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.

Friday, October 9, 2009

Res Kaje Illustration




OOC: I did this sketch a while back, so I had to clean it up a bit, it's sorta smudgy. It looks far better when viewed as you first see it on the blog. What you get when you click on the image is much, much messier-looking.

Tuesday, August 4, 2009

Another map of Winhava

No more accurate, but bigger and prettier. Courtesy Mallachaz Nightbane.

Thursday, May 28, 2009

New Mira


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. She wears a iron skull on a necklace.

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 2 Eladrin Ranger

Initiative: +4
Senses: Perception +7; Low-Light
HP 32; Bloodied 16
AC 16; Fortitude 15; Reflex 15; Will 13
Healing Surges: 6 per day, recovers 8 hp.
Speed 6
Basic Attacks: melee +4; ranged +4
Attacks: Longsword +7 melee (1d8+2), Longbow +6 ranged (1d10)

At-Will Powers: Hit and Run, Twin Strike
Encounter Powers: Dire Wolverine Strike, Fey Step [racial]
Utility Powers:Unbalancing Parry
Daily Powers: Jaws of the Wolf

Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics* +9, Arcana +4, Athletics* +9, Bluff +2, Diplomacy +2, Dungeoneering +2, Endurance +1, Heal +2, History +4, Insight +2, Intimidate +2, Nature* +7, Perception* +7, Religion +2, Stealth* +9, Streetwise* +7, Thievery +4.
*indicates trained skills

Abilities: Str 16 (+3); Dex 16 (+3); Con 10 (+0); Int 13 (+1); Wis 13 (+1); Cha 12 (+1)
Feats: Toughness, Eladrin Soldier, Lethal Hunter
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

OOC:Ok.

Maybe a feat for H?

Staff Fighting

Heroic Tier
Prerequisite: Wis 13, proficient with a quarterstaff
Benefit: You can treat the quarterstaff as a double weapon. As a double weapon, the staff deals 1d8/1d8 damage and gains the defensive and off-hand properties.

First published in Dragon Magazine 368.

Wednesday, May 27, 2009

Belfrin's updated stats. Did I do this right? Any ideas?

Took Defensive mobility which adds a +2 to my defenses for attacks of opportunity (kind of up in the air about this--can't decide between this and durable, which would give me 2 more healing surges a day. Any ideas/thoughts?) Retrained furious smash (which I'm not sure why anyone would ever use), for Wolfpack tactics. Took Knight's move for my 2nd level utility.

Belfrin Balfore
Level 2 Human Warlord

Initiative: +1
Senses: Perception +1;
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 +5; ranged +1
Attacks: Warhammer +7 melee (1d10), Crossbow +3 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]

Four Changes (Soren)

(1) Power Swap:

Swapping Valiant Strike for
Bolstering Strike

You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.
At-Will✦Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.

(2) New Prayer (Utility Prayer):

Martyr's Blessing
You step into an attack made against an adjacent ally to save
your comrade.
Daily✦Divine
Immediate Interrupt Close burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack
Effect: You are hit by the attack instead.

(3) Ability Score Swap: Strength for Wisdom

Soren's original STR score was 14 (+2), and WIS 13 (+1). I am going to switch my Strength and Wisdom scores for one another (STR will become 13, WIS 14) because Soren's Lay on Hands ability can be perfomed a number of times per day equal to his Wisdom modifier. Likewise, Bolstering Strike will give me temporary hit points equal to my Wisdom modifier. In fact, a number of Paladin Prayers/Powers benefit from a high Wisdom score. If I change these ability scores, Soren will be able to use Lay on Hands twice per day, and there's really no reason not to change them, since Soren never uses STR-based attacks anyway. All of his attacks are CHA-based, which makes his attacks about as good as they can get at this point.

(4) New Feat: Cleric Multiclass

INITIATE OF THE FAITH
[Multiclass Cleric]
Prerequisite: Wis 13
Benefit: You gain training in the Religion skill.
Once per day, you can use the cleric’s healing word
power. In addition, you can use a holy symbol as an implement
when using a cleric power or a cleric paragon
path power.

Leveling-up discussion

This is a place for comments and questions regarding leveling-up.

