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| {{Rise of the Runelords}} | | {{Rise of the Runelords}} |
| <!-- Content --> | | <!-- Content --> |
− | Nell is just learning how to read and write and write this [[Nell's diary|diary]] as an exercise.
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− |
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| [[Image:Nell 1.jpg|thumb|left|Nell.]] | | [[Image:Nell 1.jpg|thumb|left|Nell.]] |
− | {{TOCright|limit=2}} | + | {{TOCright}} |
| | | |
| == Background == | | == Background == |
| | | |
− | Later she has learned that she probably is a Foxglove.
| + | She learned that her real name is Sandeli Foxglove when she met her brother but only after he had been turned into a ghoul. |
− | | + | <!-- |
| Common Name: Foxglove<br> | | Common Name: Foxglove<br> |
| Latin Name: Digitalis purpurea<br> | | Latin Name: Digitalis purpurea<br> |
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| Propagation: Seed, you can start them indoors if so inclined but they are so strong you can direct sow with no troubles at all<br> | | Propagation: Seed, you can start them indoors if so inclined but they are so strong you can direct sow with no troubles at all<br> |
| Description: Strong growing flower, will flourish in amended deeply worked soils. Perfect of the cottage garden, darker corners of the yard or garden. Every home over 1/2 acre should have these growing. Seeds and plant are poisonous so be careful around children and pets. One of the top ten heirloom flowers. | | Description: Strong growing flower, will flourish in amended deeply worked soils. Perfect of the cottage garden, darker corners of the yard or garden. Every home over 1/2 acre should have these growing. Seeds and plant are poisonous so be careful around children and pets. One of the top ten heirloom flowers. |
| + | --> |
| | | |
− | | + | 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 as a result of a haunting. She ran away when she was seven years old. |
− | Nell thought she was born to poor parents in Magnimar and was one of eleven living children. When her father lost his job when the <workplace> burned down, several of the children had to work to help support the family. Nell was only seven years old then and did not take well to her new job. She ran away soon after. | |
| | | |
| 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 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. She knew that the victim wasn't that well to do either. | + | 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. | | 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. |
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| 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 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. A week later there was a break in and some valuables were missing, but the biggest financial hit was the enormous painting of the nobleman himself that had been slashed. | + | 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. | | 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 noblemans house and the gifts that she got of Bassanio who was exceedingly generous after an unusually good affair he had done. | + | 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 [[Nell's diary|diary]]. |
| + | |
| + | She is writing plays of her adventures. Thoughts of their format is gathered here [[Family Secrets]] |
| | | |
| == Description == | | == Description == |
− | Nell is a rather small human of mixed origin. She has dark blond hair but her skin doesn't have that a light complexion. She most often has a tan that let you see several slight scars showing as a little lighter lines. | + | Nell is a rather small human of mixed origin. She has dark 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 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. | + | She smiles a lot which shows her dimples and flirts with most men she meets. She used to be troubled, hiding it behind the smile, but since she faced her demons, or rather defeated Ironbriar once for all, her mind seams lighter and her troubles are of a more mundane nature, like what to do about the latest rat problem in Turtleback Ferry. |
| | | |
| == Statistics == | | == Statistics == |
− | [[Image:The Owl.png|thumb|Harrow card dealt during a recent reading.]] | + | [[Common_(Greyhawk_4E)|Common]] human, rogue, [[Daggermaster_(4E)|daggermaster]], demigod, level 28. |
− | common human rogue level 7.
