Difference between revisions of "Nell"

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* [[Traits (4E)#Paragon Companion|Paragon Companion]]
 
* [[Traits (4E)#Paragon Companion|Paragon Companion]]
 
* [[Traits (4E)#Secret Identity|Secret Identity]]
 
* [[Traits (4E)#Secret Identity|Secret Identity]]
* [[Traits (4E)#True Identity|True Identity]]
 
 
-->
 
-->
  
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* Devastating Critical
 
* Devastating Critical
 
* Point-Blank Shot
 
* Point-Blank Shot
 +
* Combat Anticipation
 
<!--
 
<!--
Interesting:
 
* Defensive Advantage (+2AC vs CA)
 
* Distant Shot (no -2 at long)
 
 
 
Heroic Feats:
 
Heroic Feats:
 
* Improved Initiative
 
* Improved Initiative
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Paragon Feats:
 
Paragon Feats:
 
* Distant Shot (no -2 at long)
 
* Distant Shot (no -2 at long)
* Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close burst)
 
 
* Back to the wall (+1 M attack, dmg and AC)
 
* Back to the wall (+1 M attack, dmg and AC)
  
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* <span style="color:red;">From the Shadows</span> (M/R)
 
* <span style="color:red;">From the Shadows</span> (M/R)
 
* <span style="color:red;">Critical Opportunity</span> (M)
 
* <span style="color:red;">Critical Opportunity</span> (M)
 +
* <span style="color:red;">Anticipate Attack</span> (U)
 +
* <span style="color:red;">Hounding strike</span> (M/R)
 
* Handspring Assault (M)
 
* Handspring Assault (M)
 
* Flashy Riposte (M)
 
* Flashy Riposte (M)
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=== Next level choices ===
 
=== Next level choices ===
'''Powers lvl 16:'''
+
+1 Dex, +1 Cha<br>
* Anticipate Attack (+4 all defense)
 
* Chameleon (lvl 6) (Still hidden)
 
* Defensive Roll (shift speed if missed by attack)
 
'''Daggermaster'''
 
* Dagger Advantage (Crit gives CA until end of next)
 
 
'''Feat:'''
 
'''Feat:'''
* Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close burst)
+
* Defensive Mobility
 
* Distant Shot (no -2 at long)
 
* Distant Shot (no -2 at long)
 +
* Back to the wall (+1 M attack, dmg and AC)
 +
'''Trait:'''
 +
* [[Traits (4E)#Army|Army]] (Rangers at Fort Rannick)
 +
* [[Traits (4E)#Followers|Followers]] (Servants)
 +
* [[Traits (4E)#Secret Identity|Secret Identity]] (Nell vs Sandeli Foxglove)
 +
 
<!--  
 
<!--  
Notes for future
 
'''Powers lvl 17:'''
 
* Escape Artist's Gambit (M Dex vs AC - 2W+Dex, shift 1+Dex ends immobilized, slowed, grabbed)
 
* Hounding strike (M/R Dex vs Will - 3W+Dex, CA until end of next turn, +Cha to defence)
 
 
'''Powers lvl 19:'''
 
'''Powers lvl 19:'''
 
* Feinting Flurry (M/R Dex vs Will - 5W+Dex, Eff: until end of next turn all defenses -Cha Sustain)
 
* Feinting Flurry (M/R Dex vs Will - 5W+Dex, Eff: until end of next turn all defenses -Cha Sustain)
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* Dazzling Acrobatics (shift 2x move climb at full speed, +4AC)
 
* Dazzling Acrobatics (shift 2x move climb at full speed, +4AC)
 
'''Powers lvl 23:'''
 
'''Powers lvl 23:'''
* see lvl 17
+
* (lvl 17) Escape Artist's Gambit (M Dex vs AC - 2W+Dex, shift 1+Dex ends immobilized, slowed, grabbed)
* Crack Shot (B1 10sq Dex vs AC - 3W+Dex, prone)
+
Crack Shot (B1 10sq Dex vs AC - 3W+Dex, prone)
 
* Collapsing Riposte (IR at miss, M Dex vs AC - 3W+Dex prone & daze)
 
* Collapsing Riposte (IR at miss, M Dex vs AC - 3W+Dex prone & daze)
 
'''Powers lvl 25:'''
 
'''Powers lvl 25:'''

Revision as of 00:55, 12 November 2009

Rise of the RunelordsRise of the Runelords
Rise of the Runelords
Nell.

Background

She has recently learned that her real name is Sandeli Foxglove.

