Welcome!

Right this way soldier. Out of the dark and into the cold, heh. I can tell you're looking for someone, well, if you can't find them here, chances are they don't exist, heh. This here's the Rogues Gallery--a collection of every character to grace the chronicles of the Daylight Play-by-post game. Got a character? Put them here.

Word to the wise, heh, people talk about all kinds of things here. In-character, out-of-character, anything goes in this place, heh.

Sunday, December 21, 2008

This is mira figuring out how to post die rolls.

1d12=10, 1d4=4, 1d12=11, 1d4=4, 1d12=11, 1d4=4, 1d12=3, 1d4=3

Monday, December 15, 2008

It's go time!

Game on my friends! Dark deeds and harrowing adventures await. What are you wating for? Now is a time for heros! Now is the time for the Gray Guard to rise!

The Daylight chronicle begins today!

Note: A couple of things to remember:
  1. Initiative, should we need it, is determined by whoever posts first. Once all the players have posted, it's the DM's turn, and so forth and so on.
  2. If you aren't going to be able to post in a 24-hour time period (excepting Saturday and Sunday), let the group know, and we'll let someone "play" your character for that round or turn or scene, depending.
And thank you.

Camp Grumblings 8 (Mira)

Mira settles in beside Hunfrid and begins to talk quietly. Taking an occasional sip from the flask, she watches the fire light flicker against the trees.

Sunday, December 14, 2008

Camp grumblings 7 (Hünfrid)


“Keep your warmth, you obviously enjoy it much more that I would.” growled Hünfrid at Mira. The dwarf reached behind him grabbing his pack. He shifted his weight, slung the large leather bag over his shoulders and with a lot of unnecessary grumbling and huffing made as if he was about to get up. Instead after a few moments he just leaned back letting the pack take his weight and waited to see if Mira would sit down fully. Although he would never admit it, there was something about the Eladrin that caused Hünfrid to feel a sense of Kinship with her.

Saturday, December 13, 2008

Camp Grumblings 6 (Mira)


Mira sits close to the fire laughing loudly before taking an extended pull from a borrowed flask. She has discarded her grey cloak exposing the blue of faded tattoos that wind up both of her arms and disappear beneath the sleeves of her tunic. She forfeits the last of her coins to the dice game, and holding the flask walks over (with only the slightest wobble) to where the dwarf wizard sits. "Hunfrid, it's too cold a night to sit so far from the fire. Here, if you insist on sitting back here at least keep your blood warm." She offers the flask to Hunfrid before squating down beside him.

Mira Miles


Description: Mira Miles is a tall (5' 8'') Eladrin woman with short black hair and eyes the color of polished lead. She has abandoned her race's famous grace and walks with the curt efficient step of an experienced soldier. When on duty she wears battered black leather armor and carries a paired set of long swords and bow.

Background:
Mira has worked as a mercenary for the past 5 years. The tattoos she wear contain the scripts of at least half a dozen languages. Why she decided to offer her services to the Grey Guard is something of a mystery. She, like Nessim, was brought into the grey cloaks for her knowledge of the area and as a liaison with the Eladrin. As a company scout she has been a great success, guiding the company through treacherous terrain and always finding comfortable and defensible campsites. However, her interactions with the natives have left much to be desired. She treats the fleeing elves the company meets with a combination of disgust and pity, while she greets her own kind (Eladrin) with nothing but hatred and barely repressed violence. She displays mostly a sense of comradery towards the soldiers of the company and she has quickly become popular despite reservations inspired by her race. There are those, however, who believe her impulsiveness and (mostly) functional alcoholism is a constant threat to the precarious truce with the Eladrin.

