Difference between revisions of "Nell"

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== Background ==
 
== Background ==
  
She had recently learned that her real name is Sandeli Foxglove.
+
She have recently learned that her real name is Sandeli Foxglove.
 
+
<!--
 
Common Name: Foxglove<br>
 
Common Name: Foxglove<br>
 
Latin Name: Digitalis purpurea<br>
 
Latin Name: Digitalis purpurea<br>
Line 19: Line 19:
 
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 were killed. She ran away when she was seven years old.
 
Nell thought she was born to poor parents in Magnimar, when in reality she had a bad foster home after her parents were killed. She ran away when she was seven years old.
Line 24: Line 25:
 
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.
Line 34: Line 35:
 
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]].
 
Her story continues in [[Nell's diary|diary]].
  
 
== 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 that a light complexion. She most often has a tan that let you see several slight scars showing 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.
Line 118: Line 119:
 
* Handspring Assault (M)
 
* Handspring Assault (M)
 
* Walking Wounded (M/R)
 
* Walking Wounded (M/R)
 +
* Burst Fire (R)
  
 
=== Next level choices ===
 
=== Next level choices ===
'''Powers lvl 9:'''
 
* Burst Fire (Burst1 10sq Dex vs Ref - 1W+Dex Miss:Half)
 
* Vexing Sting (M/R Dex vs Ref - 3W+Dex -2 to hit save)
 
* Knock Out (M Dex vs Fort - 2W+Dex unconscious save, miss: 1/2dmg dazed)
 
 
* Vexing Escape (M Dex vs AC - 3W+Dex, shift Cha, shift if enemy close)
 
* Into Harm's Way (M Dex vs Will - 2W+Dex slide 2, friend attack)
 
 
 
'''Powers lvl 10:'''
 
'''Powers lvl 10:'''
 
* Shadow Stride (Stealth from cover to cover) Fleeting Ghost -> Double Take (+Cha on perception enc.)
 
* Shadow Stride (Stealth from cover to cover) Fleeting Ghost -> Double Take (+Cha on perception enc.)
 +
* [[Traits (4E)#Lackey|Lackey]]
 
<!--  
 
<!--  
 
Notes for future
 
Notes for future
Line 139: Line 134:
  
 
== Magic Items ==
 
== Magic Items ==
Items of my level or lower are gray.
 
 
{|class="wikitable sortable"
 
{|class="wikitable sortable"
 
!Level!!Name!!Source!!Slot!!Price!!Notable Effects
 
!Level!!Name!!Source!!Slot!!Price!!Notable Effects
|-style="color:gray"
+
|-
 
| 2
 
| 2
 
| Silent Thieve's Tools
 
| Silent Thieve's Tools
Line 149: Line 143:
 
| 520
 
| 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.
 
| 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.
|-style="color:gray"
+
|-
| 5
 
| Cape of the Mountebank
 
| AV 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.
 
|-style="color:gray"
 
| 6
 
| Sandals of Precise Stepping
 
| AV 130
 
| Feet
 
| 1800
 
| Gain a +2 item bonus to Acrobatics, Athletics, and Stealth checks.
 
|-style="color:gray"
 
| 6
 
| Luckbender Gloves
 
| AV 136
 
| Hands
 
| 1800
 
| Encounter Free Action, Reroll one damage die.
 
|-style="color:gray"
 
 
| 7
 
| 7
 
| Robe of Eyes
 
| Robe of Eyes
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| 2600
 
| 2600
 
| +2 +2 Perception You cannot be blinded.
 
| +2 +2 Perception You cannot be blinded.
|-style="color:gray"
+
|-
| 7
 
| Vicious Dagger
 
| PH 236
 
| Weapon
 
| 2600
 
| +2 +2D12 Crit.
 
|-style="color:gray"
 
 
| 8
 
| 8
 
| Duelist's Dagger
 
| Duelist's Dagger
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| 4200
 
| 4200
 
| Encounter, free action gives extra move action.
 
| Encounter, free action gives extra move action.
 +
|-
 +
| 10
 +
| Footpad's Friend Dagger
 +
|
 +
| Weapon
 +
| 5000
 +
| +2 +Dex dmg
 +
|-
 +
| 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.
 