Nell thought she was born to poor parents in Magnimar, when in reality she had a bad foster home after her parents killed each other. She ran away when she was seven years old.

She lived on the streets off alms and what she "found". When growing older it became less easy to get alms and she turned more and more to making use of things others didn't use... or left unattended.

She only once actually cut a purse and had a whole lot of guilt for it later. It was harder when she had seen who she stole from. She knew that the victim wasn't that well to do either.

When she started developing feminine forms, she noted that that got her attention from men. She started to take better care of her looks and got men to freely pay for food and drinks just to have her around.

She found out that adventurers and well to do merchants was the best company and soon she had perfected her techniques. Sometimes she fell in love with her "victims" but it seldom lasted long.

She had seen how people acted when drunk and had always stayed away from alcohol, but one evening some months ago she got too drunk and was raped by a nobleman. When she complained to the city guards they dismissed her. It turned out that the nobleman was in fact Justice Ironbriar. A week later there was a break in at his house and some valuables were missing, but the biggest financial hit was the enormous painting of the nobleman himself that had been slashed and the face cut out.

After that incident she was a lot more careful when choosing who she accompanied. Fortunately she had just come to some funds at that time and had a choice. After her run in with the city guards she didn't trust them and was constantly on the lookout for the nobleman. This was bad for business and shortly after she traveled with a merchant, Bassanio to Sandpoint.

Since then she has been flirting with the locals and living of the last of what she found at the nobleman's house and the gifts that she got of Bassanio who was exceedingly generous after an unusually good affair he had done.

Her story continues in diary.

Description

Nell is a rather small human of mixed origin. She has blond hair but her skin doesn't have the light complexion usually associated with blond hair. She most often has a tan that shows several slight scars seen as lighter lines.

She dresses provocatively in just enough fabric to be covered. She has two daggers on her back between her shoulders to be drawn downwards. They're usually hidden by her hair but when she expects trouble she puts her hair in a long plait to be out of the way. She also uses a sling that she wears wrapped around her left lower arm.

She smiles a lot which shows her dimples and flirts with most men she meets, but after spending time with her you might notice that she's troubled.

Statistics

Common human, rogue, daggermaster, level 15.

TV Tropes

Traits

Feats

  • Quick Draw
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade
  • Distant Advantage
  • Danger Sense
  • Fleet Footed
  • Devastating Critical
  • Point-Blank Shot
  • Combat Anticipation

Powers

  • Deft Strike (M/R)
  • Piercing Strike (M)
  • Sly Flourish (M/R)
  • Fleeting Ghost (U)
  • Positioning strike (M)
  • Setup Strike (M)
  • Ignoble Escape (U)
  • From the Shadows (M/R)
  • Critical Opportunity (M)
  • Anticipate Attack (U)
  • Hounding strike (M/R)
  • Handspring Assault (M)
  • Flashy Riposte (M)
  • Burst Fire (R)
  • Close Quarters (U) (=> Brisk Stride(U))
  • Daggermaster's Action
  • Daggermaster's Precision
  • Critical Opportunity (M)
  • Meditation of the Blade (U)
  • Bloody Path

Next level choices

+1 Dex, +1 Cha
Feat:

  • Defensive Mobility
  • Distant Shot (no -2 at long)
  • Back to the wall (+1 M attack, dmg and AC)

Trait:


Magic Items

Have

Level Name Source Slot Price Notable Effects
1 Eternal Chalk AV 171 Wondrous Item 360 A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author. A stick of eternal chalk can be created in any color.
2 Silent Thieve's Tools Wondrous Item 520 Property: When used to do the work it was designed for, a silent tool grants the user a +5 power bonus to Stealth checks made while using the tool.
2 Vicious Dagger PH 236 Weapon 520 +2 +2D12 Crit.
3 Duelist's Dagger PH 234 Weapon 680 +2 Daily minor action CA
5 Pouch of Platinum AV 176 Wondrous Item 1000 Normal gemstones and coins of any denomination placed into the pouch are converted to an equal value of platinum pieces. Coins or gems that cannot be evenly converted to platinum pieces are unaffected.
5 Bag of Holding PH 253 Wondrous Item 1000 This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.
5 Instant Campsite AV 173 Wondrous Item 1000 You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tents with bedrolls. The campfire lasts for up to 12 hours (requiring no fuel) or until you spend another standard action to pack the campsite back into the satchel once more.
8 Bracers of Bold Maneuvering AV 115 Arms 3400 Encounter +4 AC vs AoO until end of next turn.
9 Dynamic Belt PH 254 Waist 4200 Gain a +2 item bonus to Acrobatics checks and Athletics checks. Power (Daily): Free Action. Reroll an Acrobatics check or an Athletics check you just rolled. Use the new result.
9 Boots of Eagerness AV 126 Feet 4200 Encounter, free action gives extra move action.
11 Headband of Perception AV 142 Head 9000 Gain a +3 item bonus to Perception checks.
13 Shadowflow Armor PH 231 Armor 17000 +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.
15 Cape of the Mountebank AV 149 Neck 25000 +3 to Fort, Ref, and Will, Daily: Immediate Reaction. When hit teleport 5 sq and gain combat advantage against the attacker until the end of your next turn.
16 War Ring Ring 45000 When you score a critical hit, deal 1 extra die of critical hit damage, based on the weapon.