Stats:
Mira Miles
Level 1 Eladrin Ranger

Initiative: +3
Senses: Perception +6; Low-Light
HP 28; Bloodied 14
AC 15; Fortitude 14; Reflex 14; Will 12
Healing Surges: 6 per day, recovers 7 hp.
Speed 6
Basic Attacks: melee +3; ranged +3
Attacks: Longsword +6 melee (1d8+2), Longbow +5 ranged (1d10)

At-Will Powers: Hit and Run, Twin Strike
Encounter Powers: Evasive Strike, Fey Step [racial]
Daily Powers: Jaws of the Wolf

Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics* +8, Arcana +3, Athletics* +8, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +0, Heal +1, History +3, Insight +1, Intimidate +1, Nature* +6, Perception* +6, Religion +1, Stealth* +8, Streetwise* +6, Thievery +3.
*indicates trained skills

Abilities: Str 16 (+3); Dex 16 (+3); Con 11 (+0); Int 12 (+1); Wis 12 (+1); Cha 13 (+1)
Feats: Toughness, Eladrin Soldier
Racial Abilities: Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will, Fey Origin, Trance, Fey Step
Class Abilities: Hunter's Quarry, Prime Shot, Fighting Style [Two-Blade Fighting Style]

Gear: Leather armor, Paired longswords, Longbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 0 gp

tinwatchman 4e starting character generator v0.25
programmed by jon stout for the tinwatchman company. available at www.tinwatchman.com

Friday, December 12, 2008

Camp Grumblings 5

There is an edge to the banter of the men as they huddle around the fire, less for heat, than for light. The soldiers talk quickly, hurry to fill the spaces between comments. When it is quiet, they can hear the distant drumming of the eladrin in Winhava, can slowly feel their heartbeats shift to accompany the beating of those drums. And then there are the scufflings in the underbrush, just beyond the ring of tents, too-quickly dismissed as squirrels or rabbits. And when the wind shifts, sending sparks from the campfire to rise to the cold, distant stars, sometimes that wind carries with it a strangled cry that might belong to man or beast. Is it the cry of another elf brought down by the roving eladrin gangs? Or is it the cry of one of the horrible man-apes said to inhabit the unexplored margins of these rolling hills? Perhaps it just the memory of past violence in a land that has known centuries of bloodshed in a war that has crossed from one world to the next: elf against eladrin, eladrin against elf, and both against a race that is never mentioned, but that, for all the men of the Gray Guard know, might be hiding just beneath these very hills.

Old One-eye shivers, and draws his blanket tighter around his broad shoulders. But he is always too cold--in the same way that Hunfrid is always too warm. Kade raises his mug to Nessim as he returns from the elven huddle and continues to regale Bregga with the story of a nine-toed beauty he knew in Neverone, while Bregga slurps Savves spicy venison stew from a wooden bowl. If it want for Savve, Id of mustered out this outfit yeas ago. Praise to Pelor, wot.

Camp Grumblings 4 (Soren)

Storm's Edge, with Gray Guard
Adhara.
New Moon.

Out under the stars I overheard others speak the name of a constellation unbeknown to me. Whether it is that I am now on the periphery of a land whose stars may be foreign to me, OR that the names for the arrangements of said stars is foreign, I have not yet surmised. Of both people and stars, new acquaintances. Bring hope to me. The new acquaintances, a man and man half-fey. The distinguished manner of each appealed to my curiosity and I spent a short time in discussing with them one whom they found to be stranger -- the dwarf. The long quarrel over petty circumstances, commodities, properties, etc that have so often contorted relations between the elves and their more well-earthened and roughly-faceted counterparts the dwarves will be forgotten upon the advent of battle -- may by the grace of Avandra it come not -- when we shall be all together facing our foes.

A parting entry for a time. I must conserve the ink which remains at my disposal, and dole out writing to myself as a rare pleasure in which to indulge. In the days to come I will devote these minutes before going to watch upon the wall to silent words not of ink, but of prayer.

S.

Camp Grumblings 3

Nessim laughs good naturedly at Hunfrid, "I've known a few dwarves -- not the warmest of races, but I have a feeling his frostiness will come in quite useful to us. Besides I wager he'll not get more money out of any we face than he will out of the empire. At least not enough to make betrayal worth the consequences." His eyes flash darkly for a moment, but his lighthearted demeanor returns quickly.


