Cruel Instructor

Alfred Redhill's page

39 posts. Alias of Ira kroll.


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4d6 ⇒ (3, 6, 3, 1) = 13 = 12
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
4d6 ⇒ (6, 2, 6, 6) = 20 = 18 Whoo Hooo!
4d6 ⇒ (3, 1, 5, 3) = 12 = 11
4d6 ⇒ (3, 6, 2, 3) = 14 = 12
4d6 ⇒ (2, 2, 2, 6) = 12 = 10

Thinking...:

STR 18
DEX 12
CON 14
INT 10
WIS 12
CHA 11

Go Dwarf
+2 CON, WIS -2 CHA

Character to follow...


I'll put in for a fighter.

Is this point buy, or 4d6less1


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Sense Motive: 1d20 + 1 ⇒ (9) + 1 = 10

"Ah, well. If it is to put up fencing. I'll be happy to do it when I get there."

Alfred also follows Patricia.

"My name's Alfred. Alfred Redhill. I've got some family in Woodbridge. Or, I did when I left."


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred, walking back into his old town of Woodbridge, notices the woman talking of helping Woodbridge to survive.

"Lady, I've seen plenty of action across the land. I didn't enjoy any of it. Slogging through the mud. Facing death and dismemberment. And now, that I've finally gotten out of my contract with the king and the rest of them, and want to see some peach at home, you're telling me it is coming here?"


Terquem wrote:

A lot of die rolls here, but so far only two developed characters.

Marwan and Alfred - Is it alright if I PM you so we can work on getting proper introductions to the game thread worked out?

Okay!


Alfred is an Urandoman. He has spent some time out of Woodbridge, but has come back home.


Updated Alfred's stats

Background:
Alfred comes from a very religious family. Because of his martial abilities, he and his family wanted for him to be a Paladin, but, although he found that their regimented lifestyle fit his personality, their rigid adherence to a code of honor always struck him as humorous. Thus, he has been on the edge of religious combat, but, willing to cut corners to succeed.


Second try:

4d6 - 1 ⇒ (1, 5, 1, 1) - 1 = 7
4d6 - 1 ⇒ (5, 1, 5, 6) - 1 = 16
4d6 - 1 ⇒ (4, 4, 1, 5) - 1 = 13
4d6 - 1 ⇒ (5, 5, 1, 2) - 1 = 12

5d6 - 2 - 2 ⇒ (2, 6, 6, 5, 2) - 2 - 2 = 17
5d6 - 1 - 1 ⇒ (1, 1, 5, 5, 3) - 1 - 1 = 13
5d6 - 1 - 1 ⇒ (2, 5, 1, 1, 6) - 1 - 1 = 13

A bit more decent: 17, 16, 13, 13, 12, 7

With this, I would go straight Fighter...

STR 17, DEX 13, CON 16, INT 13, WIS 12, CHA 7


4d6 - 1 ⇒ (3, 4, 1, 3) - 1 = 10
4d6 - 1 ⇒ (5, 1, 2, 2) - 1 = 9
4d6 - 1 ⇒ (1, 2, 6, 5) - 1 = 13
4d6 - 1 ⇒ (2, 4, 1, 6) - 1 = 12

5d6 - 1 - 1 ⇒ (1, 4, 2, 4, 1) - 1 - 1 = 10
5d6 - 1 - 2 ⇒ (5, 2, 4, 5, 1) - 1 - 2 = 14
5d6 - 3 - 3 ⇒ (3, 3, 6, 5, 3) - 3 - 3 = 14

14, 14, 13, 12, 10, 9

While it would be interesting to try, it is seriously underpowered.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

At the appearance of the various items, and the opening of the lock on the book, Alfred says, "Oooh, can someone check to see if these items are magical in nature?" Then, he will open the book to see what is inside.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred thinks to himself, Imagine a key. A key that opens the clasp. A metaphorical key, if you will. Imagine the clasp unlocking. Imagine the book opening


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Knowledge History: 1d20 + 2 ⇒ (15) + 2 = 17

Knowledge Arcana: 1d20 + 2 ⇒ (2) + 2 = 4


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

The key? The key? Alfred thinks to himself.

Is there anything that would give a clue to what kind of key is required? Is there any knowledge check that would help?


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred looks at the clasp. Is it truly locked or clasped shut?

He will detect magic on it.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

"Well, what's in this book," Alfred say, as he takes it and starts looking through it.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

@GM Calvus,

Why is this game gone inactive??


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Here are choices for Alfred:


  • +1 Longsword (I don't do melee much, but it would give me some advantage if I had to)
  • Ring of Protection +1
  • Belt of CON +2
  • Although I'd actually prefer the Amulet of Nat Armor, I'm not a front-liner, so, I'll take the Periapt of Health.

