trying to decide what the group concensus is. Should they set camp, He'll place a few silent images about to make it appear nonexhistant. a few ghostsounds and mundane traps can go a long way in security. When they begin to explore, Jeroph will cast dancing lights to light the way for the leadder of the party, and to serve as a target maker should they find one.
Male Human Arcane Duelist 9
I'm cool with setting camp, I forgot completely about the fatigue rules. Couldn't hurt to be at full strength. Pless tell me somebody has some warding spells., If not I have a few tricks I can pull to make a realively safe campsite. Jeroph keeps an eye on Charles and Ridley while surveying the tomb so far. "how are you all fairing though, it's been a long ride. I'm not one to let a rescue wait, but perhaps we are rushing. The best swordsman create the situation that is to their advantage, hasty actions don't always yield superior results. However, daring leads to better tales. Such is the conundrum of heroics, eh bombadier and master swordsman", he reasons aloud to his closest compatriots. 1d20 + 13 ⇒ (5) + 13 = 18 Perception check. Just trying to get a feel for the size of the tomb's interior.
Male Human Arcane Duelist 9
"well since we are all so willing to jump into to danger, we might as well all go", jeroph says readying his shield and whip, though it's not flamming at the moment. Sticking close enough to Ridley, he follows the group. "Dwarves don't smell bad...orges smell bad...and can't cook nearly as well as a dwarf", Jeroph says. As he is rather found of dwarves, though gnomes got along with him as well. I'm fine with a tank in front, though I'll hold of casting for right now
Male Human Arcane Duelist 9
"Prepared is good, which was why I suggested that we head in first", Jeroph agrees with the lady with a comparable skillset, though her martial prowess seem to have a bit more focus than his. "We could check out the lay of the land, then call for the others. Or should we find something of a snake's den, well we can trust in bombs and grit to save our hides. At the least I can get you out of the immediate danger, so you can save my hide", Jeroph reasons. "I'm not sure what methods the other used, but I'm sure we're more than capable. Though A dwarf having trouble in ruins, is somewhat perturbing. Worry not though, we do have plenty of capabilities of our own. I say we scout with ready backup, but will yield to the decisions of my compatriots", Jeroph checks his efficent quiver and haversack. regretably he forgot to buy smokesticks and other useful alchimical items he carried. such was the cost of travelling light. I'm good with the scouting/SWAT insertion method; given my character is rather gung ho. However, I'm not a big fan of splitting the party. such is the trouble with playing in character...they sometimes don't agree with the player's actual ego.
Male Human Arcane Duelist 9
I'm a cautious player. Though my character is adaptable and adventurouss. The versitility of a bard, makes up for the listen for everything. Jeroph's reasoning is that both he and Lady Calla's ability to weave spells and swordplay would allow them to scout effectively, and if there is an ambush. They can hold their own or get out of dodge. In short he's confident in her abilities and his ability to augment or compliment them. "Looks like we have more camels than previously allocated. could be the work of bandits, or curious explorers. Needless to say, we won't learn anything by staring at them. I say we attempt a proper greeting, though we might need to determin whether or not magic works in this place", Jeroph says, dismounting and casting detect magic while focusing in the area of the temple. "Any of you happen to know Sending, or have a lovely magic communications device?"
Male Human Arcane Duelist 9
"Let us rest our horses before pressing on", Jeroph says as he looks around,"perhaps we might find something let behind by other travellers. Though once the horses are ready, I am fit to travel. My magical reserves are not quite spent. How about you Calla and what of your explosives Ridley", Jeroph asked as he lead his horse to water. As he listens, he begins to poke around the oasis, looking for anything interesting. Perception check
Male Human Arcane Duelist 9
Jeroph is not hurt...no charges necessary. Though, he also has a Cure Light Wand and no need to UMD check. "Those bombs won't contaminate the water", Jeroph questions realising the battle is over. He might not have flexed the mioght that the rest of his party did, but he definately made use of his arcane might. The scorpion corpses and the oasis were his next concerns. Absently, Jeroph uses Presitidigitation to sew and mend his fine coat, clean himself and anyone near him. "But what do you suppose has so many scorpions here?"
Male Human Arcane Duelist 9
Hey gang, I'm heading to las vegas with my lady for a a show, dinner, and couple of romantic evenings. I won't be able to play from sunday to tuesday night. So if you want to autoplay jeroph it's cool. He's going to buff the party, trick their foes, and then engage combat as needed.