"I believe some of the men still haven't lost all their money to me at dice." He says as he returns to the fire.

Camp Grumblings 2

I sense the hesitancy, or the mistrust of some of the group. Without drawing attention to myself, I make my way to the elven folk Soren and Nessim. Although I'm fully human, I'm hoping that they'll see the mark of an elf in my behavior--perhaps it seems odd that a human would display so many distinctive elven traits? Through eye contact and other non-verbal means, I bring the three of us together near the margins of the larger group. "This dwarf," I finally say, "will he be a problem for us?"

Thursday, December 11, 2008

Soren Avándrálfar

Soren is tall for an elf, and has the stouter build of his human father's line showing through, with strength enough to bear the weight of his armor and heft of his shield and axe. Like his mother, Soren is dark, but the hue of his skin increasingly pales the longer the days and more numerous they become that his suit of plate stays on.

Background: Soren is half-elven, and a devotee of Avandra. Soren was raised among the elves, and grew up under the care of his mother and grandparents and other elven elders at a refuge and shrine to Avandra. Under the guidance of his grandmother, Soren learned the art and prayer of healing. Under the tutelage of his grandfather, Soren became a skillful guardian of the shrine. Under the force of his enemies blows, Soren became a well-weathered warrior in the battles to which he committed himself, seeking ever to observe the dictates of Avandra to "urge others to fight for their own liberty." At the urging of his grandfather, Soren has now assumed another task to fulfill in honor of the god of change Avandra's blessed ways -- to strike out and travel the world and follow the call of "the faithful to ensure that change is for the better."

Appearance: Soren is plated in armor that once belonged to his elven grandfather, and it is modest in appearance, though well-cared for by Soren, who regards it an heirloom and thus burnishes out the scratches and signs of oxidization during furloughs. The plate is unadorned except for a design of paling colors etched on the center of the breastplate: a heart made of red coral branches, turquoise scrolling waves, and yellow spiraling winds. Soren wears the sword Revmos on his back, and a battleaxe at his hip. The light shield, Iremilimnos he has recently begun to favor is most often slung over his shoulder when not in use. The heavy shield - looted from a slain adversary at whose hands Soren had expected to die after his own shield was destroyed - now hangs on his back, attached to the rucksack he carries. Behind the thin whitewash and gaudily bright, teal-colored wind-and-wave forms Soren painted over the shield, a demonic-looking, greenish-yellow eye - the design of its former owner - can still be seen.

See Powers of Soren


Stats:
Soren
Level 2 Half Elf Paladin of Avandra

Initiative: +1
Senses: Perception +1; Low-Light
HP 35; Bloodied 17
AC: 20 w/ Iremilimnos, 21 w/ heavy shield; Fortitude 14; Reflex 14; Will 16
Healing Surges: 12 per day, recovers 7 hp.
Speed 5
Basic Attacks: melee +3; ranged +1 (2nd level)

Attacks:

Battleaxe +4 (+2 Proficiency, +1 STR bonus, +1 2nd lvl hit bonus)
= to hit: 1d20+4; damage: 1d10+1
standard
= to hit: 1d20+4; damage: 1d10+4 with Enfeebling Strike

The Sword and Shield of Cerenthes:
Revmos (+1 Scimitar)
Property: You do not sink beneath the surface of any body of water (unless you choose to do so). You can move across the surface of still water as if it was normal solid terrain, and across running water as if it was difficult terrain.