| |
| | | |
| === TV Tropes === | | === TV Tropes === |
− | * [[tvtropes:GoldDigger|Gold Digger]] | + | <!-- * [[tvtropes:GoldDigger|Gold Digger]] Used to be before she got her own money. --> |
| * [[tvtropes:FemmeFatale|Femme Fatale]] | | * [[tvtropes:FemmeFatale|Femme Fatale]] |
| * [[tvtropes:LoveableRogue|Loveable Rogue]] | | * [[tvtropes:LoveableRogue|Loveable Rogue]] |
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| * [[tvtropes:BadassNormal|Badass Normal]] | | * [[tvtropes:BadassNormal|Badass Normal]] |
| <!-- | | <!-- |
− | DumbIsGood GoodIsNotNice
| + | New-rich white trash |
| --> | | --> |
| | | |
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| * [[Traits (4E)#Drifter|Drifter]] | | * [[Traits (4E)#Drifter|Drifter]] |
| * [[Traits (4E)#Perfect Recall|Perfect Recall]] | | * [[Traits (4E)#Perfect Recall|Perfect Recall]] |
− | * [[Traits (4E)#Gold digger|Gold digger]] | + | <!--* [[Traits (4E)#Gold digger|Gold digger]] Used to be, but now she has her own money. --> |
− | * [[Traits (4E)#Nemesis|Nemesis]] | + | * [[Traits (4E)#Nemesis|Nemesis]] ([[Characters (Runelords)#Justice Ironbriar|Justice Ironbriar]]) |
| * [[Traits (4E)#Insider|Insider]] | | * [[Traits (4E)#Insider|Insider]] |
− | <!--
| + | * [[Traits (4E)#Blue_Blood|Blue Blood]] |
− | Planned:
| + | * [[Traits (4E)#Lackey|Lackey]] ([[Characters (Runelords)#Kaven Windstrike|Kaven Windstrike]]) |
− | * [[Traits (4E)#Lip Reading|Lip Reading]] | + | * [[Traits (4E)#Baron|Baroness]] |
− | Mistaken Identity
| + | * [[Traits (4E)#Agent|Agent]] ([[Characters (Runelords)#Mayor Maelin Shreed|Maelin Shreed]]) |
− | True Identity
| + | * [[Traits (4E)#Orator|Orator]] |
− | Orator
| + | * [[Traits (4E)#Secret Identity|Secret Identity]] (Nell vs Sandeli Foxglove) |
− | -->
| + | * [[Talents (4E)#Writer|Author]] |
| + | * [[Traits (4E)#Epic Adventurer|Epic Adventurer]] (Sandeli Foxglove) |
| + | * [[Traits (4E)#Patron of the Arts|Patron of the Arts]] (Food) |
| + | * [[Traits (4E)#Patron of the Arts|Patron of the Arts]] (Theater) |
| + | * [[Traits (4E)#Army|Army]] (Rangers at Fort Rannick) |
| + | * [[Traits (4E)#Followers|Followers]] |
| | | |
| === Feats === | | === Feats === |
− | * Improved Initiative | + | * Quick Draw |
| * Skill Focus (Perception) | | * Skill Focus (Perception) |
− | * Slaying Action | + | * Slaying Action <!-- Utbytbar --> |
| * Backstabber | | * Backstabber |
| * Nimble Blade | | * Nimble Blade |
| + | * Distant Advantage |
| + | * Superior Initiative |
| + | * Fleet Footed |
| + | * Devastating Critical |
| + | * Point-Blank Shot |
| + | * Combat Anticipation |
| + | * Skill Focus (Stealth) |
| + | * Disciple of Divine Wrath |
| + | * Unfettered Stride |
| + | * Versatile Rogue (Cunning Sneak) |
| + | * Danger Sense |
| + | * Unerring Ambush |
| + | * Mounted Combat |
| <!-- | | <!-- |
− | Planned:
| + | * Long Step (Shift +1) |
− | * Distant Advantage | |
− | * Weapon Expertise (Light Blade) (+1 to hit)
| |
− | * Action Surge (+3 to hit when action point)
| |
− | * Defensive Mobility (+2AC vs AO)
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− | * Human Perseverance (+1 saves)
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− | | |
− | Paragon Feats:
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− | * Agile Athlete (roll two dice acro & athlete and choose)
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− | * Back to the wall (+1 M attack, dmg and AC)
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− | * Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close)
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− | * Danger Sense (roll two dice init and choose)
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− | * Defensive Advantage (+2AC vs CA)
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− | * Devastating Critical (+1D10 dmg)
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− | * Distant Shot (no -2 at long)
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− | * Fleet Footed (+1 speed)
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− | * Secret Stride if replacing Fleeting Ghost
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− | | |
− | Epic Feats:
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− | * Unfettered Stride (ignore diff terrain)
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− | * Flanking Maneuver (pass through corners and enemies)
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− | * Epic Resurgence (on crit regain encounter)
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| --> | | --> |
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| * <span style="color:green;">Piercing Strike</span> (M) | | * <span style="color:green;">Piercing Strike</span> (M) |
| * <span style="color:green;">Sly Flourish</span> (M/R) | | * <span style="color:green;">Sly Flourish</span> (M/R) |
− | * <span style="color:green;">Fleeting Ghost</span>
| |
− | * <span style="color:red;">Positioning strike</span> (M)
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− | * <span style="color:red;">Setup Strike</span> (M)
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− | * <span style="color:red;">Ignoble Escape</span>
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| * <span style="color:red;">From the Shadows</span> (M/R) | | * <span style="color:red;">From the Shadows</span> (M/R) |
− | * Handspring Assault (M) | + | * <span style="color:red;">Critical Opportunity</span> (M/R) |
− | * Walking Wounded (M/R)
| + | * <span style="color:red;">Tumbling Strike</span> (M) |
− | | + | * <span style="color:red;">Crack Shot</span> (B1) |
− | === Next level choices === | + | * Arm and Edge (U) |
− | '''Stats:''' Dex, Cha.
