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.

Wednesday, May 27, 2009

Nessim Level 2 Draft

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

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.


  1. The number of surges per day is based on your class and constitution bonus. The amount of healing a surge provides is equal to 1/2 your bloodied value, so in your case, it increases to 7.

  2. Also, don't forget you get a new feat, too.