Combat Notes:

+5 melee (+2 Proficiency, +1 STR bonus, +1 magical enhancement, +1 2nd lvl hit bonus)
= to hit: 1d20+5; damage: 1d8+2 Standard
= to hit: 1d20+8; damage 1d8+ 5 with Enfeebling Strike
= to hit: 1d20+5;
11+1d8+1d6 Critical Hit damage (13+1d8+1d6 w/ E. Strike)

Iremilimnos (light shield)
Power (Daily): Minor Action. One ally adjacent to you gains a +1 power bonus to AC until the end of the encounter.
Power (Daily): Standard Action. By holding Iremilimnos over a body of still water, the wielder can see an image of their enemies, reflected in the reflected surface of the shield. The images that appear are brief, but may give some clue as to the enemies' number and whereabouts. Iremilimnos only shows the largest and nearest group of known and declared enemies.

Level 1:
At-Will Powers: Enfeebling Strike, Bolstering Strike, Divine Challenge, Lay on Hands
Encounter Powers: Shielding Smite, Channel Divinity: Divine Mettle, Channel Divinity: Divine Strength, Eldritch Blast [Dilettante Power], Healing Word [Initiate of Faith: Cleric Multi-class]
Daily Powers: Paladin's Judgment
Level 2:
Daily Powers: Martyr's Blessing Utility Prayer

Alignment: Unaligned
Languages: Common, Elven, Supernal
Skills: Acrobatics -1, Arcana +1, Athletics +1, Bluff +5, Diplomacy +7, Dungeoneering +2, Endurance* +6, Heal* +7, History +1, Insight +9, Intimidate* +10, Nature +2, Perception +2, Religion* +6, Stealth -1, Streetwise +5, Thievery -1.
*indicates trained skills

Abilities: Str 13 (+1); Dex 11 (+0); Con 14 (+2); Int 10 (+0); Wis 14 (+2); Cha 18 (+4)
Feats: Healing Hands, Initiate of the Faith (Cleric Multi-class)
Racial Abilities: Dilettante (Eldritch Blast), Dual Heritage, Group Diplomacy
Class Abilities: Channel Divinity, Divine Challenge, Lay on hands

Gear: Plate armor, Heavy shield, Iremilimnos (Light Shield), Revmos (Scimitar), Battleaxe, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 10 gp

Dungeons and Dragons Character Builder Open Beta

Wizards is currently running an open beta for their DDI Character Builder. If you're interested, you can go and pick it up here.

It actually seems like a pretty sweet app, plus it contains a lot of the information that's in the PHB in the sidebar as you go--particularly useful when picking feats and powers.

I'm still playing around with it, so for now, keep using the tinwatchman generator to create your characters.

Camp grumblings

Hunfrid Marr stared silently at his two newest companions in the Grey Guard huddling close to the fire’s warmth. “Elves,” Hunfrid muttered to himself, a habit born of his long forced wanderings. “I can smell it from here. This whole place stinks of them. Even you, Human, are more elf than man.” Unconsciously his hand slowly strayed down to trace the small outline of his gold purse tucked safely into the hidden panel in his leather armor. “I can take them if needs be,” he grumbles, only the apprehensive look he gives the giant war hammer strapped to the warlord’s back betraying his doubts. “Of all the places, why’d I have to get pushed up next to these two.”

Wednesday, December 10, 2008

With friends like these...

As characters get posted to the Rogue's Gallery, please feel free to comment on them, offer suggestions for how they came to join the Gray Guard, what they might think of the unit they've been placed in, what duties they regularly are assigned or volunteer for, and so forth.

These are the people your life depends on from now on, so you might want to get to know them better.

Belfrin Balfore

Belfrin is slightly larger than one would expect for a human, though no less nimble because of it. His glaring eyes strike fear in those who do not know him, while those same glaring eyes become the source of his friends' sense of security and compassion.

Background:
Belfrin was named by the elves who raised him. Though fully human, his home town was destroyed by a horde of orcs, and at 1 year, Belfrin was left amidst the rubble of collapsed and burning homes, and the bloodied, lifeless bodies of his kin. As the sole survivor, the elven clan Balfore took him in as one of their own, partly out of pity, though also in accord with a legend which spoke of an infant human survivor who would grow with the elves, and be a great and invaluable leader.