| + | * <span style="color:red;">Anticipate Attack</span> (U) |
− | '''Feat:''' Distant Advantage
| + | * <span style="color:red;">Ignoble Escape</span> (U) |
− | '''Trait:''' [[Traits (4E)#True Identity|True Identity]]
| + | * <span style="color:red;">Dazzling Acrobatics</span> (U) |
− | <!-- | + | * Feinting Flurry (M/R) |
− | Notes for future
| + | * Bloody Path |
− | | + | * Deep Dagger Wound (M/R) |
− | '''Powers lvl 9:'''
| + | * Magnetic Shot (M/R) |
− | * Into Harm's Way (M Dex vs Will - 2W+Dex slide 2, friend attack)
| + | * Meditation of the Blade (U) |
− | * Knock Out (M Dex vs Fort - 2W+Dex unconscious, miss: 1/2dmg dazed)
| + | * Close Quarters (U) |
− | * Vexing Escape (M Dex vs AC - 3W+Dex, shift Cha, shift if enemy close)
| |
− | * Vexing Sting (M/R Dex vs Ref - 3W+Dex -2 to hit save)
| |
− | | |
− | '''Powers lvl 10:'''
| |
− | * Certain Freedom (move action ends grabbed & restrained) | |
− | * Combat Tumbleset (shift move even through enemies)
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− | * Shadow Stride (Stealth from cover to cover)
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− | * Gap in the Armor (Minor Enemy within 5sq, +2 to hit until end of enc)
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− | | |
− | '''Powers lvl 13:'''
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− | * Tornado Strike (M/R Dex vs AC - 2W+Dex, slide 1+Cha, Move 3sq)
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− | * Powerful Shot (R Dex vs AC - 3W+Dex push 1 slowed until end of next turn) | |
− | * Skip Shot (R Dex vs Ref - 2W+Dex + another enemy within 3sq take Dex)
| |
− | -->
| |
− | | |
− | == Magic Items ==
| |
− | Items of my level or lower are gray.
| |
− | {|class="wikitable sortable"
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− | !Level!!Name!!Source!!Slot!!Price!!Notable Effects
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− | |-style="color:gray"
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− | | 2
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− | | Silent Thieve's Tools
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− | |
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− | | Wondrous Item
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− | | 520
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− | | 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.
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− | |-style="color:gray"
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− | | 5
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− | | Cape of the Mountebank
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− | | AV 149
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− | | Neck
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− | | 1000
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− | | +1 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.
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− | |-style="color:gray"
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− | | 6
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− | | Luckbender Gloves
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− | | AV 136
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− | | Hands
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− | | 1800
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− | | Encounter Free Action, Reroll one damage die.
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− | |-style="color:gray"
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− | | 7
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− | | Robe of Eyes
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− | | AV 50
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− | | Armor
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− | | 2600
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− | | +2 +2 Perception You cannot be blinded.
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− | |-
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− | | 8
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− | | Duelist's Dagger
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− | | PH 234
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− | | Weapon
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− | | 3400
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− | | +2 Daily minor action CA
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− | |-
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− | | 11
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− | | Stalkers Mask
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− | | Special
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− | | Head
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− | | 9000
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− | | +2 Stealth, even scent. At Will Standard change appearance.
| |
− | |}
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− | | |
− | == Magic Item Wishlist ==
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− | Items not gray are preferred.
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− | {|class="wikitable sortable"
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− | !Level!!Name!!Source!!Slot!!Notable Effects!!Notes
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− | |-
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− | | 9
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− | | Boots of Eagerness
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− | | AV p.126
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− | | Feet
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− | | Encounter, free action gives extra move action.
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− | |-
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− | | 10
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− | | Cape of the Mountebank
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− | | AV p.149
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− | | Neck
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− | | +2 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.
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− | |-style="color:gray"
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− | | 11
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− | | Headband of Perception
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− | | AV p. 142
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− | | Head
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− | | Gain a +3 item bonus to Perception checks.
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− | | In combination with Shadowflow Armor
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− | |-
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− | | 12
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− | | Vicious Dagger
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− | | PHB p.236
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− | | Weapon
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− | | +3 +3D12 Crit.
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− | |-
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− | | 12
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− | | Robe of Eyes
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− | | AV p.50
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− | | Armor
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− | | +3 +3 Perception You cannot be blinded.
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− | |-
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− | | 13
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− | | Shadowflow Armor
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− | |
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− | | Armor
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− | | +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.
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− | |-
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− | | 14
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− | | Armor of Night
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− | |
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− | | Armor
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− | | +3 Resist 10 radiant Encounter Minor Action. Gain concealment and no AO until end of next turn.
