Difference between revisions of "Nell"

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== Magic Item Buylist ==
 
== Magic Item Buylist ==

Revision as of 13:55, 17 January 2009

Rise of the RunelordsRise of the Runelords
Rise of the Runelords

Nell is just learning how to read and write and write this diary as an exercise.

Nell.

Background

Nell 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 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.

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.

Being inexperienced with alcohol she got too drunk one evening and woke up in a bed of a nobleman. When she complained he threw her out without her clothes. 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.

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.

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. Some months ago she traveled with a merchant, Bassanio to Sandpoint. Since then she has been flirting with the locals and living of gifts that she got of Bassanio that was exceedingly generous after an unusually good business.

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.

She dresses provocatively in just enough fabric to be covered. She has a daggers on her back between her shoulders to be drawn downwards. It is 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 wich 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 level 3.

Feats

Quick Draw, Skill Focus (Perception), Two Weapon Defense

Talents

Cute, Drifter, Perfect Recall, Gold digger

Powers

Deft Strike (M/R), Piercing Strike (M), Sly Flourish (M/R), Fleeting Ghost, Positioning strike (M), Setup Strike (M), Handspring Assault (M)

Next level choices

Stats: Dex, Cha.
Heroic Feats: Backstabber (d6 -> d8), Defensive Mobility (+2AC vs AO), Nimble Blade (+1 attack if CA)

Notes for future

Powers lvl 5: Staggering Assault (M/R Dex vs AC - 2/3W+Dex, slowed), Walking Wounded (M/R Dex vs Fort - 2W+Dex, prone, if move > 1/2 fall prone)
Powers lvl 6: Ignoble Escape (end marked and shift move), Slippery Mind (+2 Will after hit)
Powers lvl 7: From the Shadows (M/R - shift 1+Cha, Dex vs AC, Auto CA 1W+Dex shift 1+Cha), Snap Shot (minor R Dex vs AC 1W+Dex)
Powers lvl 9: Into Harm's Way (M Dex vs Will - 2W+Dex slide 2, friend attack), Knock Out (M Dex vs Fort - 2W+Dex unconscious, miss: 1/2dmg dazed),
Powers lvl 10: Combat Tumbleset (shift move)
Paragon Feats: Agile Athlete, Back to the wall (+1 M attack, dmg and AC), Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close), Danger Sense, Defensive Advantage (+2AC vs CA) Devastating Critical (+1D10 dmg), Distant Shot (no -2 at long), Fleet Footed (+1 speed), Reckless Scramble (when power let shift, move +2), Slaying Action (Deal SA twice with action point)

Magic Item Wishlist

Level Name Source Slot Notable Effects
5 Cape of the Mountebank AV p. 149 Neck +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.
6 Sandals of Precise Stepping AV p. 130 Feet Gain a +2 item bonus to Acrobatics, Athletics, and Stealth checks.
8 Duelist's Dagger Weapon +2 + Daily minor action CA
9 Boots of Eagerness AV p. 126 Feet Encounter, free action gives extra move action.
13 Duelist's Dagger Weapon +3 + Daily minor action CA
14 Goggles of Night PHB p. 248 Head Gain darkvision.
18 Duelist's Dagger Weapon +4 + Daily minor action CA
23 Duelist's Dagger Weapon +5 + Daily minor action CA
28 Duelist's Dagger Weapon +6 + Daily minor action CA

Magic Item Buylist

Level Name Source Slot Notable Effects
1 Headband of Perception AV p. 142 Head Gain a +1 item bonus to Perception checks.
2 Acrobat Boots Feet +1 item bonus to Acrobatics checks. At-Will Minor Action. Stand up from prone
5 Gloves of Agility AV p. 134 Hands Gain a +1 item bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks).
8 Bracers of Bold Maneuvering AV p. 115 Arms Encounter +4 AC vs AoO until end of next turn.
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

6 Luckbender Gloves Hands Encounter Free Action, Reroll one damage die.

Boots of Speed Level 22 These durable boots are designed to take you farther, faster. Item Slot: Feet 325,000 gp Property: Gain a +2 item bonus to speed. Power (Daily): Minor Action. Take a move action.

Boots of Stealth Level 3+ The soft leather soles and down lining of these supple boots quiet your footsteps. Lvl 3 680 gp Lvl 23 425,000 gp Lvl 13 17,000 gp Item Slot: Feet Property: Gain a +2 item bonus to Stealth checks. Level 13: +4 item bonus. Level 23: +6 item bonus.

Boots of Striding Level 9 These enchanted boots increase your speed if you wear light armor or no armor. Item Slot: Feet 4,200 gp Property: Gain a +1 item bonus to speed when wearing light or no armor.

Catstep Boots Level 3 These enchanted boots reduce falling damage and enhance your acrobatics and athletics skills. 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 These enchanted boots, crafted in the elven tradition, can be activated to increase your speed and to enhance your stealth for a short time. 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 These doeskin coverings cushion your step. 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.