Stats:
Belfrin Balfore
Level 1 Human Warlord

Initiative: +0
Senses: Perception +0;
HP 30; Bloodied 15
AC 19; Fortitude 17; Reflex 14; Will 15
Healing Surges: 8 per day, recovers 7 hp.
Speed 5
Basic Attacks: melee +4; ranged +0
Attacks: Warhammer +6 melee (1d10), Crossbow +2 ranged (1d8)

At-Will Powers: Viper's Strike, Commander's Strike, Wolfpack Tactics
Encounter Powers: Guarding Attack, Inspiring Word [class]
Daily Powers: Bastion of Defense
Level 2 Utility: Knight's Move

Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics +1, Arcana +2, Athletics* +10, Bluff +3, Diplomacy* +8, Dungeoneering +1, Endurance +2, Heal* +6, History* +7, Insight +1, Intimidate* +8, Nature +1, Perception +1, Religion +2, Stealth +1, Streetwise +3, Thievery +1.
*indicates trained skills

Abilities: Str 18 (+4); Dex 11 (+0); Con 13 (+1); Int 12 (+1); Wis 10 (+0); Cha 14 (+2)
Feats: Armor Proficiency (Scale), Power Attack, Defensive Mobility
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Combat Leader, inspiring word, Commanding Presence [Inspiring Presence]

Gear: Scale armor, Light shield, Warhammer, Crossbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, -5 gp

tinwatchman 4e starting character generator v0.25
programmed by jon stout for the tinwatchman company. available at www.tinwatchman.com

Monday, December 8, 2008

Nessim


Nessim sits by the fire joking comfortably with the greycloaks, as comfortable with them as he is in the cloak they have given him. He regales them with tales of his exploits as a spy among the eladrin -- all utterly fabricated of course. The truth would be too frightening, and too painful now to even think of. He resembles an eladrin thanks to his father, and indeed the other Greycloaks would probably have killed him on the spot were it not for his pitiful state and the word "Traitor" in eladrin script branded on his right hand.

Background: Nessim's years in service to the empire as a spy have worn on him. At first the rarity of his half eladrin half human background brought him welcome work in espionage, but the assignments became more and more dangerous and desperate. His quick tongue remains, but spying on the Eladrin has changed him. He was forced him out of desperation to dabble in a pact with fey powers he still doesn't fully understand -- even that couldn't prevent his discovery, but it did allow him to escape with his life.

Nessim
Level 1 Half-elf Rogue
Initiative: +3
Senses: Perception +6; Low-Light
HP 24; Bloodied 12AC 15; Fortitude 11; Reflex 15; Will 13
Healing Surges: 7 per day, recovers 6 hp.
Speed 6

Basic Attacks: melee +0; ranged +3

Attacks: Short sword +3 melee (1d6), Hand Crossbow +5 ranged (1d6)

At-Will Powers: Sly Flourish, Deft Strike

Encounter Powers: Dazing Strike, Eyebite [multiclass], Eldritch Blast [Dilettante Power]

Daily Powers: Easy Target

Alignment: Unaligned

Languages: Common, Elven, Dwarven

Skills: Acrobatics* +8, Arcana +1, Athletics +0, Bluff* +8, Diplomacy +5, Dungeoneering +1, Endurance +1, Heal +1, History +1, Insight* +8, Intimidate* +8 (From Warlock Multi-Class), Nature +1, Perception* +6, Religion +1, Stealth* +8, Streetwise +3, Thievery* +8.

*indicates trained skills

Abilities: Str 11 (+0); Dex 16 (+3); Con 12 (+1); Int 12 (+1); Wis 13 (+1); Cha 16 (+3) 

Feats: Multiclass | Pact Initiate (Fey Pact)

Racial Abilities: Dilettante, Dual Heritage, Group Diplomacy

Class Abilities: First Strike, Sneak Attack, Rogue Tactics [Artful Dodger], Warlock Pact (Fey) [Multiclass], Implement (rod, wand, pact blade) [Multiclass]

Gear: Leather armor, Short sword, Hand Crossbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 25 gp

Saturday, December 6, 2008

Hünfrid Märr


A dwarf, bent and weathered to match the small ashen piece of driftwood he leans on, stands several feet outside the radius of the fire's warmth.