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− | |-
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− | | 14
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− | | Goggles of Night
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− | | PHB p.248
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− | | Head
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− | | Gain darkvision.
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− | |-
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− | | 15
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− | | Cape of the Mountebank
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− | | AV p.149
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− | | Neck
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− | | +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.
| |
− | |-
| |
− | | 15
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− | | Vicious Dagger
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− | |
| |
− | | Weapon
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− | | +4 Critical +4D12
| |
− | <!-- | |
− | |-
| |
− | | 16
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− | | War Ring
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− | |
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− | | Ring
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− | | When you score a critical hit, deal 1 extra die of critical hit damage, based on the weapon.
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− | 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.
| |
− | |-
| |
− | | 16
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− | | Chameleon Ring
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− | |
| |
− | | Ring
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− | | 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.
| |
− | |-
| |
− | | 16
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− | | Magic Cloth
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− | | PHB p.230
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− | | Armor
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− | | +4
| |
− | |-
| |
− | | 18
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− | | Duelist's Dagger
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− | | PHB p.234
| |
− | | Weapon
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− | | +4 Daily minor action CA
| |
− | |-
| |
− | | 18
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− | | Phantom Chaussures
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− | |
| |
− | | Feet
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− | | 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.
| |
− | |-
| |
− | | 19
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− | | Battlemasters's Dagger
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− | |
| |
− | | Weapon
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− | | +4 Daily minor action regain encounter power
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− | |-
| |
− | | 23
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− | | Shadowflow Armor
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− | |
| |
− | | Armor
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− | | +5 +5 Stealth, Encounter Minor Action Gain invisibility until start of next turn.
| |
− | |-
| |
− | | 23
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− | | Duelist's Dagger
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− | | PHB p.234
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− | | Weapon
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− | | +5 Daily minor action CA
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− | |-
| |
− | | 28
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− | | Duelist's Dagger
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− | | PHB p.234
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− | | Weapon
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− | | +6 Daily minor action CA
| |
− | -->
| |
− | |}
| |
− | | |
− | == Magic Item Buylist ==
| |
− | Plan: Exchange Casque of Tactics for Headband of Perception, exchange Gloves of Agility for Luckbender Gloves and get Boots of Stealth
| |
− | {|class="wikitable sortable"
| |
− | !Level!!Name!!Source!!Slot!!Notable Effects
| |
− | |-
| |
− | | 1
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− | | Eternal Chalk
| |
− | |
| |
− | | Wondrous Item
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− | | 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.
| |
− | |-
| |
− | | 3
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− | | Boots of Stealth
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− | |
| |
− | | Feet
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− | | +2 item to Stealth.
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− | |-
| |
− | | 5
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− | | Pouch of Platinum
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− | |
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− | | Wondrous Item 1,000 gp
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− | | 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
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− | | Bag of Holding
| |
− | |
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− | | Wondrous Item
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− | | 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.
| |
− | |-
| |
− | | 7
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− | | Vicious Dagger
| |
− | | PH 236
| |
− | | Weapon
| |
− | | +2 +2D12 Crit.
| |
− | |-
| |
− | | 7
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− | | Enshrouding Candle
| |
− | |
| |
− | | Wondrous Item
| |
− | | 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
| |
− | | Gain low-light vision.
| |
− | |-
| |
− | | 8
| |
− | | Bracers of Bold Maneuvering
| |
− | | AV p. 115
| |
− | | Arms
| |
− | | Encounter +4 AC vs AoO until end of next turn.
| |
− | |-
| |
− | | 9
| |
− | | Sure Shot Gloves
| |
− | |
| |
− | | Hands
| |
− | | Your ranged weapon attacks ignore cover (but not superior cover).
| |
− | |-
| |
− | | 9
| |
− | | Endless Canteen
| |
− | |
| |
− | | Wondrous Item
| |
− | | 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
| |
− | | Rogue's Belt
| |
− | |
| |
− | | Waist
| |
− | | You can attempt to escape a grab or restraints as a minor action.
| |
− | |-
| |
− | | 11
| |
− | | Solitaire (Citrine)
| |
− | |
| |
− | | Wondrous Item
| |
− | | 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.
| |
− | |-
| |
− | | 15
| |
− | | Rapidstrike Bracers
| |
− | |
| |
− | | Arms
| |
− | | +2 init, Encounter Free Action Instead of basic attack, attack using a 1st-level at-will attack power.
| |
− | |-
| |
− | | 22
| |
− | | Boots of Balance
| |
− | |
| |
− | | Feet
| |
− | | +5 item bonus to Acrobatics checks.
