Difference between revisions of "Nell"

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* [[Traits (4E)#Insider|Insider]]
 
* [[Traits (4E)#Insider|Insider]]
 
* [[Traits (4E)#Blue_Blood|Blue Blood]]
 
* [[Traits (4E)#Blue_Blood|Blue Blood]]
 +
* [[Traits (4E)#Lackey|Lackey]]
 
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<!--
 
Planned:
 
Planned:
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* Nimble Blade
 
* Nimble Blade
 
* Distant Advantage
 
* Distant Advantage
 +
* Two-Weapon Fighting
 
<!--
 
<!--
 
Interesting:
 
Interesting:
* Two-Weapon Fighting (+1 dmg)
 
 
* Two-Weapon Defense (+1 AC & Ref)
 
* Two-Weapon Defense (+1 AC & Ref)
  
 
Paragon Feats:
 
Paragon Feats:
* Agile Athlete (roll two dice acro & athlete and choose)
+
* Danger Sense (roll two dice init and choose), Improved Initiative => Quick Draw
 
* Back to the wall (+1 M attack, dmg and AC)
 
* Back to the wall (+1 M attack, dmg and AC)
 +
* Two-Weapon Opening (X-tra attack off-hand if crit)
 +
* Fleet Footed (+1 speed)
 +
* Devastating Critical (+1D10 dmg)
 +
* Distant Shot (no -2 at long)
 
* Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close)
 
* Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close)
* Danger Sense (roll two dice init and choose)
+
* Agile Athlete (roll two dice acro & athlete and choose)
 
* Defensive Advantage (+2AC vs CA)
 
* Defensive Advantage (+2AC vs CA)
* Devastating Critical (+1D10 dmg)
 
* Distant Shot (no -2 at long)
 
* Fleet Footed (+1 speed)
 
* Two-Weapon Opening (X-tra attack off-hand if crit)
 
  
 
Epic Feats:
 
Epic Feats:
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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:green;">Fleeting Ghost</span> (U)
 
* <span style="color:red;">Positioning strike</span> (M)
 
* <span style="color:red;">Positioning strike</span> (M)
 
* <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> (U)
 
* <span style="color:red;">From the Shadows</span> (M/R)
 
* <span style="color:red;">From the Shadows</span> (M/R)
 +
* <span style="color:red;">Slippery Mind</span> (U)
 
* Handspring Assault (M)
 
* Handspring Assault (M)
 
* Flashy Riposte (M)
 
* Flashy Riposte (M)
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=== Next level choices ===
 
=== Next level choices ===
* Shadow Stride (Stealth from cover to cover) Fleeting Ghost -> Double Take (+Cha on perception enc.)
+
'''lvl 11:'''
* [[Traits (4E)#Lackey|Lackey]]
+
* Daggermaster's Action (Action point reroll attack or damage)
* Action Surge (+3 to hit with action point)
+
* Dagger Precision (crit 18-20)
* Defensive Mobility (+2AC vs AO)
+
* <span style="color:red;">Critical Opportunity</span> (U)
* Two-Weapon Fighting
+
* +1 all stats
 +
'''Feat'''
 +
* Danger Sense (roll two dice init and choose), Improved Initiative => Quick Draw
 +
* Two-Weapon Opening (X-tra attack off-hand if crit)
 +
* Fleet Footed (+1 speed)
 +
* Devastating Critical (+1D10 dmg)
 +
* Back to the wall (+1 M attack, dmg and AC)
 
<!--  
 
<!--  
 
Notes for future
 
Notes for future
 
'''Feats lvl 12:'''
 
'''Feats lvl 12:'''
* Danger Sense (roll two dice init and choose)
+
* Danger Sense (roll two dice init and choose) Improved Initiative => Quick Draw
 
* Distant Shot (no -2 at long)
 
* Distant Shot (no -2 at long)
 
* Fleet Footed (+1 speed)
 
* Fleet Footed (+1 speed)
 
* Devastating Critical (+1D10 dmg)
 
* Devastating Critical (+1D10 dmg)
 
'''Powers lvl 13:'''
 
'''Powers lvl 13:'''
* Tornado Strike (M/R Dex vs AC - 2W+Dex, slide 1+Cha, Move 3sq)
+
* Tornado Strike (M/R 2 attacks 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)
 
* 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)
 
* Skip Shot (R Dex vs Ref - 2W+Dex + another enemy within 3sq take Dex)
 +
'''Powers lvl 15:'''
 +
* Bloody Path (All AO against themseves)
 +
'''Powers lvl 16:'''
 +
* Hide In Plain Sight
 +
'''Powers lvl 17:'''
 +
* Escape Artist's Gambit (M Dex vs AC - 2W+Dex, shift 1+Dex ends immobilized, slowed, grabbed)
 +
* Guerrilla Blitz (M/R move speed Dex vs AC - 2W+Dex, +1/2move to AC&Ref)
 +
* Hounding strike (M/R Dex vs Will - 3W+Dex, CA until end of next turn, +Cha to attack)
 +
'''Powers lvl 19:'''
 +
* Marked Beating (M/R Dex vs Ref - 5W+Dex, daze, -2 all defenses save ends)
 +
* Feinting Flurry (M/R Dex vs Will - 5W+Dex, Eff: until end of next turn all defenses -Cha Sustain)
 +
* Snake's Retreat (M/R Dex vs AC - 6W+Dex, Eff: When target melee or ranged, shift as interrupt, save ends)
 +
'''Powers lvl 22:'''
 +
* Dazzling Acrobatics (shift 2x move climb at full speed, +4AC)
 +
'''Powers lvl 23:'''
 +
* Crack Shot (B1 10sq Dex vs AC - 3W+Dex, prone)
 +
* Collapsing Riposte (IR at miss, M Dex vs AC - 3W+Dex prone & daze)
 
-->
 
-->
  

Revision as of 14:42, 30 May 2009

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

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 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 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 level 9.

TV Tropes

Traits

Feats

  • Improved Initiative
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade
  • Distant Advantage
  • Two-Weapon Fighting

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)
  • Slippery Mind (U)
  • Handspring Assault (M)
  • Flashy Riposte (M)
  • Burst Fire (R)

Next level choices

lvl 11:

  • Daggermaster's Action (Action point reroll attack or damage)
  • Dagger Precision (crit 18-20)
  • Critical Opportunity (U)
  • +1 all stats

Feat

  • Danger Sense (roll two dice init and choose), Improved Initiative => Quick Draw
  • Two-Weapon Opening (X-tra attack off-hand if crit)
  • Fleet Footed (+1 speed)
  • Devastating Critical (+1D10 dmg)
  • Back to the wall (+1 M attack, dmg and AC)

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 Gloves of Agility AV 134 Hands 1000 +1 Acrobatics, Stealth & Dex
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
8 Bracers of Bold Maneuvering AV 115 Arms 3400 Encounter +4 AC vs AoO until end of next turn.
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, 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.
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.
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 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 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

11 Headband of Perception AV 142 Head 9000 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