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.

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.