Male Human Arcane Duelist 9
"If they grab me, try not to burn my off face. My mother is attached to it", Jeroph said leaving Ridley to save Charles. The scorpion just stuck him, and likely poisined him, but that might have to wait as there were more of these buggers about. "Charles counter and regroup, we'll tend to that wound soon", calls the singing swordsman Deftly dodging through the sand, fire, and carapaces, Jeroph makes his way to Charles's back. Singing as he moves, and finishing with a flourish of his blade. He taps his heel, taps charles, and points his blade behind himself. His spell whisks charles from the scorpion's grasp. Jeroph sings, and his blade's eldrick light seems to overlap him a bit as he stands between the agressive scorpion and his allies. [spoilers= action] Free: Talking
[/spoilers]
Male Human Arcane Duelist 9
Mastermind wrote: So it is...I'll remember that in the future. Closest to a code page is the BBCode Show button down below. I don't think there is any other information than that really. You can always practice in the discussion page or your previews. Also, forgot the bonus to attack from haste, but that didn't really help those rolls... Thought that Haste attack bonus got nixxed...good news. Though I still think only one might hit. I'll prowl the forums looking for a cheetsheet or help with tags and practice a bit. Is my breakdown sufficient though?
Male Human Arcane Duelist 9
FYI Jester's Jaunt is a range = touch spell. Jeroph would bravely suffer any penaties of heading into the bombcloud to save his ally. "They're attempting to surround us", Jeroph says to Ridley as he raises his shield over the torn portion of his fine shirt. The scorpion that held his attention likely would not wait on him another moment. Jeroph would obligue it. After all it tore his shirt. Without another word, Jeroph rapidly thrust and struck with the glowing Rapier. The beasts were big, but he would not allow and advantage to them if he could help it. actions: Free: Talking Swift: Arcane Strike Move: Standard: Full Attack on attacking scorpion (3 attacks due to haste) Active effects: Haste, Good Hope, Arcane Strike Attack Breakdown= 1d20+BAB+Weapon Enhancement+Good Hope
Attack 2 1d20 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Attack 3H 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
I threaten on a 19-20
Male Human Arcane Duelist 9
Ohh good...thought is was going to get in trouble for metagamming. Jeroph is really good at messign with mage's or martial characters in a one on one situation. He's not optimized for their, as I felt that was not in the spirit of the class. He's built around havign a lot of tricks and stackign effects, and is still capable of handling himself in an antimagic field or against foe around his CR. Obviously he can't do everything, but he covers those bases well. and while not the true everyman that most bards are, he is a bit more combat effective in my personale opinion. Personality wise. Jeroph wants to show off just a little, but not enough to risk himself or his coworkers. Being of a modest level of experience, he likes to be effective and flashy whenever possible. So expect him to be proud of whatever contributions he makes to the party in and out of combat.
Male Human Arcane Duelist 9
Is it alright to talk tactics? Jeroph's role:
I built jeroph to be a light combat controler and buffer. Though he can pull off emergancy healing and a few debuffs. Other than that he's good for any one on one combat. Sort of a bag of tricks with a bit more combat focus than my usual bards. If so, above is the general idea of my build. However, I like beign a team player. So if you think I fit better in other roles, let me know. If we aren't allowed to talk tactics. I'm sorry, and I'll be good from here on out.
Male Human Arcane Duelist 9
"let's keep them from getting too close then on this end", Jeroph says deftly whirling his rapier and then pointing the glistening pointbetween the rocks near him and Ridley. "You give them the boom, and I'll give them the slip", he explained as he a green-grey oil shot out from his blade spreading acrossed his target. after projecting the grease, his rapier still shown with impressive eldrict brilliance. He steps closer to the alchemist, figuring his blade and spells would best serve keeping the bomber clear of immediate threats. "If they get too close, I'll keep you out of trouble, not that you don't have tricks of your own", Jeroph didn't speak in condecending confidence, just practiced tactics. The man was used to using magic and steel consistantly in his charlatan inspired combat style. actions:
Free: None Swift: Arcane Strike Move: Move to the square in front of Ridley Y3 Standard: Caste Grease over v4, v5, w4, w5 Active effects Haste (8 rounds left) & Good Hope (little under 9 minutes left), Arcane Strike (till the start of my next turn) Good Hope pretty much is as good as a Bardic Performance, but longer lasting. If combat outlasts Cal's Haste, I'll toss up one of mine. Outside of that, I'll play body gaurd or provide some flanking support, let me know, I'm the bard.