| |
− | | Daily Free Action. Reroll an Acrobatics check you just made
| |
− | -->
| |
− | |}
| |
| | | |
− | <!--
| + | * Daggermaster's Action |
− | Boots of Speed Level 22
| + | * Daggermaster's Advantage |
− | Item Slot: Feet 325,000 gp
| + | * Daggermaster's Precision |
− | Property: Gain a +2 item bonus to speed.
| |
− | Power (Daily): Minor Action. Take a move action.
| |
− | | |
− | Catstep Boots Level 3
| |
− | Item Slot: Feet 680 gp
| |
− | Property: When you fall or jump down, you take only half
| |
− | normal falling damage and always land on your feet.
| |
− | Power (Daily): Free Action. Gain a +5 power bonus to your
| |
− | next Acrobatics check or Athletics check.
| |
− | | |
− | Elven Boots Level 11
| |
− | Item Slot: Feet 9,000 gp
| |
− | Power (Encounter): Minor Action. Gain a +2 power bonus
| |
− | to speed and Stealth checks until the end of your turn.
| |
− | | |
− | Lightstep Slippers Level 21
| |
− | Item Slot: Feet 225,000 gp
| |
− | Property: 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.
| |
− | | |
− | Thornwalker Slippers Level 12
| |
− | Item Slot: Feet 13,000 gp
| |
− | Power (Encounter): Until the end of your next turn, you
| |
− | can move through difficult terrain. You also move normally
| |
− | and safely through natural environmental hazards
| |
− | that affect movement, such as quicksand, dense foliage,
| |
− | or deep snow.
| |
− | | |
− | ---
| |
− | | |
− | Gloves of Storing Level 9
| |
− | Item Slot: Hands 4,200 gp
| |
− | Property: As a minor action, you can store one unattended
| |
− | item in one of the gloves. Each glove can hold one item,
| |
− | and each item must weigh no more than 10 pounds. As
| |
− | a minor action, you can cause an item stored within one
| |
− | glove to materialize in your hand. Weapons so produced
| |
− | are ready to wield, but items that require an additional
| |
− | action to equip (such as shields) must still be readied.
| |
− | Items have no weight while within the gloves.
| |
− | | |
− | ---
| |
− | | |
− | Crown of Eyes Level 16
| |
− | Item Slot: Head 45,000 gp
| |
− | Property: You do not grant combat advantage to flanking enemies.
| |
− | | |
− | Eye of Awareness Level 23
| |
− | Item Slot: Head 425,000 gp
| |
− | Property: Gain a +2 bonus to Will defense
| |
− | Property: You gain a +5 item bonus to your initiative checks.
| |
− | | |
− | Eye of Deception Level 8
| |
− | Item Slot: Head 3,400 gp
| |
− | Property: Gain a +2 item bonus to Bluff and Stealth checks, and to saving throws against effects with the illusion or charm keywords.
| |
− | | |
− | Eye of Discernment Level 21
| |
− | Item Slot: Head 225,000 gp
| |
− | Property: Gain a +4 item bonus to Insight and Perception checks. The patch does not impair the sight of the covered eye. If you are blinded, the patch allows you to see through the covered eye as normal.
| |
− | | |
− | Headband of Perception Level 1+
| |
− | Lvl 1 360 gp Lvl 21 225,000 gp
| |
− | Lvl 11 9,000 gp
| |
− | Item Slot: Head
| |
− | Property: Gain a +1 item bonus to Perception checks.
| |
− | Level 11: +3 item bonus.
| |
− | Level 21: +5 item bonus.
| |
− | | |
− | Helm of the Eagle Level 12
| |
− | Item Slot: Head 13,000 gp
| |
− | Property: Gain a +3 item bonus to Perception checks.
| |
− | Power (Daily): Minor Action. Gain a +2 power bonus to
| |
− | your next ranged attack roll this turn.
| |
− | | |
− | Ioun Stone of Perfect Language Level 22
| |
− | Item Slot: Head 325,000 gp
| |
− | Property: Gain a +5 item bonus to Bluff, Diplomacy,
| |
− | Intimidate, and Streetwise checks. You also can
| |
− | understand all spoken languages, and when you speak all
| |
− | creatures hear your words in their native language.
| |
− | Power (Daily): Free Action. Use this power during a skill
| |
− | challenge. Treat your next Insight check as though you
| |
− | rolled a natural 20.
| |
− | | |
− | Ioun Stone of True Sight Level 28
| |
− | Item Slot: Head 2,125,000 gp
| |
− | Property: Gain darkvision and a +6 item bonus to Insight
| |
− | checks and Perception checks.
| |
− | Power (Daily): Minor Action. You can see invisible creatures
| |
− | as if they were visible.