Again, I'm not a front-liner, so it is okay if others need the stuff more than I do.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

"This is it?? Well, these things are magic." Alfred points them out.

"We might as well take what we can."

Alfred will take some of the unlabeled potions and a couple of belts. preferring to take magic belts, if possible. Which "gear" is magic?


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Sheesh. completely ignore my prior post. I misread my own character!

Alfred Redhill wrote:
Humming to himself, Alfred will look for nice things.

Alfred will, with great anticipation, cast detect magic and look around.

perception: 1d20 ⇒ 17


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Humming to himself, Alfred will look for nice things.

perception: 1d20 + 13 ⇒ (14) + 13 = 27


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred will continue and keep up with Olaf.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Looking bored at the interplay between the commoner and his companions, Alfred perks up at the mention of a magic shop. "Aye, let's loot the place. Now, where's that magic shop?"


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred moves ahead of Olaf to the man and begins to describe the revelation (of the Jotunn) that they have had. "We aren't here to hurt you, but we're raiding. If you decide to comply with us, you, your woman, and your children will live to a ripe old age."

diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred stares at the giant. Thinking about all the different stories he has heard over the years, he contemplates what he might know about it.

bardic knowledge: 1d20 + 2 ⇒ (12) + 2 = 14

"Let's go check out the Inns. Mayhaps we can get some information about the flame-haired giant."


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

What are we waiting for?


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred moves 30 feet toward the fort for a total of 230 ft, attempting to catch up with Olaf.

He inspires courage anew.

Inspiring Courage. +1 Attack/Damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

This assumes there are no threats between us and the group in front of the fort.

Alfred runs 60 feet toward the fort for a total of 200 ft, attempting to catch up with Olaf.

His inspiration lingers.

Inspiring Courage lingers for one more round. +1 Attack/Damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

This assumes there are no threats between us and the group in front of the fort.

Alfred runs 60 feet toward the fort for a total of 140 ft, attempting to catch up with Olaf.

His inspiration lingers.

Inspiring Courage lingers for two rounds. +1 Attack/Damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

This assumes there are no threats between us and the group in front of the fort.

Alfred moves twenty feet toward the fort for a total of 80 ft, attempting to catch up with Olaf.

He inspires everyone within earshot with his amazing oratory.

Inspiring Courage. +1 Attack/Damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

This assumes there are no threats between us and the group in front of the fort
Alfred runs sixty feet toward the fort, attempting to catch up with Olaf.

Inspiring Courage Lingers for another round. +1 Attack/Damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred will fire his bow at the retreating enemy.
attack, with Inspiring Courage and Bless: 1d20 + 6 + 1 + 1 ⇒ (10) + 6 + 1 + 1 = 18
damage: 1d6 - 1 + 1 ⇒ (6) - 1 + 1 = 6

Inspiring Courage lingers for two rounds: +1 attack/damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

For those on fire, it is a DC 18 reflex save as a full round action to put it out or they take fire damage (fire damage: 1d6 ⇒ 4).

"Come on men, let's take the fight to them."
Begin Inspire Courage again as a standard action.

Everyone has +1 to attack and +1 to damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred walks up behind the shield wall, trying to make sure that all (or most) of the enemies are within 30 feet.
"You scum are undone!"
Casting Blistering Invective. All enemies within 30 ft that are intimidated (DC = 10+HD+WIS) are intimidated and take 1d10 fire damage and must make a reflex save or catch fire.
Intimidate check: 1d20 + 13 ⇒ (2) + 13 = 15
fire damage: 1d10 ⇒ 6
Inspire courage still in effect: +1 attack and damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*
Olaf Snow wrote:
It says not authorized when I attempted to go to that.

Same here.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

on next round...
Be seen, but don't see!
Casting Glitterdust in the middle of the crowd on the boat, in order to hit as many of them as I can. 10-ft radius spread. Will save DC 18 or be blinded.

Inspire courage still in effect +1 Attack and +1 Damage


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Alfred Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
The wrath of the raiders shall surely energize us against our enemies!
Starting Bardic Performance as a standard action of Inspire Courage. Everyone is +1 Attack / +1 Damage for three rounds.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Perception: 1d20 ⇒ 12
Alfred gets out of the boat, gets his bow ready and begins to follow others preparing to meet the enemy.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

A thin man, dressed well, even foppishly (for Ulfen areas), seems to soak up the ambience of the mix of bluster and confidence.

Questions? Why no, he says, while shaking the captain's hand. I'm Alfred. This raid will be just the thing for the history I'm writing.


Male Human Fighter 3, AC 23/12/21, HP 33, Saves 7/3/4*

Eastern Seaboard (GMT-5)