Nessim Level 2 Draft

Nessim
Level 2 Half-elf Rogue
Initiative: +3
Senses: Perception +7; Low-Light
HP 29; Bloodied 14 AC 16; Fortitude 12; Reflex 16; Will 14
AC vs OA 19
Healing Surges: 7 per day, recovers 6 hp.
Speed 6

Basic Attacks: melee +1; ranged +4

Attacks: Short sword +7 melee (1d6), Hand Crossbow +6 ranged (1d6)

At-Will Powers: Sly Flourish, Deft Strike

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

Daily Powers: Easy Target

Alignment: Unaligned

Languages: Common, Elven, Dwarven

Skills: Acrobatics* +9, Arcana +2, Athletics +1, Bluff* +9, Diplomacy +6, Dungeoneering +2, Endurance +2, Heal +2, History +2, Insight* +9, Intimidate* +9 (From Warlock Multi-Class), Nature +2, Perception* +7, Religion +2, Stealth* +9, Streetwise +4, Thievery* +9.

*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

OOC:
What happens to healing surges they stay the same amount healed and same number of them? This is a quick draft. Tumble for the Utility power and changing Dazing (never once really used) Strike for Positioning (why the hell didn't I pick this one off the bat) Strike.

Thursday, May 7, 2009

The Soldiers of the Gray Guard

At full strength, the Gray Guard currently numbers around 1,000 soldiers. Of those, roughly 800 are infantry or irregulars, and 200 cavalry. The Guard is currently split into ten companies, each led by a lieutenant. The Lieutenant has organized his company into ten squads of infantry and two squadrons of cavalry, each led by a sergeant. Squad sizes vary widely depending on efficacy and assigned duties.

Standard issue to a soldier of the Gray Guard is a suit of studded leather armor, a longsword and light shield, a light crossbow, and the ubiquitous gray cloak. Being professional and career soldiers, arms and armor are supplemented on an individual and often eclectic basis with gear purchased or plundered.

Soldiers posted at Storm's Edge (3rd Company)

Belfrin Balfore, a human sergeant, away on special assignment
Hunfrid Marr, dwarven soldier and pagobolicist
Mira Miles, eladrin soldier and scout
Nessim, half-eladrin soldier and scout
Soren, half-elven soldier and Avandran martyricist

Bregga
Kade, formerly of Neverone
Old One-eye, an old soldier, always cold

Fife, an old scout with a gap-tooth grin

The Lieutenant
Savve, Akani quartermaster and cook

Heckett, a soldier with a gambling problem
Garse
Spit, a soldier short of stature
Callandan, deceased
Strong Hein
Gravy, deceased
Scritch, deceased
Talker, a sergeant of few words
Neberun, a guard of limited imagination

Cutter, soldier and medic
Stench, soldier and medic

Soldiers posted elsewhere:
The Commander
Unicorn, a T'Faln soldier and scout

Wednesday, April 15, 2009

The Powers of Soren

Channel Divinity: Divine Mettle
Your unswerving faith in your deity empowers a nearby creature
to resist a debilitating affliction.
Encounter ✦ Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal
to your Charisma modifier.

Channel Divinity: Divine Strength
You petition your deity for the divine strength to lay low your enemies.
Encounter ✦ Divine
Minor Action Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.

Divine Challenge
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will ✦ Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.

Lay on Hands
* (Plus Healing Hands Feat: adds CHA mod bonus to target's hp)
Your divine touch instantly heals wounds.
At-Will (Special) ✦ Divine, Healing
Special: You can use this power a number of times per day
equal to your Wisdom modifier (minimum 1), but only once
per round.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points.
Instead, the target regains hit points as if it had spent a
healing surge. You must have at least one healing surge
remaining to use this power.

Level 1 At-Will Prayers:

Enfeebling Strike
Your brutal weapon attack leaves your foe weakened.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. If you marked the
target, it takes a –2 penalty to attack rolls until the end of
your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.

Bolstering Strike
You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.
At-Will✦Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.

Level 1 Encounter Prayers:

Shielding Smite
A translucent golden shield forms in front of a nearby ally as you attack with your weapon.
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage.
Effect: Until the end of your next turn, one ally within 5
squares of you gains a power bonus to AC equal to your
Wisdom modifier.

Level 1 Encounter Power (Dilettante):

Eldritch Blast

You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.

Level 1 Daily Prayers
:

Paladin’s Judgment
Your melee attack punishes your enemy and heals an ally.
Daily ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and one ally within
5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing
surge.

Level 2 Daily Utility Prayer

Martyr's Blessing
You step into an attack made against an adjacent ally to save
your comrade.
Daily✦Divine
Immediate Interrupt Close burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack
Effect: You are hit by the attack instead.


Initate of the Faith, Multi-class Power (
Daily)

Healing Word

You whisper a brief prayer as divine light washes over your target,

helping to mend its wounds.
Daily ✦ Divine, Healing
Special: You can use this power once per day.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6
at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at
21st level, and 6d6 at 26th level.

