Difference between revisions of "Nell"
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* [[Traits (4E)#Baron|Baroness]] | * [[Traits (4E)#Baron|Baroness]] | ||
* [[Traits (4E)#Agent|Agent]] ([[Characters (Runelords)#Mayor Maelin Shreed|Maelin Shreed]]) | * [[Traits (4E)#Agent|Agent]] ([[Characters (Runelords)#Mayor Maelin Shreed|Maelin Shreed]]) | ||
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Planned: | Planned: | ||
+ | * [[Traits (4E)#Army|Army]] (Rangers at Fort Rannick) | ||
* [[Traits (4E)#Followers|Followers]] | * [[Traits (4E)#Followers|Followers]] | ||
* [[Traits (4E)#Governor|Governor]] | * [[Traits (4E)#Governor|Governor]] | ||
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=== Next level choices === | === Next level choices === | ||
− | '''Powers lvl | + | '''Powers lvl 15:''' |
− | * | + | * Bloody Path (All AO against themselves) |
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Notes for future | Notes for future | ||
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'''Powers lvl 16:''' | '''Powers lvl 16:''' | ||
* Hide In Plain Sight | * Hide In Plain Sight |
Revision as of 07:09, 2 September 2009
Rise of the Runelords |
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 14.
TV Tropes
- Gold Digger
- Femme Fatale
- Loveable Rogue
- Beware The Nice Ones
- Badass Lolita
- She Fu
- Big Eater
- Homeless Hero
- Dark And Troubled Past
- Badass Normal
Traits
- Cute
- Drifter
- Perfect Recall
- Gold digger
- Nemesis (Justice Ironbriar)
- Insider
- Blue Blood
- Lackey (Kaven Windstrike)
- Baroness
- Agent (Maelin Shreed)
Feats
- Quick Draw
- Skill Focus (Perception)
- Slaying Action
- Backstabber
- Nimble Blade
- Distant Advantage
- Danger Sense
- Fleet Footed
- Devastating Critical
- Point-Blank Shot
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)
- 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)
Next level choices
Powers lvl 15:
- Bloody Path (All AO against themselves)
Magic Items
Level | Name | Source | Slot | Price | Notable Effects |
---|---|---|---|---|---|
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. | |
5 | Pouch of Platinum | 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 | 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. | |
8 | Duelist's Dagger | PH 234 | Weapon | 3400 | +2 Daily minor action CA |
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. |
10 | Cape of the Mountebank | AV 149 | Neck | 5000 | +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. |
11 | Headband of Perception | AV 142 | Head | 9000 | Gain a +3 item bonus to Perception checks. |
12 | Vicious Dagger | PH 236 | Weapon | 13000 | +3 +3D12 Crit. |
13 | Shadowflow Armor | Armor | 17000 | +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn. |
Magic Item Buylist
Plan: Headband of Perception, Shadowflow Armor, Dynamic Belt, Boots of Eagerness, Luckbender Gloves
Level | Name | Source | Slot | Price | Notable Effects |
---|---|---|---|---|---|
1 | Eternal Chalk | 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. | |
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 | Sure Shot Gloves | Hands | 4200 | Your ranged weapon attacks ignore cover (but not superior cover). | |
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 | Rogue's Belt | Waist | 9000 | You can attempt to escape a grab or restraints as a minor action. | |
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 | Armor of Night | Armor | 21000 | +3 Resist 10 radiant Encounter Minor Action. Gain concealment and no AO until end of next turn. | |
14 | Goggles of Night | PH 248 | Head | 21000 | Gain darkvision. |
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. |
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 | 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. |
See also
Rise of the Runelords | |
Campaign | Rise of the Runelords • Episodes • People • Drawings |
Heroes | Dorothea • Honeypot • Nathaniel • Nell • Velicia |
Locations | Whisperwood • Turtleback Ferry • Sandpoint • Magnimar • Perrenland |