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.

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