Friday, March 27, 2009

Adrastus

An elf, haggard and pale, his eyes set deep in their sockets, a ragged scar extending across his cheek. Adrastus was rescued from an eladrin raid by members of the Gray Guard. His wife and daughters were killed in an eladrin attack. Adrastus is now being held captive by the eladrin in the village of Winhava.

Delphina

A seller of peppers, she grew them north of Winhava. Delphina was killed by an elven arrow.

Janneus

A leader of eladrin raiding parties, killed by members of the Gray Guard.

Sunday, March 8, 2009

Meditative trance (Mira)

OOC: Mira only needs to enter a meditative trance for 4 hours to be fully rested. Can she rest before the stakeout and keep watch during the night?

Friday, March 6, 2009

Skill Challenges

Here are the rules for skill challenges. If these rules seem to work, we'll stick with them. If they need tweaking, we'll tweak. If they need abandoning, we will do so with nary a backwards glance.
  • As a group, you need to roll x successful skill checks before you roll y failures. This is normally written x/y, as in 6/3, or 5/2, or 27/201 (for something that might be going on over years), or 4/1 for something really harrowing.

  • You can only make one skill check per post.

  • You decide what skill you are using, and write your post to describe what your character is doing, and the success (or failure) of the skill check—be sure to include your roll in your post!

  • Feel free to embellish as much or as little as you want. This is a chance for you to add to the setting and story.

  • You can’t attempt the same skill more than once in a single skill challenge.

  • You can’t take 10 on your skill check.

  • You can’t repeat another character’s action. For example, if Belfrin rolls an Athletics check in an attempt to summon an extra burst of foot-speed and close the distance between him and his quarry, you can’t attempt an Athletics check to run faster. You could attempt an Athletics check to leap over a low wall and try to cut the fleeing party off.

  • Target numbers will be roughly based upon whether or not the task could be done by someone of average, non-heroic ability. If half the able-bodied adults in the world could manage the feat if they had to, that’s a target number of 10. If only a quarter of the population could manage it, that’s a 15. If only one person in a hundred could pull it off, that’s a 20. Chances are, it will be obvious if you succeed or fail. If it’s either a marginal success or barely a failure, get creative with your description.

  • Depending on the situation, you might be able to use a power or other ability instead of a skill check. Get creative!

  • It’s first come first serve, so if you post an action, and wait a day and nobody else has done anything, feel free to post again.

  • I’ll let you know whether your action counts as a success or failure in the comments.

Friday, February 27, 2009

The Power(s) of Belfrin Balfore

At-will Powers:

  • Commander's Strike (Standard; Melee; One creature)
    An ally of your choice makes a melee basic attack against the target. If they hit, they do +1 damage.

  • Furious Smash (Standard; Melee; One creature)
    1d20+6 vs. Fortitude; 4 damage and an ally adjacent to you or the target receives a +2 power bonus to hit and damage with their next attack against the target, as long as the attack occurs before the end of the ally's next turn.

  • Vipers Strike (Standard; Melee; One creature)
    1d20+6 vs. AC; 1d10+4 damage, and if the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

Encounter Powers:

  • Guarding Attack (Standard; Melee; One creature)
    1d20+6 vs. AC; 2d10+4 damage, and one ally adjacent to you or the target receives a +2 power bonus to their AC against the target's attacks until the end of your next turn.

  • Inspiring Word (Minor; Close burst 5; You or one ally in burst)
    The target can spend a healing surge and regain an additional 1d6 hit points.
    Special: You can use Inspiring Word twice per encounter, but only once in a round.

  • Second Wind (Standard)
    You spend a healing surge to heal 6 hit points, and gain a +2 bonus to all defenses until the start of your next turn.

Daily Powers:

  • Bastion of Defense (Standard; Melee; One creature)
    1d20+6 vs. Ac; 3d10+4 damage, and until the end of the encounter, you and each ally within 5 squares of you gain a +1 power bonus to all defenses.
    Effect: Allies withing 5 squares of you gain 7 temporary hit points.

Conditions

Blinded: You grant combat advantage. You can’t see any target (your targets have total concealment). You take a –10 penalty to Perception checks. You can’t flank an enemy.

Dazed: You grant combat advantage. You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can’t take immediate actions or opportunity actions. You can’t flank an enemy.

Deafened: You can’t hear anything. You take a –10 penalty to Perception checks.

Dominated: You’re dazed. The dominating creature chooses your action. The only powers it can make you use are at-will powers.

Dying: You’re unconscious. You’re at 0 or negative hit points. You make a death saving throw every round.