Phantom Chaussures Level 18 With your lower legs bound in gossamer silk, you become ephemeral, and sometimes invisible. Item Slot: Feet 85,000 gp Property: if you move at least 3 squares on your turn, gain concealment until the end of your next turn. Power (Daily ✦ Illusion): Free Action. Use this power when you have moved at least 6 squares on your turn. You become invisible until the end of your next turn.

Surefoot Boots Level 5 Attached snugly by rows of shiny buckles, these boots help keep your footing. Item Slot: Feet 1,000 gp Property: Gain a +2 item bonus to Acrobatics checks. Power (Daily): Free Action. Use this power when you are knocked prone. You stand up.

Thornwalker Slippers Level 12 These padded foot coverings allow you to pass cleanly through cluttered or grasping terrain. 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 Though these ornate chamois gloves fit snuggly, your fingertips always seem just short of touching something within them. 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.

Sure Shot Gloves Level 9 These slick gloves guide your shots unerringly. Item Slot: Hands 4,200 gp Property: Your ranged weapon attacks ignore cover (but not superior cover).

---

Circlet of Authority Level 7 This simple metal headband improves your diplomatic and intimidation skills. Item Slot: Head 2,600 gp Property: You gain a +2 item bonus to Diplomacy checks and Intimidate checks.

Crown of Eyes Level 16 This circlet incorporating eyelike designs watches every angle. Item Slot: Head 45,000 gp Property: You do not grant combat advantage to flanking enemies.

Diadem of Acuity Level 8 This metal headband enhances your insight and perception skills. Item Slot: Head 3,400 gp Property: Gain a +2 item bonus to Insight checks and Perception checks.

Eye of Awareness Level 23 This patch quickens your reactions and is embroidered with a giant, bloodshot eye. 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 This copper circlet is set with a mummified eye and aids you in the ways of deception. 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 Little escapes your notice when this astral diamond-studded velvet patch covers one eye. 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.

Hat of Disguise Level 10 This chapeau appears as you wish, changing you and your equipment as it transforms. Item Slot: Head 5,000 gp Property: While using this item’s power, gain a +5 item bonus to Bluff checks to pass off a disguise. Power (At-Will ✦ Illusion): Standard Action. You gain the appearance of any humanoid race of the same size category as you. Your clothing and equipment alter appearance to reflect this change. The illusion does not alter sound or texture, so a creature listening to you or touching you might detect the illusion.

Headband of Perception Level 1+ This chiffon headwrap is stitched with eye-shaped patterns, which heighten your senses. 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 This helm, carved to resemble an eagle, enhances your perception and can be activated to improve a ranged attack. 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 This white and pink rhombic prism hovers about your head, making you far more adept at negotiation. 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 This dark blue rhomboid stone floats lightly in the air, granting you darkvision and greatly enhanced insight and perception. 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 This helm, carved to resemble a phoenix, increases your perception and can be activated to improve a ranged attack. 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.

Starlight Goggles Level 8 These dark leather goggles sparkle with tiny silver studs, aiding your vision in dim light. Item Slot: Head 3,400 gp Property: Gain low-light vision.

---

Amulet of Elusive Prey Level 14+ White ash, oak, and bloodwood are carved in concentric circles and scorched with an X mark to ward off attacks. 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 False Life Level 9+ This dark blue amulet with a crimson center increases your defenses and can be activated to grant you temporary hit points. Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp Lvl 19 +4 105,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): Minor Action. Use this power when you are bloodied to gain temporary hit points equal to your healing surge value.

Amulet of Protection Level 1+ This light blue amulet increases your defenses. 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

Cape of the Mountebank Level 5+ With a flourish of this silk-hemmed garment, you transport out of harm’s way. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily ✦ Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.

Cloak of Invisibility Level 23+ This gold-hemmed cloak increases your defenses and can be activated to turn you invisible for a short time. 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+ This damask neck wrap quickens the tongue and finds favor with diplomats and aristocrats. 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.

Periapt of Wisdom Level 13+ This silver amulet increases your wisdom and can be activated to greatly enhance the strength of your will. Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: Gain a +1 item bonus to Wisdom ability checks and Wisdom-based skill checks (but not Wisdom attacks). Level 23 or 28: +2 item bonus. Power (Daily): Immediate Interrupt. You can use this power when you are hit by an attack that targets your Will defense. Gain a +5 power bonus to Will against the attack

--- AV-Rings ---

Ring of Freedom of Movement Level 15 This sky blue band seems to shimmer and move around your finger. 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 This simple golden ring bears Elven runes etched lightly across its surface. 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 True Seeing Level 19 This gold band sports a white pearl that appears like an eye upon your finger. 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.

---

Bag of Holding Level 5 This item appears to be a simple sack of brown canvas. Wondrous Item 1,000 gp Property: 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.

Dust of Appearance Level 13 This plain pouch holds a single handful of sparkling dust, which it periodically renews. Wondrous Item 17,000 gp Power (Encounter): Standard Action. Pull a handful of dust from the pouch and throw it into the air (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.

See also