| |
− | Sustain Minor: The power remains in effect.
| |
− | | |
− | Phoenix Helm Level 23
| |
− | Item Slot: Head 425,000 gp
| |
− | Property: Gain a +5 item bonus to Perception checks.
| |
− | Power (Daily ✦ Fire): Minor Action. Gain a +2 power bonus
| |
− | to your next ranged attack roll this turn. If that attack hits,
| |
− | it deals an extra 2d8 fire damage.
| |
− | | |
− | ---
| |
− | | |
− | Amulet of Elusive Prey Level 14+
| |
− | Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp
| |
− | Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp
| |
− | Item Slot: Neck
| |
− | Enhancement: Fortitude, Reflex, and Will
| |
− | Property: If you end your turn at least 4 squares from the
| |
− | square in which you began it, gain a +2 item bonus to AC
| |
− | and Reflex defense until the start of your next turn.
| |
− | | |
− | Amulet of Protection Level 1+
| |
− | Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
| |
− | Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
| |
− | Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
| |
− | Item Slot: Neck
| |
− | Enhancement: Fortitude, Reflex, and Will
| |
− | | |
− | Cloak of Invisibility Level 23+
| |
− | Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
| |
− | Item Slot: Neck
| |
− | Enhancement: Fortitude, Reflex, and Will
| |
− | Power (Daily ✦ Illusion): Standard Action. You become
| |
− | invisible until the end of the encounter or until you are hit
| |
− | by a melee attack or a ranged attack.
| |
− | | |
− | Choker of Eloquence Level 8+
| |
− | Lvl 8 +1 3,400 gp Lvl 23 +4 425,000 gp
| |
− | Lvl 13 +2 17,000 gp Lvl 28 +5 2,125,000 gp
| |
− | Lvl 18 +3 85,000 gp
| |
− | Item Slot: Neck
| |
− | Enhancement: Fortitude, Reflex, and Will
| |
− | Property: Gain an item bonus to Bluff and Diplomacy
| |
− | checks equal to the item’s enhancement bonus.
| |
− | Power (Daily): Free Action. Use this power after you roll
| |
− | a Bluff or Diplomacy check. Reroll that check, using the
| |
− | second result even if it’s lower.
| |
− | | |
− | ---
| |
− | | |
− | Face-Stealing Ring Level 18
| |
− | Item Slot: Ring 85,000 gp
| |
− | Property: You gain a +2 item bonus to Insight checks.
| |
− | Power (Daily ✦ Illusion): Standard Action. You assume the
| |
− | exact appearance of an adjacent humanoid creature. You
| |
− | also gain the creature’s mannerisms, voice, and speech
| |
− | patterns. This effect lasts for 1 hour or until you dismiss it
| |
− | (a free action). You gain a +5 power bonus to Bluff checks
| |
− | to pass yourself off as the creature you’re imitating.
| |
− | If you’ve reached at least one milestone today, the effect
| |
− | lasts for one day and you can use a standard action to
| |
− | recall the effect after dismissing it.
| |
− | | |
− | Premonition Ring Level 15
| |
− | Item Slot: Ring 25,000 gp
| |
− | Property: Gain a +2 item bonus to initiative and 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.
| |
− | | |
− | Ring of Fey Travel Level 22
| |
− | Item Slot: Ring 325,000 gp
| |
− | Property: Gain a +1 item bonus to speed while wearing
| |
− | light armor or no armor.
| |
− | Power (Daily ✦ Teleportation): Minor Action. Teleport
| |
− | your speed.
| |
− | If you’ve reached at least one milestone today, this power
| |
− | lasts until the end of your next turn
| |
− | | |
− | Ring of Freedom of Movement Level 15
| |
− | Item Slot: Ring 25,000 gp
| |
− | Property: Gain a +2 item bonus to Acrobatics checks.
| |
− | Power (Daily): Minor Action. Until the end of the encounter,
| |
− | gain a +5 power bonus to checks made to escape a
| |
− | grab and a +5 power bonus to saving throws to end the
| |
− | immobilized, restrained, or slowed conditions.
| |
− | If you’ve reached at least one milestone today, you can
| |
− | also move across difficult terrain as if it were normal until
| |
− | the end of the encounter.
| |
− | | |
− | Ring of Invisibility Level 18
| |
− | Item Slot: Ring 85,000 gp
| |
− | Property: Gain a +2 item bonus to Stealth checks.
| |
− | Power (Daily ✦ Illusion): Standard Action. Become invisible
| |
− | until the end of your next turn.
| |
− | If you’ve reached at least one milestone today, using this
| |
− | power requires only a minor action.