Helpless: You grant combat advantage. You can be the target of a coup de grace.
Note: Usually you’re helpless because you’re unconscious.

Immobilized: You can’t move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

Marked: You take a –2 penalty to attack rolls for any attack that doesn’t target the creature that marked you.

Petrified: You have been turned to stone. You can’t take actions. You gain resist 20 to all damage. You are unaware of your surroundings. You don’t age.

Prone: You grant combat advantage to enemies making melee attacks against you. You get a +2 bonus to all defenses against ranged attacks from non-adjacent enemies. You’re lying on the ground. You take a –2 penalty to attack rolls. You can drop prone as a minor action.
Note: If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.

Restrained: You grant combat advantage. You’re immobilized. You can’t be forced to move by a pull, a push, or a slide. You take a –2 penalty to attack rolls.

Slowed: Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can’t increase your speed above 2, and your speed doesn’t increase if it was lower than 2. If you’re slowed while moving, stop moving if you have already moved 2 or more squares.

Stunned: You grant combat advantage. You can’t take actions. You can’t flank an enemy.

Surprised: You grant combat advantage. You can’t take actions, other than free actions. You can’t flank an enemy.

Unconscious: You’re helpless. You take a –5 penalty to all defenses. You can’t take actions. You fall prone, if possible. You can’t flank an enemy.

Weakened: Your attacks deal half damage. Ongoing damage you deal is not affected.

Tuesday, February 10, 2009

Fife


"Old Fife, his breath whistling through the gaps in his teeth."

Background:
Fife's been a tracker for the Gray Guard as long as anyone can remember.

Stats:

Senses: Perception +9;
Languages: Common, Elven
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Speed 6

Short Sword (Standard, at-will) Melee, Weapon
+7 vs Armor Class; 1d6+3 damage, and the target is marked until the end of Fife's next turn.

Longbow (Standard, at-will) Ranged, Weapon
+6 vs Armor Class; 1d10+2 damage.

The Right Place at the Right Time (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent, at-will)
Fife shifts 1 square.

Deceptively Quick (Minor, at-will)
Fife can shift 1 square as a minor action.

Alignment: Unaligned
Skills: Perception+7, Stealth +9, Nature+9
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 9 (0) Cha 10 (+1)

Equipment: longbow, leather armor, short sword.

Monday, January 26, 2009

The Power(s) of Nessim

At-will Powers:

  • Sly Flourish (Standard; Melee or Ranged; One creature)
    1d20+6 vs. AC, short sword or 1d20+5 vs. AC, hand crossbow; 1d6+6 damage.
    Requirement: You must be wielding a crossbow, a light blade, or a sling.

  • Deft Strike (Standard; Melee or Ranged; One creature)
    1d20+6 vs. AC, short sword or 1d20+5 vs. AC, hand crossbow; 1d6+3 damage.
    Requirement: You must be wielding a crossbow, a light blade, or a sling.
    Special: You can move 2 squares before the attack.

Encounter Powers:

  • Second Wind (Standard)
    You spend a healing surge to heal 6 hit points, and gain a +2 bonus to all defenses until the start of your next turn.

  • Dazing Strike (Standard; Melee; One creature)
    1d20+6 vs. AC; 1d6+3 damage, and the target is dazed until the end of your next turn.
    Requirement: You must be wielding a light blade.

  • Eyebite (Standard; Ranged 10; One creature)
    1d20+3 vs. Will; 1d6+3 psychic damage, and you are invisible to the target until the start of your next turn.

  • Eldritch Blast (Standard; Ranged 10; One creature)
    1d20+3 vs. Reflex; 1d10+3 damage.

Daily Powers:

  • Easy Target (Standard; Melee or Ranged; One creature)
    1d20+6 vs. AC, short sword or 1d20+5 vs. AC, hand crossbow; 2d6+3 damage, and the target is slowed and grants combat advantage to you (save ends both)(miss: half-damage, and the target grants combat advantage to you until the end of your next turn).
    Requirement: You must be wielding a crossbow, a light blade, or a sling.

Friday, January 16, 2009

The Power(s) of Hunfrid Marr

At-will Powers:

  • Ray of Frost (Standard; Ranged 10; One creature)
    1d20+3 vs. Fortitude; 1d6+3 cold damage, and the target is slowed until the end of your next turn.
    "The temperature of the air gripped in his clawed right hand plummeted violently, any moisture quickly precipitated out in a light snow that sifted down through his curved fingers. Hunfrid brought his arm up and in one swift motion hurled the bolt of frigid air outward. It lanced, invisible except for a light ray of frost that gently fell to the ground."

