Shorafa Pamodae

Jeska Green's page

36 posts. Alias of Pezmerga.


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Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Jeska will attempt to break free again on her next turn.
1d20 + 11 ⇒ (18) + 11 = 29

Did we have hero points? If so can I add +4 to that roll with one?


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Make it heroism then. :)


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Jeska will cast Haste (std) on herself, and Perform Inspire Courage +2 (move).


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

back. Sorry, got really busy at school and work!


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

"Foolish girl, you only have yourself to blame. Had you not been careless and weak, you wouldn't be in this situation. We are not caretakers of children, you would burden us in your current condition. However, should you offer us useful information, or things we can use to stop this tentacled woman, then maybe, just maybe, you might be worth our time." Jeska says coldly, staring into the fearful eyes of the thief.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Jeska is going to heal herself.

2d8 + 7 ⇒ (6, 3) + 7 = 16
1d8 + 7 ⇒ (5) + 7 = 12
1d8 + 7 ⇒ (1) + 7 = 8
1d8 + 7 ⇒ (6) + 7 = 13
1d8 + 7 ⇒ (3) + 7 = 10

84/84 hp.

2 2nd level spells left for the day.
1 1st level spell left for the day.

"let's do this!"


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Level 7/7

Feat - Lingering Peformance.
Bardic Performance is now a move action to start.

Level 3 spells - Haste and Purging Finale.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Swift to activate Arcane strike.

Falchion: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 13 ⇒ (2) + 13 = 15

Buckler: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d3 + 7 ⇒ (1) + 7 = 8

Falchion: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 13 ⇒ (7) + 13 = 20

Edit:Forgot reflex save!
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27

At least I made my reflex... Man that's terrible rolling! :D

18/72 HP


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

I can't access the map at work. Is the one I am a 5 foot step away up? if so I will move towards it, swift action for arcane strike, and then full attack. If not I will move and arcane strike and attack, if I am able to.

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17 13 damage

Falchion 1: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Buckler: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d3 + 5 ⇒ (3) + 5 = 8

Falchion 2: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

33/72 hp

Edit:Dice roller hated me that round! lol


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
Reflex: 1d20 + 10 ⇒ (9) + 10 = 19
Reflex: 1d20 + 10 ⇒ (7) + 10 = 17

Jeska moves and heals herself with cure moderate wounds.

Cure Moderate Wounds: 2d8 + 6 ⇒ (4, 7) + 6 = 17

46/72 Hp


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Jeska will cast Detect magic and attempt to see if any of the keys give off some any magical auras.

She will also use inspire Competence (+2 skill checks), if anyone wishes to attempt to locate traps or any other skill related task to determine which key might be real.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

"I second that sentiment Rotann!"


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7


Jeska is going to go buy a ring of protection +1, if possible.
Other than that, she will probably just casually hang out with her group until bedtime.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

"Nice job fellas. Made short work of that student's failure..."

Jeska looks around with the others.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Would Raven have provoked an AOO? Spider hasn't acted yet so it is still flatfooted right?


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

"Throw up your defenses everyone! This thing looks and sounds nasty!"

Jeska casts Heroism on herself (+2 Attack, Saves, and Skills, I need the save boost!)

Lasts 1 hour

Then she moves a little closer to the beast...


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

One level from starting a performance as a move action... lol I am gonna post my action soon though. Debating.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

"Might as well spread the news of our victory now! I don't make a habit of losing!"

Jeska says half smiling.

Doesn't hurt that I have some strong looking comrades either...


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

I will try my hand at an adept if we go with the opposite campaign next!


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Jeska, taps her blade on her buckler in a rhythmic fashion, carefully considering the challenge laid before her. Eager to prove herself worthy, she eyes the Courtier, gives a simple nod, a devilish smile, then says with confidence:

"This should prove...interesting. Let us be on our way then."

Jeska follows the courtier, whisking her tail back and forth as she walks down the path towards claiming her reward. Even her stride seems to be as if she is walking in rhythm...