| |
− | | |
− | Ring of Tenacious Will Level 21
| |
− | Item Slot: Ring 225,000 gp
| |
− | Property: Use Charisma instead of Constitution to
| |
− | determine the number of healing surges you possess.
| |
− | Power (Daily ✦ Healing): No Action. Use this power when
| |
− | you would be reduced to 0 hit points or fewer. You are
| |
− | reduced to 1 hit point instead.
| |
− | If you’ve reached at least one milestone today, you also
| |
− | regain a number of hit points equal to your level.
| |
− | | |
− | Ring of True Seeing Level 19
| |
− | Item Slot: Ring 105,000 gp
| |
− | Property: Gain a +2 item bonus to Perception checks.
| |
− | Power (Daily): Minor Action. Until the end of your turn,
| |
− | you can see invisible creatures as if they were visible. You
| |
− | also ignore the attack penalty for concealment or total
| |
− | concealment.
| |
− | If you’ve reached at least one milestone today, this lasts
| |
− | until the end of your next turn instead.
| |
− | | |
− | Shadow Band Level 27
| |
− | Item Slot: Ring 1,625,000 gp
| |
− | Property: 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.
| |
− | | |
− | ---
| |
− | | |
− | Belt of Recovery Level 7
| |
− | Item Slot: Waist 2,600 gp
| |
− | Property: When a critical hit is scored against you, gain a +2
| |
− | item bonus to AC until the end of your next turn.
| |
− | | |
− | Contortionist’s Cord Level 7
| |
− | Item Slot: Waist 2,600 gp
| |
− | Property: While squeezing, you move at full speed and do
| |
− | not take penalties to attack rolls, but you still grant combat
| |
− | advantage.
| |
− | | |
− | Dynamic Belt Level 9+
| |
− | Lvl 9 4,200 gp Lvl 29 2,625,000 gp
| |
− | Lvl 19 105,000 gp
| |
− | Item Slot: Waist
| |
− | Property: Gain a +2 item bonus to Acrobatics checks and
| |
− | Athletics checks.
| |
− | Level 19: +4 item bonus.
| |
− | Level 29: +6 item bonus.
| |
− | Power (Daily): Free Action. Reroll an Acrobatics check or an
| |
− | Athletics check you just rolled. Use the new result.
| |
− | | |
− | Rogue’s Belt Level 11
| |
− | Item Slot: Waist 9,000 gp
| |
− | Property: You can attempt to escape a grab or restraints as a minor action.
| |
− | | |
− | Survivor’s Belt Level 11
| |
− | Item Slot: Waist 9,000 gp
| |
− | Property: You roll two death saving throws, taking the higher result.
| |
− | | |
− | ---
| |
− | | |
− | Charm of Abundant Action Level 28
| |
− | Wondrous Item 2,125,000 gp
| |
− | Power (Encounter): Free Action. Use this power on your
| |
− | turn to spend an action point (assuming you have one
| |
− | available). You can spend the action point even if you
| |
− | spent an action point earlier in the encounter. You must
| |
− | be holding the charm when you spend the second action
| |
− | point.
| |
− | | |
− | Diamond Scabbard Level 25
| |
− | Wondrous Item 625,000 gp
| |
− | Property: This scabbard resizes to fit any light blade or
| |
− | heavy blade. You can draw a weapon from this scabbard as
| |
− | part of the same action used to make an attack with that
| |
− | weapon.
| |
− | Power (Encounter): Free Action. Use this power when you
| |
− | attack with the weapon most recently sheathed in the
| |
− | scabbard. Gain a +5 power bonus to the next damage
| |
− | roll you make with that weapon before the end of your
| |
− | next turn.
| |
− | The weapon must have been sheathed in the scabbard
| |
− | within the past 24 hours to gain this power.
| |
− | | |
− | Flying Hook Level 15
| |
− | Wondrous Item 25,000 gp
| |
− | Power (At-Will): Minor Action. You command the flying
| |
− | hook to fly 10 squares (up to a maximum distance of 20
| |
− | squares from you) and magically latch onto the surface
| |
− | of any unattended object in your line of sight. Once
| |
− | secured, the flying hook extends a thin rope back to your
| |
− | hands. The rope can be climbed with an Athletics check,
| |
− | or it can be used to pull the object toward you with a
| |
− | Strength check. The hook and rope can support up to
| |
− | 3,000 pounds before the hook detaches from the surface.
| |
− | The rope cannot be tied or knotted in any way, nor can it
| |
− | be used to attack or affect a creature.
| |
− | Power (At-Will): Minor Action. On your command, the
| |
− | hook detaches from a surface and returns to your hand.
| |
− | This causes the rope to retract.