Background:
The years spent alone wandering the ice strewn slopes of his rugged homeland have taken there toll on Hünfrid Märr. Distrustful, obstinate and with no true love for elves, the one thing that goads him to raise his staff is the soft sound of opening purse strings.

Stats
:
Hünfrid Märr
Level 2 Dwarf Wizard
Exp: 1000

Initiative: +2
Senses: Perception +4; Low-Light
HP 33; Bloodied 16
AC 16; Fortitude 13; Reflex 14; Will 16
Healing Surges: 8 per day, recovers 8 hp.
Speed 5
Basic Attacks: melee +0; ranged +1
Attacks: Quarterstaff +3 melee (1d8)

At-Will Powers: Ray of Frost, Cloud of Daggers, Ghost Sound [class], Mage Hand [class], Prestidigitation [class], Light [class]
Encounter Powers: Chill Strike
Daily Powers: Freezing Cloud or Sleep
Utility Powers: Shield or Expeditious Retreat
Rituals: Fastidiousness, Make Whole, Silence.

Alignment: Unaligned
Languages: Common, Dwarven
Skills: Acrobatics +2, Arcana* +9, Athletics +1, Bluff +1, Diplomacy +1, Dungeoneering* +11, Endurance +5, Heal +4, History* +9, Insight* +9, Intimidate +1, Nature +4, Perception +4, Religion +4, Stealth +2, Streetwise +1, Thievery +2.
*indicates trained skills

Abilities: Str 11 (+1); Dex 13 (+2); Con 14 (+3); Int 16 (+4); Wis 16 (+4); Cha 10 (+1)
Feats: Armor Proficiency (leather), Toughness
Racial Abilities: Cast-Iron Stomach, Dwarven Resilience, Dwarven Weapon Proficiency, Encumbered Speed, Stand Your Ground
Class Abilities: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook

Gear: Leather armor, Quarterstaff, Dagger, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 0 gp, 84 cp

tinwatchman 4e starting character generator v0.25
programmed by jon stout for the tinwatchman company. available at http://www.tinwatchman.com/

Friday, December 5, 2008

Current Circumstances

While there are 1000 members in the Gray Guard, your regiment numbers roughly 100. You have been sent to the Imperial state of Adhara as a peace-keeping force (as the Captain put it, Were being sent to make sure the slaughter doesnt degrade into lawlessness.), and to serve as a guard for the prelate of nearby Oathu who has come to witness the onoing tragedy first-hand. You are currently bivouacked in an old shell of a fortress known as Storms Edge, perched high on a hill above the rolling, forested hills of Adhara. There is a road that runs along the Owa river that the fortress overlooks. During the day, the road is patrolled by eladrin soldiers. At night, elven refugees scurry across the road furtively, walking the long and dangerous path toward asylum in the city of Ashansa many miles to the west.

There is a small farming town nearby named Winhava, currently occupied by eladrin soldiers. Some of the non-elven inhabitants have stayed behind and so some small amount of trade continues in the occupied town. The Guard isunder strict order not to provoke the eladrin forces there, and so there is an uneasy truth between the two groups.

Wednesday, October 22, 2008

Sample Character - Adela


A woman with large eyes and brown hair, her lips a thin line of determination.

Background:
Adela is a survivor, through and through. She'll do whatever it takes to make it to the next day.

