Difference between revisions of "Nell"

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== Statistics ==
 
== Statistics ==
Common human rogue level 10.
+
Common human, rogue, daggermaster, level 11.
  
 
=== TV Tropes ===
 
=== TV Tropes ===
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* [[Traits (4E)#Blue_Blood|Blue Blood]]
 
* [[Traits (4E)#Blue_Blood|Blue Blood]]
 
* [[Traits (4E)#Lackey|Lackey]]
 
* [[Traits (4E)#Lackey|Lackey]]
 +
* [[Traits (4E)#Baron|Baroness]]
 
<!--
 
<!--
 
Planned:
 
Planned:
* [[Traits (4E)#Baron|Baroness]]
 
 
* [[Traits (4E)#Agent|Agent]]
 
* [[Traits (4E)#Agent|Agent]]
 
* [[Traits (4E)#Mistaken Identity|Mistaken Identity]]
 
* [[Traits (4E)#Mistaken Identity|Mistaken Identity]]
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* Distant Advantage
 
* Distant Advantage
 
* Two-Weapon Fighting
 
* Two-Weapon Fighting
 +
 +
* 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)
 +
* Distant Shot (no -2 at long)
 +
 
<!--
 
<!--
 
Interesting:
 
Interesting:
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* Two-Weapon Opening (X-tra attack off-hand if crit)
 
* Two-Weapon Opening (X-tra attack off-hand if crit)
 
* Fleet Footed (+1 speed)
 
* Fleet Footed (+1 speed)
* Danger Sense (roll two dice init and choose), Improved Initiative => Quick Draw
 
 
* Devastating Critical (+1D10 dmg)
 
* Devastating Critical (+1D10 dmg)
* Back to the wall (+1 M attack, dmg and AC)
 
 
* Distant Shot (no -2 at long)
 
* 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)
 +
* Back to the wall (+1 M attack, dmg and AC)
 
* Agile Athlete (roll two dice acro & athlete and choose)
 
* Agile Athlete (roll two dice acro & athlete and choose)
 
* Defensive Advantage (+2AC vs CA)
 
* Defensive Advantage (+2AC vs CA)
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* <span style="color:red;">Ignoble Escape</span> (U)
 
* <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;">Critical Opportunity</span> (M)
 
* Handspring Assault (M)
 
* Handspring Assault (M)
 
* Flashy Riposte (M)
 
* Flashy Riposte (M)
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* Daggermaster's Action (Action point reroll attack or damage)
 
* Daggermaster's Action (Action point reroll attack or damage)
 
* Dagger Precision (crit 18-20)
 
* Dagger Precision (crit 18-20)
* <span style="color:red;">Critical Opportunity</span> (M)
 
 
* +1 all stats
 
* +1 all stats
 
'''Feat'''
 
'''Feat'''
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* Fleet Footed (+1 speed)
 
* Fleet Footed (+1 speed)
 
* Devastating Critical (+1D10 dmg)
 
* 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:'''
* [[Traits (4E)#Baron|Baroness]]
 
 
* Danger Sense (roll two dice init and choose) Improved Initiative => Quick Draw
 
* Danger Sense (roll two dice init and choose) Improved Initiative => Quick Draw
 
* Distant Shot (no -2 at long)
 
* Distant Shot (no -2 at long)
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| 1000
 
| 1000
 
| +1 Acrobatics, Stealth & Dex
 
| +1 Acrobatics, Stealth & Dex
 +
|-
 +
| 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
 
| 7
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| 5000
 
| 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.
 
| +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.
 +
|-
 +
| 13
 +
| Shadowflow Armor
 +
|
 +
| Armor
 +
| 17000
 +
| +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.
 
|}
 
|}
  
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| 360
 
| 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.
 
| 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
 
| 7
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| 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
 
| 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.
 
within 1 hour of its creation disappears.
 +
|-
 +
| 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.
 +
<!--
 
|-
 
|-
 
| 11
 
| 11
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| Power (Encounter ✦ Healing): Free Action. Use this power when you score a critical hit on your turn. You spend a healing surge.
 
| 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
 
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.
 
<!--
 
 
|-
 
|-
 
| 13
 
| 13
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|  
 
|  
 
| Armor
 
| Armor
|  
+
| 21000
 
| +3 Resist 10 radiant Encounter Minor Action. Gain concealment and no AO until end of next turn.
 
| +3 Resist 10 radiant Encounter Minor Action. Gain concealment and no AO until end of next turn.
 
|-
 
|-
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| PH 248
 
| PH 248
 
| Head
 
| Head
|  
+
| 21000
 
| Gain darkvision.
 
| Gain darkvision.
 
|-
 
|-
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| AV 149
 
| AV 149
 
| Neck
 
| 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.
 
| +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.
 
|-
 
|-
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|
 
|
 
| Arms
 
| Arms
 +
| 25000
 
| +2 init, Encounter Free Action Instead of basic attack, attack using a 1st-level at-will attack power.
 
| +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
 
| 16
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| 45000
 
| 45000
 
| +4
 
| +4
|-
 
| 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
 
| 16
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|
 
|
 
| Ring
 
| Ring
 +
| 45000
 
| 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.
 
|-
 
|-
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|  
 
|  
 
| Weapon
 
| Weapon
 +
| 65000
 
| +4 Critical +4D12
 
| +4 Critical +4D12
 
|-
 
|-

Revision as of 09:23, 11 June 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, daggermaster, level 11.

TV Tropes

Traits

Feats

  • Improved Initiative
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade
  • Distant Advantage
  • Two-Weapon Fighting
  • 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)
  • Distant Shot (no -2 at long)


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)

Next level choices

lvl 11:

  • Daggermaster's Action (Action point reroll attack or damage)
  • Dagger Precision (crit 18-20)
  • +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)

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
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 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.
13 Shadowflow Armor Armor 17000 +3 +3 Stealth Encounter Minor Action. Gain concealment until start of 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.
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 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.


See also