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, 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.