Stats:
Adela
Level 1 Human Fighter

Initiative: +1
Senses: Perception +1;
HP 31; Bloodied 15
AC 18; Fortitude 16; Reflex 13; Will 12
Healing Surges: 12 per day, recovers 7 hp.
Speed 5
Basic Attacks: melee +3; ranged +1
Attacks: Longsword +7 melee (1d8), Longbow +3 ranged (1d10)

At-Will Powers: Tide of Iron, Reaping Strike, Sure Strike
Encounter Powers: Steel Serpent Strike
Daily Powers: Comeback Strike

Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics +1, Arcana +0, Athletics* +8, Bluff +0, Diplomacy +0, Dungeoneering +1, Endurance* +8, Heal +1, History +0, Insight +1, Intimidate* +5, Nature +1, Perception +1, Religion +0, Stealth +1, Streetwise +0, Thievery +1.
*indicates trained skills

Abilities: Str 16 (+3); Dex 12 (+1); Con 16 (+3); Int 10 (+0); Wis 13 (+1); Cha 11 (+0)
Feats: Action Surge
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Combat Challenge, Combat Superiority, Fighter Weapon Talent [One-handed weapons]

Gear: Scale armor, Light shield, Longsword, Longbow, 5 gp

Sample Character - Halva


A tall thin man with watery blue eyes poking out over an unkempt beard and mane. He is constantly looking over his shoulder or toward the exits.

Background:
Halva was never able to come to terms with either of his ancestries. Forced to hide his elven heritage beneath a tangled beard, he has come to view himself as something of a freedom fighter for the elven cause--at least when his fear is not getting the best of him.

Stats:
Halva
Level 1 Half-elf Rogue

Initiative: +3
Senses: Perception +6; Low-Light
HP 25; Bloodied 12
AC 15; Fortitude 11; Reflex 15; Will 13
Healing Surges: 7 per day, recovers 6 hp.
Speed 6
Basic Attacks: melee +1; ranged +3
Attacks: Dagger +5 melee (1d4), Shuriken (5) +6 ranged (1d6)

At-Will Powers: Deft Strike, Sly Flourish
Encounter Powers: Positioning Strike, Hunter's Quarry [multiclass], Twin Strike [Dilettante Power]
Daily Powers: Trick Strike

Alignment: Unaligned
Languages: Common, Elven, Elven
Skills: Acrobatics* +8, Arcana +0, Athletics +1, Bluff* +8, Diplomacy +5, Dungeoneering +1, Endurance +1, Heal +1, History +0, Insight* +8, Intimidate +3, Nature* +6, Perception* +6, Religion +0, Stealth* +8, Streetwise +3, Thievery* +8.
*indicates trained skills

Abilities: Str 12 (+1); Dex 16 (+3); Con 13 (+1); Int 10 (+0); Wis 13 (+1); Cha 16 (+3)
Feats: Multiclass | Warrior of the Wild
Racial Abilities: Dilettante, Dual Heritage, Group Diplomacy
Class Abilities: First Strike, Sneak Attack, Rogue Tactics [Artful Dodger]

Gear: Leather armor, Dagger, Shuriken (5), backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 48 gp

Sample Character - Emmon


He could have been an ape if he hadn't had a name. Low and wide with long arms; beady eyes under a heavy brow; misaligned teeth in a chinless jaw; a strength in his barrel chest; and something that made you suspect a sly animal cunning.

Background:
Born the smallest of five brothers to a poor farming family of Winhava, Emmon survived the boring tragedy of his impoverished childhood by being meaner, nastier and uglier than all the other children. Recent events have made his skills valuable, but he is not comfortable in the hero role. It is only a matter of time before he reverts back to old habits.