|}
 
|}
  
 
== Magic Item Wishlist ==
 
== Magic Item Wishlist ==
Items not gray are preferred.
+
Plan: Headband of Perception, Shadowflow Armor, Boots of Eagerness, Luckbender Gloves
 
{|class="wikitable sortable"
 
{|class="wikitable sortable"
 
!Level!!Name!!Source!!Slot!!Notable Effects
 
!Level!!Name!!Source!!Slot!!Notable Effects
 
|-
 
|-
| 10
+
| 1
| Cape of the Mountebank
+
| Eternal Chalk
| AV 149
+
|
| Neck
+
| Wondrous Item
| +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.
+
| 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.
 +
|-
 +
| 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.
 +
|-
 +
| 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
 +
| Starlight Goggles
 +
|
 +
| Head
 +
| Gain low-light vision.
 +
|-
 +
| 8
 +
| Bracers of Bold Maneuvering
 +
| AV 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
 
|-
 
|-
 
| 11
 
| 11
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| Armor
 
| Armor
 
| +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.
 
| +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.
 +
<!--
 +
|-
 +
| 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
 
| 14
Line 246: Line 293:
 
| Neck
 
| Neck
 
| +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.
 
| +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
 +
| +2 init, Encounter Free Action Instead of basic attack, attack using a 1st-level at-will attack power.
 
|-
 
|-
 
| 16
 
| 16
Line 265: Line 318:
 
| 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.
 
| 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
Line 296: Line 348:
 
| Weapon
 
| Weapon
 
| +4 Daily minor action regain encounter power
 
| +4 Daily minor action regain encounter power
 +
|-
 +
| 21
 +
| Lightstep Slippers
 +
|  AV
 +
| Feet
 +
| Gain a +5 item bonus to Stealth checks. Also, you do not activate traps or hazards triggered by stepping into a particular square, nor can you be detected by tremorsense.
 +
|-
 +
| 22
 +
| Boots of Balance
 +
|
 +
| Feet
 +
| +5 item bonus to Acrobatics checks.
 +
| Daily Free Action. Reroll an Acrobatics check you just made
 
|-
 
|-
 
| 23
 
| 23
Line 314: Line 379:
 
| Weapon
 
| Weapon
 
| +6 Daily minor action CA
 
| +6 Daily minor action CA
-->
 
|}
 
 
== Magic Item Buylist ==
 
Plan: Headband of Perception, Shadowflow Armor, Boots of Eagerness, Luckbender Gloves
 
{|class="wikitable sortable"
 
!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.
 
|-
 
| 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.
 
|-
 
| 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
 
| Starlight Goggles
 
|
 
| Head
 
| Gain low-light vision.
 
|-
 
| 8
 
| Bracers of Bold Maneuvering
 
| AV 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
 
 
-->
 
-->
 
|}
 
|}

Revision as of 14:24, 5 May 2009

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

Background

She have 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 were killed. 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 a judge called 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 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 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 level 9.

TV Tropes

Traits

Feats

  • Improved Initiative
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade / Weapon Expertise (Light Blade)
  • Distant Advantage

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)
  • Burst Fire (R)

Next level choices

Powers lvl 10:

  • Shadow Stride (Stealth from cover to cover) Fleeting Ghost -> Double Take (+Cha on perception enc.)
  • Lackey

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.
7 Robe of Eyes AV 50 Armor 2600 +2 +2 Perception You cannot be blinded.
8 Duelist's Dagger PH 234 Weapon 3400 +2 Daily minor action CA
9 Boots of Eagerness AV 126 Feet 4200 Encounter, free action gives extra move action.
10 Footpad's Friend Dagger Weapon 5000 +2 +Dex dmg
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.

Magic Item Wishlist

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

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.
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.
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 Starlight Goggles Head Gain low-light vision.
8 Bracers of Bold Maneuvering AV 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

11 Headband of Perception AV 142 Head Gain a +3 item bonus to Perception checks.
12 Vicious Dagger PH 236 Weapon +3 +3D12 Crit.
13 Shadowflow Armor Armor +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.


See also