Daily Free Action. Use this power when you score a critical hit with a weapon. Add 2 extra dice of critical hit damage. If you’ve reached at least one milestone today, instead of rolling the extra dice of critical hit damage, deal extra damage equal to the maximum value of those dice.

Want

Plan: Headband of Perception, Shadowflow Armor, Dynamic Belt, Boots of Eagerness, Luckbender Gloves

Level Name Source Slot Price Notable Effects
7 Enshrouding Candle Wondrous Item 2600 This candle sheds dim light in a 2-square radius, but it never burns down. Bright light within the candle’s radius is reduced to dim light.

Power (Daily ✦ Illusion): Standard Action. When the enshrouding candle is lit, it generates an illusion within the area of its illumination. Creatures within the area are invisible to those outside the area, though other features within the area appear as normal. Sound (including speech) within the area is likewise inaudible to those outside. Creatures within the area are unaffected by the illusion and can perceive each other normally. Other senses are unaffected by the enshrouding candle. For example, a creature with tremorsense could locate characters in the area normally. Likewise, if characters within the area move objects around them, those moving objects can be seen. The candle burns for 8 hours or until it is moved or extinguished (a minor action). If any character within the area of the illusion attacks, the candle is automatically extinguished.

8 Starlight Goggles Head 3400 Gain low-light vision.
9 Endless Canteen Wondrous Item 4200 Power (At-Will): Standard Action. When you open its stopper, the endless canteen pours out up to 1 pint of cool, clean water. Any water that has not been consumed

within 1 hour of its creation disappears.

11 Solitaire (Citrine) Wondrous Item 9000 Power (Encounter ✦ Healing): Free Action. Use this power when you score a critical hit on your turn. You spend a healing surge.

Special: You cannot use more than one solitaire in an encounter

13 Dust of Appearance Wondrous Item Encounter Standard Action. close blast 3. Doing this creates a zone that lasts until the end of the encounter.

Invisible creatures and objects within or entering the zone become visible and can’t become invisible again until the end of the encounter.

14 Goggles of Night PH 248 Head 21000 Gain darkvision.
15 Rapidstrike Bracers Arms 25000 +2 init, Encounter Free Action Instead of basic attack, attack using a 1st-level at-will attack power.
15 Premonition Ring AV 157 Ring 25000 + 2 Init & passive Perception checks. Power (Daily): No Action. Use this power when you are surprised. You are not surprised. If you’ve reached at least one milestone today, you also move 3 squares and take a minor action.
16 Chameleon Ring Ring 45000 Gain a +2 item bonus to Stealth checks. Gain a +4 item bonus instead if you have not moved since the start of your last turn. Power (Daily): Minor Action. You do not require cover or concealment to make Stealth checks until the end of your next turn. If you’ve reached at least one milestone today, this power lasts until the end of the encounter.
18 Phantom Chaussures Feet move >= 3 sq gain concealment until the end of your next turn. Daily Free Action. move >= 6 sq become invisible until the end of your next turn.
21 Lightstep Slippers AV Feet 225000 Gain a +5 item bonus to Stealth checks. Also, you do not activate traps or hazards triggered by stepping into a particular square, nor can you be detected by tremorsense.
22 Boots of Speed Level 22 AV Feet 325000 Gain a +2 item bonus to speed. Power (Daily): Minor Action. Take a move action.
23 Shadowflow Armor PH 231 Armor 425000 +5 +5 Stealth, Encounter Minor Action Gain invisibility until start of next turn.
27 Shadow Band AV Ring 1625000 Gain concealment. Power (Daily): Minor Action. Gain total concealment until the end of your next turn. If you’ve reached at least one milestone today, this benefit lasts until the end of the encounter.


See also