Stats:
Emmon
Level 1 Human Rogue

Initiative: +4
Senses: Perception +5;
HP 30; Bloodied 15
AC 16; Fortitude 13; Reflex 17; Will 12
Healing Surges: 7 per day, recovers 7 hp.
Speed 6
Basic Attacks: melee +2; ranged +4
Attacks: Dagger +6 melee (1d4), Sling +6 ranged (1d6)

At-Will Powers: Deft Strike, Riposte Strike, Piercing Strike
Encounter Powers: Torturous Strike
Daily Powers: Easy Target

Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics +4, Arcana +0, Athletics* +7, Bluff* +6, Diplomacy +1, Dungeoneering +0, Endurance +1, Heal +0, History +0, Insight +0, Intimidate* +6, Nature +0, Perception* +5, Religion +0, Stealth* +9, Streetwise* +6, Thievery* +9.
*indicates trained skills

Abilities: Str 14 (+2); Dex 18 (+4); Con 13 (+1); Int 10 (+0); Wis 11 (+0); Cha 12 (+1)
Feats: Human Perseverance, Toughness
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: First Strike, Sneak Attack, Rogue Tactics [Brutal Scoundrel]

Gear: Leather armor, Dagger, Sling, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 58 gp

On creating a character

Character creation is largely painless, thanks to a couple free tools on the interweb. Follow these simple steps to create a character:

  1. Create your character.

    1. Come up with an idea for your character. All characters in the Daylight campaign are members of the Gray Guard--one of the last vestiges of the Empire's fading military might. One-thousand strong, the Gray Guard are sent to keep the Empire's peace and to protect the Empire's dwindling borders. Being a member of the Gray Guard gives the characters a reason to work together, and common cause to fight for.

    2. Go to the free tinwatchman D&D 4e starting character generator.

    3. Enter a name for your character, and select your character's race, class and alignment.
      NOTE: For descriptions of races, classes, powers and feats, check out the demo of the Dungeons and Dragons Compendium (click on Click Here to Demo the Compendium once you get there).
      NOTE: Alignment doesn't mean what it used to, and has virtually no affect on game-play. I would suggest selecting "Unaligned."

    4. Assign scores to your character's abilities using the following standard array: 16, 14, 13, 12, 11, 10, arranged in whatever order you like. Click Next.

    5. Select any Racial and Class Bonuses, and click Next.

    6. Select the your character's trained skills. Your character receives a +5 skill bonus to all checks involving skills they are trained in. Click Next.

    7. Select the one or more feats your character is entitled to. Click Next.

    8. Select your character's At-Will, Encounter and Daily powers. Click Next.

    9. Select your character's basic gear. If they've been out in the wilderness for a while, select the Add Standard Adventurer Kit check box. Remember that you only have 100 pieces of gold to spend. Click Next.

    10. Select the Break Up Sections check box, and then click the Copy Text to Clipboard button.


  2. Post your character.

    1. On the Rogue's Gallery page, select the New Post option from the blue header row at the top of the page.

    2. Type the character's name into the Title field.

    3. Paste the information on the clipboard in place of the section of the post that says [Character sheet goes here].

    4. Come up with a back story for your character, and type it in the Background section.

    5. Write a brief description of your character under Description.

    6. Click Publish Post.


  3. Create a Token for your character.

    1. Find a picture online somewhere you like that represents your character.

    2. Copy and paste that picture into MS Paint or a similar program.

    3. Run the TokenTool program. Make sure that both the TokenTool screen and the MS Paint image are showing on your screen.

    4. Select Tool > Screen Capture from the TokenTool menu.

    5. Use your mouse to move the red box over the picture of your character, and hit enter.

    6. Select a border for your character token from the dropdown list (I like the first ring, but whatever you like is fine).

    7. Select 64 for your token height and width.

    8. Using the mouse to drag it, and the <, >, << and >> buttons to resize it, center the desired portion of the character picture in the token ring.

    9. Select File > Save Token, and save the token to your computer.

    10. In your character post, click the photo icon.

    11. Browse to the saved token.

    12. Select the Right picture position radio button and the Small picture size radio button.

    13. Click Upload. The token will be added to your character post, and can be used to represent your character in play.


  4. Check back periodically for comments on your post that will let you know if your character is legal, offer suggestions for how you might fit in with the rest of the cast, and tell you when you can join in the fun.