  • Cloud of Daggers (Standard; Area 1 square within 10 squares; Each creature in square)
    1d20+3 vs. Reflex; 1d6+3 force damage, and the power’s area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes 3 points of force damage. The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.
    "The air...begins to shimmer and swirl slightly as the humidity of the late summer air freezes. Droplets of water coalesce into small pieces of floating ice and finally into jagged shards as sharp as dragon forged obsidian. Hünfrid mutters something to himself inaudibly and the ice begins to rotate violently, the pieces clicking and shattering into one another only to grow and spin again forming a deadly cloud of daggers."

  • Ghost Sound (Standard; Ranged 10; One object or unoccupied square)
    You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

  • Mage Hand (Minor; Ranged 5)
    You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand.
    As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
    Sustain Minor: You can sustain the hand indefinitely.
    Special: You can create only one hand at a time.

  • Prestidigitation (Standard; Ranged 2)
    Use this cantrip to accomplish one of the effects given below.
    • Move up to 1 pound of material.
    • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
    • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
    • Instantly light (or snuff out) a candle, a torch, or a small campfire.
    • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
    • Make a small mark or symbol appear on a surface for up to 1 hour.
    • Produce out of nothingness a small item or image that exists until the end of your next turn.
    • Make a small, handheld item invisible until the end of your next turn.

    Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
    Special: You can have as many as three prestidigitation effects active at one time.

  • Light (Minor; Ranged 5; One object or unoccupied square)
    You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
    Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Encounter Powers:

  • Second Wind (Minor)
    You can spend a healing surge to gain 6 hit points, and gain a +2 bonus to all defenses until the start of your next turn.

  • Staff of Defense (Immediate Interrupt)
    You gain a +2 bonus to defense against one attack. You can declare the bonus after the Dungeon Master has already told you the damage total.
    Requirement: You must wield your staff

  • Chill Strike (Standard; Ranged 10; One creature)
    1d20+3 vs. Fortitude; 2d8+3 cold damage, and the target is dazed until the end of your next turn.

Daily Powers:

  • Freezing Cloud (memorized) (Standard; Area burst 2 within 10 squares; Each creature in burst)
    1d20+3 vs. Fortitude; 1d8+3 cold damage (Miss: Half damage), and the cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.
    "The word...elongated unnaturally, rising in pitch as it bellowed between Hünfrid’s grinding teeth, ending in a rattling scream that throbbed with the hatred consuming him. He stopped...eyes blazing with the cold fever of his rage, hands thrust out in front of him. His fingers curved into claws facing each other. The space between them thickened, undulating violently, growing more opaque with every passing second, until finally a storm as black as the darkest ice caves of his homeland, raged between his hands. Hünfrid’s eyes shifted to [his enemies]. With one swift motion his hands slammed together, the maelstrom disappearing between them only to explode with a deafening crack...huge and terrible, swallowing [his foes]."

  • Sleep (in spellbook) (Standard; Area burst 2 within 10 squares; Each creature in burst)
    1d20+3 vs. Will; the target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends) (Miss: the target is slowed (save ends).

Rituals:

  • Fastidiousness (10 minutes; 10gp; one creature)
    You or a creature within 2 squares of you is warded against becoming dirty for 24 hours. No matter what the target does, touches, walks through, or experiences, the target’s person, clothes, and carried possessions are not soiled. If the target is in any way soiled when the ritual is completed, that filth is immediately shed. Attacks or other effects that involve dirtying the character work as normal but leave no lasting waste or residue.

  • Make Whole (10 minutes; 20% of object cost; one object that fits inside a 10' cube)
    One object is completely repaired.
    Note: In cases where you attempt to repair an item not on any price list, the DM determines the cost.

  • Silence (10 inutes; 30gp; a single room or burst 4 area)
    You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a –10 penalty to their Perception checks.

Monday, January 12, 2009

Rolling Dice Faster

Hey all, just wanted to pass along a sweet little time-saver I discovered.

If you go here, you can copy the Form Filler bookmark to your bookmark toolbox. Now, next time you go to Invisible Castle to roll some dice, once you have filled in all the fields, click the Form Filler bookmark, and it will create a new bookmark which you can use to fill out the dice-rolling form with the values you just entered. You can re-name the bookmark whatever you want, so for example, I have a nifty little bookmark on my toolbar called "Eladrin Soldier Attack." And whenever I go to roll for an eladrin, I just pull up the Invisible Castle Die Roller, and click Eladrin Soldier Attack, and all the fields get populated, and I can just click Roll Dice and slaughter PCs to my heart's content.

One caveat: it only works in FireFox.