Difference between revisions of "Nell"

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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.
+
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.
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== Statistics ==
 
== Statistics ==
 
[[Image:The Owl.png|thumb|Harrow card dealt during a recent reading.]]
 
[[Image:The Owl.png|thumb|Harrow card dealt during a recent reading.]]
common human rogue level 6.
+
common human rogue level 7.
  
 
=== TV Tropes ===
 
=== TV Tropes ===
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* [[tvtropes:SheFu|She Fu]]
 
* [[tvtropes:SheFu|She Fu]]
 
* [[tvtropes:BigEater|Big Eater]]
 
* [[tvtropes:BigEater|Big Eater]]
* [[tvtropes:HomelessHero|HomelessHero]]
+
* [[tvtropes:HomelessHero|Homeless Hero]]
 
* [[tvtropes:DarkAndTroubledPast|Dark And Troubled Past]]
 
* [[tvtropes:DarkAndTroubledPast|Dark And Troubled Past]]
 
* [[tvtropes:BadassNormal|Badass Normal]]
 
* [[tvtropes:BadassNormal|Badass Normal]]
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Mistaken Identity
 
Mistaken Identity
 
True Identity
 
True Identity
 +
Orator
 
-->
 
-->
  
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* <span style="color:red;">Setup Strike</span> (M)
 
* <span style="color:red;">Setup Strike</span> (M)
 
* <span style="color:red;">Ignoble Escape</span>
 
* <span style="color:red;">Ignoble Escape</span>
 +
* <span style="color:red;">From the Shadows</span> (M/R)
 
* Handspring Assault (M)
 
* Handspring Assault (M)
 
* Walking Wounded (M/R)
 
* Walking Wounded (M/R)
  
 
=== Next level choices ===
 
=== Next level choices ===
 
+
'''Stats:''' Dex, Cha.
 
'''Feat:''' Distant Advantage
 
'''Feat:''' Distant Advantage
 
+
'''Trait:''' [[Traits (4E)#True Identity|True Identity]]
'''Powers lvl 7:'''
 
* <span style="color:red;">From the Shadows</span> (M/R - shift 1+Cha, Dex vs AC, Auto CA 1W+Dex shift 1+Cha)
 
* <span style="color:red;">Snap Shot</span> (minor R Dex vs AC 1W+Dex)
 
 
 
 
<!--  
 
<!--  
 
Notes for future
 
Notes for future
 
'''Stats:''' Dex, Cha.
 
  
 
'''Powers lvl 9:'''
 
'''Powers lvl 9:'''
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'''Powers lvl 10:'''
 
'''Powers lvl 10:'''
 
* Certain Freedom (move action ends grabbed & restrained)
 
* Certain Freedom (move action ends grabbed & restrained)
* Combat Tumbleset (shift move)
+
* Combat Tumbleset (shift move even through enemies)
 
* Shadow Stride (Stealth from cover to cover)
 
* Shadow Stride (Stealth from cover to cover)
 
* Gap in the Armor (Minor Enemy within 5sq, +2 to hit until end of enc)
 
* Gap in the Armor (Minor Enemy within 5sq, +2 to hit until end of enc)
 +
 +
'''Powers lvl 13:'''
 +
* Tornado Strike (M/R Dex vs AC - 2W+Dex, slide 1+Cha, Move 3sq)
 +
* 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)
 
-->
 
-->
  
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|  
 
|  
 
| Ring
 
| Ring
| When you score a critical hit, deal 1 extra die of
+
| When you score a critical hit, deal 1 extra die of critical hit damage, based on the weapon.
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.
 
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
 +
| Chameleon Ring
 +
|
 +
| Ring
 +
| 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
 
| 16
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| Encounter Free Action, Reroll one damage die.
 
| Encounter Free Action, Reroll one damage die.
 
<!--
 
<!--
 +
|-
 +
| 7
 +
| 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
 
| 8
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| Hands
 
| Hands
 
| Your ranged weapon attacks ignore cover (but not superior cover).
 
| 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
 
| 11
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| Waist
 
| Waist
 
| You can attempt to escape a grab or restraints as a minor action.
 
| 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
 
| 13
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into a particular square, nor can you be detected by
 
into a particular square, nor can you be detected by
 
tremorsense.
 
tremorsense.
 
Surefoot Boots Level 5
 
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
 
Thornwalker Slippers Level 12
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---
 
---
 
Circlet of Authority Level 7
 
Item Slot: Head 2,600 gp
 
Property: You gain a +2 item bonus to Diplomacy checks and Intimidate checks.
 
  
 
Crown of Eyes Level 16
 
Crown of Eyes Level 16
 
Item Slot: Head 45,000 gp
 
Item Slot: Head 45,000 gp
 
Property: You do not grant combat advantage to flanking enemies.
 
Property: You do not grant combat advantage to flanking enemies.
 
Diadem of Acuity Level 8
 
Item Slot: Head 3,400 gp
 
Property: Gain a +2 item bonus to Insight checks and Perception checks.
 
  
 
Eye of Awareness Level 23
 
Eye of Awareness Level 23
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square in which you began it, gain a +2 item bonus to AC
 
square in which you began it, gain a +2 item bonus to AC
 
and Reflex defense until the start of your next turn.
 
and Reflex defense until the start of your next turn.
 