| |
− | | |
− | Foe Stone Level 12
| |
− | Wondrous Item 13,000 gp
| |
− | Power (At-Will): Minor Action. Choose one creature you
| |
− | can see. You learn all the target’s vulnerabilities, as well
| |
− | as which of its defenses is lowest.
| |
− | | |
− | Gem of Auditory Recollection Level 16
| |
− | Wondrous Item 45,000 gp
| |
− | Power (At-Will): Standard Action. Use this power to
| |
− | record all words spoken by one creature within 20
| |
− | squares of you. You can end the transcription as a free
| |
− | action. The gem can record 12 hours of speech before
| |
− | becoming full.
| |
− | Power (At-Will): Standard Action. Use this power to make
| |
− | the gem repeat a section of recorded text aloud in the
| |
− | exact voice and language of the original speaker. The gem
| |
− | continues its recitation until the section is finished or
| |
− | until you use a free action to stop it.
| |
− | Power (At-Will): Standard Action. Erase all speech
| |
− | recorded by the gem.
| |
− | | |
− | Sapphire Scabbard Level 15
| |
− | Wondrous Item 25,000 gp
| |
− | Property: This scabbard resizes to fit any light blade or
| |
− | heavy blade. You can draw a weapon from this scabbard as
| |
− | part of the same action used to make an attack with that
| |
− | weapon.
| |
− | Power (Encounter): Free Action. Use this power when you
| |
− | attack with the weapon most recently sheathed in the
| |
− | scabbard. Gain a +3 power bonus to the next damage
| |
− | roll you make with that weapon before the end of your
| |
− | next turn.
| |
− | The weapon must have been sheathed in the scabbard
| |
− | within the past 24 hours to gain this power.
| |
− | | |
− | Solitaire (Violet) Level 26
| |
− | Wondrous Item 1,125,000 gp
| |
− | Power (Encounter): Free Action. Use this power when
| |
− | you score a critical hit on your turn. Gain 1 action point,
| |
− | which you must spend before the end of your turn. This
| |
− | does not count against the normal limit of spending an
| |
− | action point no more than once per encounter.
| |
− | Special: You cannot use more than one solitaire in an
| |
− | encounter.
| |
− | | |
− | Spymaster’s Quill Level 10
| |
− | Wondrous Item 5,000 gp
| |
− | Power (At-Will): Standard Action. Pass the spymaster’s quill
| |
− | over an amount of text or an illustration equivalent to
| |
− | a single parchment page. The image or text is magically
| |
− | recorded for later reproduction. Recording another page
| |
− | with the quill erases the page already recorded.
| |
− | Power (At-Will): Standard Action. You point the spymaster’s
| |
− | quill at a sheet of parchment or paper and mentally
| |
− | command it to reproduce the illustration or text recorded
| |
− | within it. No matter what the medium of the original
| |
− | (charcoal on paper, runes scribed in stone, and so on), the
| |
− | reproduction is rendered in normal ink.
| |
− | Special: The reproduction created by the quill is of perfect
| |
− | quality, but the quill cannot record magical properties. For
| |
− | example, you cannot perform a ritual from a ritual scroll
| |
− | recorded and copied by the spymaster’s quill, nor can the
| |
− | quill copy powers or rituals from a wizard’s spellbook.
| |
− | | |
− | Unfettered Thieves’ Tools Level 11
| |
− | Wondrous Item 9,000 gp
| |
− | Property: Like a normal set of thieves’ tools, unfettered
| |
− | thieves’ tools grant a +2 bonus to Thievery checks made to
| |
− | open locks or disable traps.
| |
− | Power (Daily): As part of the action required to make a
| |
− | Thievery check, you can make the check on an object
| |
− | up to 5 squares away. You must have line of sight to the
| |
− | object.
| |
− | | |
− | ---
| |
− | | |
− | Nail of Sealing Level 4
| |
− | Other Consumable 40 gp
| |
− | Power (Consumable): Standard Action. When you push
| |
− | this nail into a door, chest, or other closeable object, it
| |
− | magically sinks into the material of that object and seals
| |
− | it shut. Treat this as if you had used an Arcane Lock ritual
| |
− | with an Arcana check result of 25.
| |
− | Special: You can use this item in place of the required
| |
− | component cost for an Arcane Lock ritual. In that case, use
| |
− | your own Arcana check instead of that of the nail.
| |
− | -->
| |
| | | |
| == See also == | | == See also == |
− | * [[Nell's diary (Runelords)|Nell's diary]] | + | * [[Nell's diary]] |
| + | * [[Family Secrets]] |
| | | |
| <!-- Navbox --> | | <!-- Navbox --> |
| {{Rise of the Runelords navbox}} | | {{Rise of the Runelords navbox}} |