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.
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.
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