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7
Javell DeLeon wrote:

I can now see why the majority of folks don't like Summoner(Synthesist). Man that class is really powerful. A +9 Natural AC is nasty.

And I see that Angelo has a +12 NA. Man that class truly is way super powered.

I know nothing about them so I don't get it how any of it works.

@Jeska: Cool! I was just going through feats to see what to replace it with, 'cause I figured no one is probably gonna use it. But If you're sure, bud, then I'll keep it! I don't like teamwork feats at all because I just don't think they're any good, but I sure like Outflank. It's quite the handy. Just ask Malak Jaedoom, hey Stiehls9? :)

I like Amplified Rage, Outflank, Target of Opportunity, and Precise Strike. Depends on building with someone else (usually someone filling a very similar role), but they can definitely make a difference! Two barbarian half orcs doesn't happen often, but Amplified Rage is definitely worth taking in that case. (And even works with Outflank!)


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7
Javell DeLeon wrote:

Any of you fellas have any use for Outflank?

Let me know if not. I'll switch it out for a different feat.

Sure, why not? I can trade out toughness for it.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

I am ready!


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7
Angelo Fortunato wrote:

RE:Firearms

I would say you only get one extra shot no matter how many weapons you're wielding. That's clearly the intent, and it would be the only feat in the game that gave you a variable amount of extra attacks. You don't make a full attack with a single weapon, you just make a full attack action. You can't make four full attacks, so you don't get four extra shots.

Yes, it's kinda badly worded and probably needs to say "When making a full-attack action with ranged weapons, you can fire one additional time this round." We're already badass enough without bending/breaking rules to make ourselves more so.

Also keep in mind that RAW, rapid reload doesn't do anything for pistols. So with four revolvers, you're going to need quick draw and a bunch of move actions to reload every few rounds.

The reason it doesn't work, in case you don't know, is that it doesn't state it reduces reload time by one step, it simply reduces one handed firearms to a move action, since revolvers are already a move action it does nothing.

So you can rapid shot for four rounds, and single shot for the fifth round and then spend four move actions to reload them. More if you don't have quick draw since you need two hands free to reload revolvers.

I've had this rules issue come up several times, and unfortunately there's no way around it. You could house rule it, but I'm against any house rules, especially for the DMPC's sake. You're still going to be putting out 29 bullets in five rounds though, and most combats aren't even going to last that long. You also get the added fun of beating the sh*t out of us with CR 13 monsters.

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

Jeska - Spells wise I would possibly replace one of your first levels for Vanish and then replace invisibility with glitterdust. That spell is one of the best on the bard list. Other than that I don't have any suggestions.

Rost'Nomm - I'd say get rid of Tongues for Dispel Magic. We're gonna need that and you're the only one who has the option of...

Replaced CLW with Vanish, and Invisibility with Glitterdust.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Personally I'd allow both weapons to get an additional shot.


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Just realized I need to add traits! lol


Init:4 Per:12 HP: 84/84 AC:31 FF:27 T:15 CMB:11 CMD:26 F:9 R:10 W:7 Bard (Arcane Duelist) 7 / Fighter (Rondelero Duelist) 7

Awesome! thanks for the selection. This should be a blast! :D

Here is my build and gear.

Spoiler:

Jeska Green
Female Demon-Spawn Tiefling Bard (Gestalt Fighter (Rondelero Duelist), Arcane Duelist) 6
CN Medium Outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 30, touch 14, flat-footed 26 (+8 armor, +5 shield, +4 Dex, +3 natural)
hp 70 (6d10+18)
Fort +8, Ref +10, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Buckler Bash +12/+7 (1d3+6/x2) and
. . +1 Keen Falcata +14/+9 (1d8+9/17-20/x3)
Special Attacks bardic performance (standard action) (17 rounds/da, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 16), bardic performance: inspire competence +2, bardic performance: inspire courage +2
Bard (Gestalt Fighter (Rondelero Duelist), Arcane Duelist) Spells Known (CL 6):
2 (4/day) Cure Moderate Wounds, Heroism, Invisibility, Mirror Image
1 (5/day) Timely Inspiration, Grease (DC 14), Cure Light Wounds, Saving Finale (DC 14)
0 (at will) Read Magic, Dancing Lights, Ghost Sound (DC 13), Detect Magic, Mage Hand, Prestidigitation (DC 13)
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Statistics
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Str 20, Dex 18, Con 14, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +11; CMD 25
Feats Arcane Strike, Armor of the Pit, Combat Casting, Disruptive, Exotic Weapon Proficiency (Falcata), Improved Shield Bash, Power Attack -2/+4, Shield Focus, Taldan Duelist, Toughness +6, Two-weapon Fighting, Weapon Focus (Falcata), Weapon Specialization (Falcata)
Skills Acrobatics +12, Bluff +7, Climb +8, Diplomacy +7, Escape Artist +8, Fly +3, Intimidate +12, Perception +11, Perform (dance) +7, Ride +3, Spellcraft +9, Stealth +12, Swim +4, Use Magic Device +12
Languages Common, Infernal
SQ arcane bond - weapon (1/day), bardic performance: bladethirst (+1), bardic performance: rallying cry, buckler bash, buckler catch
Other Gear +2 Mithral Breastplate, +2 Buckler, +1 Keen Falcata, Belt of physical might (Str & Dex +2), Cloak of resistance +1, Backpack, masterwork (empty), Bedroll, Blanket, winter, Trail rations (6), Waterskin (2), 123 GP, 9 SP
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Special Abilities
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Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+1) (Sp) Enhance weapons.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Buckler Bash (Ex) At 2nd level, a rondelero can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). This ability replaces bravery.
Buckler Catch (Ex) At 3rd level, a rondelero can catch his opponent's weapon between his buckler and his forearm, effectively wedging the hafts of polearms and hammers or the flats of blades. This functions as a disarm combat maneuver, and the rondelero gains a +4 bonu
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disruptive +4 DC to cast defensively for those you threaten.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Taldan Duelist Gain +1 shield bonus to AC, +2 on Acrobatics checks

Heroism adds +2 Morale Bonus on Attack and Damage, and Inspire Courage adds +2 Competence bonus. So they stack. Herolab's output says morale for Inspire courage, but only the saving throw on charm spells is morale typed.

I took toughness, but if someone has a better feat suggestion there, let me know. Or even suggestions on spell selection.


Oh yeah and I sold back the ring of protection +1. Knew I was missing something!


I went ahead and made the Breast Plate Mithril (Forgot about Arcane Spell Failure!) and Reduced Buckler to a +2, and the Cloak of Resistance to a +1, and I replaced the +2 str belt with a +2 Str/Dex Belt.

Just so ya know! :D I use herolab, so I am pretty sure the math is all right.


Probably not as impressive as the synthesist builds, but I ran a couple of solos vs a hill giant and wiped the floor with him. Without buffs too.


Rigor Rictus wrote:

** spoiler omitted **

** spoiler omitted **

Charisma is 13+2+2+1 (4th level) so thats why it looked like Jeska had 32 points.

I am also going to take your suggestion and bump str to 18. And I think I am going to trade in the +2 Cha Headband and get a +2 str belt.


This will be the profile for my Fighter(Rondelero Duleist)/Bard(Arcane Duelist). :)


Only have 3 skill points to work with... lol But I went ahead and put one each in profession (sailor) and Craft (Ships).


Rough draft of background added.


1d100 ⇒ 2
1d100 ⇒ 68
1d100 ⇒ 49

Is Fiendish Heritage from blood of fiends ok?

Anyway I rolled just in case, I mainly just want to be Demon-Spawn though for the stat bonuses (+2 Str, +2 Cha, -2 Int). Also I was going to incorporate my lineage into my backstory.

edit: If so I will choose the DR 2/Cold Iron. (68)

If not, then can I at least have the heritage? :D

If double not, then I will change it to the regular Tiefling. :)


Here is the crunch.
Working on the fluff!