Male Human Arcane Duelist 9
Jeroph seeing the size of the vermin and there agressive natures realises that they must be dealt with. However he was not going to let the party go unprepared against them. They were huge, and little scorpions were venom filled pests, so these must be killers. His hand on his sword dismounting. A Sylvan words of daring mixed with Draconic cries of valor and might burst from his lips as he draws his blade. with a flourish he points the blade out toward the approaching arachnids and releases the spell dancing with his will. Those around him feel the overachieving confidence that the can rise to any occasion. The feel the bravado in there gut telling them that Luck favors them and that bravery bewill see them through. Their weapons feel better, their minds sharper, and their destiney for the taking. He grabs his shield hastily noticing the device Ridley through at the bugs. He readies his blade and lends it some of his arcane might. It's sheen glowing a bit brighter with eldrict light. The Arcane duelist makes his way a little toward the others. "If you have more of those, then I'll cover you", he says to Ridely ready for action. actions:
Move Action: Draws rapier while he dismounts from horse to Y5. Standard Action: Castes Good Hope. +2 bonus to everything but AC. Caste on all the Party, any animal companion or the equivalants, and lastly Jeroph's Horse. Free Action: Pulls Shield from saddle. Swift Action: Imbues Rapier with Arcane Strike (+2 damage) 5 Foot Adjust: To Y6 Speech: In text above. Do Haste & Good Hope still stack? Cause' I'm either going to create some difficult terrain, meatshields, or start plan: epic distraction...provided they stack.
Male Human Arcane Duelist 9
"His requisition slip in hand, the young exile follows the dwarf and chelian half elf. The one covered in studs and the equipment of thuggery will be most interesting. Ridley was her name, he thought. Jeroph himself was finely dressed...Mostly blue long coat and tanned slacks. Though under his jacket and shirt peaked out the softest white and silver sheen. Impecably dressed by adventuring standards. His long boots and gloves made of leather that matched his hair. Had he not been carring a backpack with a crossbow, one would easily see him as a Taldan Merchant. The dwarf's words rang true, given his exile, Jeroph could not grow a beard. Attached to his pack was an interesting spiked shield. An extremely well made Rapier slung at his hip. Oddly enough it's sheathe was more ornate than itself, wrapped in silvers and hawk motifs. Also hanging from his thick adventuring belt was bolt quiver, whip, and dagger; though the belt itself was riddled with pockets. A scarab clutching a black pearl hung from his neck. All in all neatly dressed, but still functional. Before stepping out just ahead of Ridley, Jeroph sighs and strokes a beard that isn't there.
Male Human Arcane Duelist 9
"Six wives, and seven treasures. The man was a merchant prince. a shame he left no heirs. Though it's also a blessing giving us the chance to save our compatriots and rediscover lost treasures of a long dead prince", Jeroph did not speak with excitement persay, but more of the romance of the tail. It seemed he was already practicing his spin on the tale as he lived it. Lost pathifinders, a new ruin to delve into, danger, and the unmerciful desert...oh this was a challenge fitting for him. Though speaking of Pathfinders Jeroph turned to the others. "Jeroph Klein, of House Klein, formerly of Taldor, and currently world traveler. I am at your service, though my visage seems a bit on vexxing side. I assure you, that I have quite the bag of tricks and steel to be an assest to the Pathfinders. I'm ready to assist our lost brethren as soon as you are", Jeroph said with a noble, but earnest bow. Turning to the captain for a moment, "I shall record this assignment in proper form, and likely one emeblished tavern story." After which the young noble waits by the door for his companions.
Male Human Arcane Duelist 9
The Prince himself...interesting, thought Jeroph after getting his first assignment from this Captain. "I do have a few concerns as well Captain, have other groups shown interest in these ruins? Or are we speculating too much", he inquired. Working with the pathfinders always lead to some sort of trouble, though that was half the excitement. A keen mind and blade, always liked having an edge on that surprise though. The Tomb of Scepters, though, what did the Arcane Duelist remember about such a place? 1d20 + 1 ⇒ (16) + 1 = 17 OOC: Note no ranks in knowledge skill or bardic knowledge...sort of the trouble with this build. |