Amulet of False Life Level 9+
 
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+
 
Amulet of Protection Level 1+
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a Bluff or Diplomacy check. Reroll that check, using the
 
a Bluff or Diplomacy check. Reroll that check, using the
 
second result even if it’s lower.
 
second result even if it’s lower.
 
Periapt of Wisdom Level 13+
 
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
 
  
 
---
 
---
 
Chameleon Ring Level 16
 
Item Slot: Ring 45,000 gp
 
Property: 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.
 
  
 
Face-Stealing Ring Level 18
 
Face-Stealing Ring Level 18
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If you’ve reached at least one milestone today, this
 
If you’ve reached at least one milestone today, this
 
benefit lasts until the end of the encounter.
 
benefit lasts until the end of the encounter.
 
War Ring Level 16
 
Item Slot: Ring 45,000 gp
 
Property: When you score a critical hit, deal 1 extra die of
 
critical hit damage, based on the weapon or implement
 
you wield. If your weapon or implement deals no extra
 
damage when you score a critical hit, deal an extra 1d6
 
damage when you score a critical hit.
 
Power (Daily): Free Action. Use this power when you
 
score a critical hit with a weapon or implement. Add 2
 
extra dice of critical hit damage based on the weapon or
 
implement. If your weapon or implement deals no extra
 
damage when you score a critical hit, deal an extra 2d6
 
damage when you score a critical hit.
 
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.
 
  
 
---
 
---
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The weapon must have been sheathed in the scabbard
 
The weapon must have been sheathed in the scabbard
 
within the past 24 hours to gain this power.
 
within the past 24 hours to gain this power.
 
Endless Canteen Level 9
 
Wondrous Item 4,200 gp
 
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.
 
 
Enshrouding Candle Level 7
 
Wondrous Item 2,600 gp
 
Property: 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.
 
  
 
Flying Hook Level 15
 
Flying Hook Level 15
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Power (At-Will): Standard Action. Erase all speech
 
Power (At-Will): Standard Action. Erase all speech
 
recorded by the gem.
 
recorded by the gem.
 
Ruby Scabbard Level 5
 
Wondrous Item 1,000 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 +1 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.
 
  
 
Sapphire Scabbard Level 15
 
Sapphire Scabbard Level 15
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The weapon must have been sheathed in the scabbard
 
The weapon must have been sheathed in the scabbard
 
within the past 24 hours to gain this power.
 
within the past 24 hours to gain this power.
 
Solitaire (Citrine) Level 11
 
Wondrous Item 9,000 gp
 
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
 
  
 
Solitaire (Violet) Level 26
 
Solitaire (Violet) Level 26

Revision as of 14:17, 12 March 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

Later she has learned that she probably is a Foxglove.

Common Name: Foxglove
Latin Name: Digitalis purpurea
Height: to 10 feet!
Sun Light: Will grow in shady areas
Zones: All, Will readily reseed
Colors: Purple, pink and white
Bloom time: Summer
Soil: Not real picky, will grow in anything
Fertilizer: Any common fertilizer will do
Propagation: Seed, you can start them indoors if so inclined but they are so strong you can direct sow with no troubles at all
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 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.

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.

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.

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 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

File:The Owl.png
Harrow card dealt during a recent reading.

common human rogue level 7.

TV Tropes

Traits

Feats

  • Improved Initiative
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade

Powers

  • Deft Strike (M/R)
  • Piercing Strike (M)
  • Sly Flourish (M/R)
  • Fleeting Ghost
  • Positioning strike (M)
  • Setup Strike (M)
  • Ignoble Escape
  • From the Shadows (M/R)
  • Handspring Assault (M)
  • Walking Wounded (M/R)

Next level choices

Stats: Dex, Cha. Feat: Distant Advantage Trait: True Identity

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.
3 Duelist's Dagger PHB p.234 Weapon 680 +1 Daily minor action CA
4 Casque of Tactics Head 840 +1 init. Daily free action Swap init with willing ally.
5 Cape of the Mountebank AV p.149 Neck 1000 +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.
5 Gloves of Agility AV p. 134 Hands 1000 Gain a +1 item bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks).
6 Magic Armor PHB p.230 Armor 1800 +2

Magic Item Wishlist

Level Name Source Slot Notable Effects
7 Vicious Dagger PHB p.236 Weapon +2 +2D12 Crit.
8 Diadem of Acuity Head Gain a +2 item bonus to Insight checks and Perception checks.
9 Boots of Eagerness AV p.126 Feet Encounter, free action gives extra move action.
10 Cape of the Mountebank AV p.149 Neck +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 p. 142 Head Gain a +3 item bonus to Perception checks.
11 Magic Dagger PHB p.235 Weapon +3
11 Magic Cloth PHB p.230 Armor +3
12 Vicious Dagger PHB p.236 Weapon +3 +3D12 Crit.
12 Robe of Eyes AV p.50 Armor +3 +3 Perception You cannot be blinded.

Magic Item Buylist

Plan: Exchange Casque of Tactics for Headband of Perception, exchange Gloves of Agility for Luckbender Gloves and get Boots of Stealth

Level Name Source Slot Notable Effects
1 Eternal Chalk Wondrous Item 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 Boots of Stealth Feet +2 item to Stealth.
5 Pouch of Platinum Wondrous Item 1,000 gp 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 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.
6 Luckbender Gloves Hands Encounter Free Action, Reroll one damage die.


See also