Difference between revisions of "Nell"

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{{Rise of the Runelords}}
 
{{Rise of the Runelords}}
 
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Nell is just learning how to read and write and write this [[Nells diary (Runelords)|diary]] as an exercise.
 
 
 
[[Image:Nell 1.jpg|thumb|left|Nell.]]
 
[[Image:Nell 1.jpg|thumb|left|Nell.]]
{{TOCright|limit=2}}
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{{TOCright}}
  
 
== Background ==
 
== 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 learned that her real name is Sandeli Foxglove when she met her brother but only after he had been turned into a ghoul.
 +
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Common Name: Foxglove<br>
 +
Latin Name: Digitalis purpurea<br>
 +
Height: to 10 feet!<br>
 +
Sun Light: Will grow in shady areas<br>
 +
Zones: All, Will readily reseed<br>
 +
Colors: Purple, pink and white<br>
 +
Bloom time: Summer<br>
 +
Soil: Not real picky, will grow in anything<br>
 +
Fertilizer: Any common fertilizer will do<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.
 +
-->
 +
 
 +
Nell thought she was born to poor parents in Magnimar, when in reality she had a bad foster home after her parents killed each other as a result of a haunting. 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 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.
  
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.
+
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.
  
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 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 Justice 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.
  
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.
+
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.  
  
== Description ==
+
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.
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.
+
Her story continues in [[Nell's diary|diary]].
  
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.
+
She is writing plays of her adventures. Thoughts of their format is gathered here [[Family Secrets]]
  
== Statistics ==
+
== Description ==
common human rogue level 3.<br>
+
Nell is a rather small human of mixed origin. She has dark 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.
  
===Feats===
+
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.
Quick Draw, Skill Focus (Perception), Two Weapon Defense<br>
 
  
===Talents===
+
She smiles a lot which shows her dimples and flirts with most men she meets. She used to be troubled, hiding it behind the smile, but since she faced her demons, or rather defeated Ironbriar once for all, her mind seams lighter and her troubles are of a more mundane nature, like what to do about the latest rat problem in Turtleback Ferry.
Cute, Drifter, Perfect Recall, Gold digger<br>
 
  
===Powers===
+
== Statistics ==
Deft Strike (M/R), Piercing Strike (M), Sly Flourish (M/R), Fleeting Ghost, Positioning strike (M), Setup Strike (M), Handspring Assault (M)
+
[[Common_(Greyhawk_4E)|Common]] human, rogue, [[Daggermaster_(4E)|daggermaster]], demigod, level 28.
 
 
===Next level choices===
 
'''Stats:''' Dex, Cha.<br>
 
'''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)<br>
 
'''Powers lvl 6:''' Ignoble Escape (end marked and shift move), Slippery Mind (+2 Will after hit)<br>
 
'''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)<br>
 
'''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), <br>
 
'''Powers lvl 10:''' Combat Tumbleset (shift move)<br>
 
'''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 ==
 
{|class="wikitable sortable"
 
!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.
 
|-
 
| 15
 
| Vicious Dagger
 
|
 
| Weapon
 
| +4 Critical +4D12
 
|-
 
| 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 ==
 
{|class="wikitable sortable"
 
!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
+
=== TV Tropes ===
This simple golden ring bears Elven runes etched lightly across its
+
<!-- * [[tvtropes:GoldDigger|Gold Digger]] Used to be before she got her own money. -->
surface.
+
* [[tvtropes:FemmeFatale|Femme Fatale]]
Item Slot: Ring 85,000 gp
+
* [[tvtropes:LoveableRogue|Loveable Rogue]]
Property: Gain a +2 item bonus to Stealth checks.
+
* [[tvtropes:BewareTheNiceOnes|Beware The Nice Ones]]
Power (Daily ✦ Illusion): Standard Action. Become invisible
+
* [[tvtropes:BadassLolita|Badass Lolita]]
until the end of your next turn.
+
* [[tvtropes:SheFu|She Fu]]
If you’ve reached at least one milestone today, using this
+
* [[tvtropes:BigEater|Big Eater]]
power requires only a minor action.
+
* [[tvtropes:HomelessHero|Homeless Hero]]
 +
* [[tvtropes:DarkAndTroubledPast|Dark And Troubled Past]]
 +
* [[tvtropes:BadassNormal|Badass Normal]]
 +
<!--
 +
New-rich white trash
 +
-->
  
Ring of True Seeing Level 19
+
=== Traits===
This gold band sports a white pearl that appears like an eye upon
+
* [[Traits (4E)#Cute|Cute]]
your finger.
+
* [[Traits (4E)#Drifter|Drifter]]
Item Slot: Ring 105,000 gp
+
* [[Traits (4E)#Perfect Recall|Perfect Recall]]
Property: Gain a +2 item bonus to Perception checks.
+
<!--* [[Traits (4E)#Gold digger|Gold digger]] Used to be, but now she has her own money. -->
Power (Daily): Minor Action. Until the end of your turn,
+
* [[Traits (4E)#Nemesis|Nemesis]] ([[Characters (Runelords)#Justice Ironbriar|Justice Ironbriar]])
you can see invisible creatures as if they were visible. You
+
* [[Traits (4E)#Insider|Insider]]
also ignore the attack penalty for concealment or total
+
* [[Traits (4E)#Blue_Blood|Blue Blood]]
concealment.
+
* [[Traits (4E)#Lackey|Lackey]] ([[Characters (Runelords)#Kaven Windstrike|Kaven Windstrike]])
If you’ve reached at least one milestone today, this lasts
+
* [[Traits (4E)#Baron|Baroness]]
until the end of your next turn instead.
+
* [[Traits (4E)#Agent|Agent]] ([[Characters (Runelords)#Mayor Maelin Shreed|Maelin Shreed]])
 +
* [[Traits (4E)#Orator|Orator]]
 +
* [[Traits (4E)#Secret Identity|Secret Identity]] (Nell vs Sandeli Foxglove)
 +
* [[Talents (4E)#Writer|Author]]
 +
* [[Traits (4E)#Epic Adventurer|Epic Adventurer]] (Sandeli Foxglove)
 +
* [[Traits (4E)#Patron of the Arts|Patron of the Arts]] (Food)
 +
* [[Traits (4E)#Patron of the Arts|Patron of the Arts]] (Theater)
 +
* [[Traits (4E)#Army|Army]] (Rangers at Fort Rannick)
 +
* [[Traits (4E)#Followers|Followers]]
  
---
+
=== Feats ===
 +
* Quick Draw
 +
* Skill Focus (Perception)
 +
* Slaying Action <!-- Utbytbar -->
 +
* Backstabber
 +
* Nimble Blade
 +
* Distant Advantage
 +
* Superior Initiative
 +
* Fleet Footed
 +
* Devastating Critical
 +
* Point-Blank Shot
 +
* Combat Anticipation
 +
* Skill Focus (Stealth)
 +
* Disciple of Divine Wrath
 +
* Unfettered Stride
 +
* Versatile Rogue (Cunning Sneak)
 +
* Danger Sense
 +
* Unerring Ambush
 +
* Mounted Combat
 +
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 +
* Long Step (Shift +1)
 +
-->
  
Bag of Holding Level 5
+
=== Powers ===
This item appears to be a simple sack of brown canvas.
+
* <span style="color:green;">Deft Strike</span> (M/R)
Wondrous Item 1,000 gp
+
* <span style="color:green;">Piercing Strike</span> (M)
Property: This bag can hold up to 200 pounds in weight or
+
* <span style="color:green;">Sly Flourish</span> (M/R)
20 cubic feet in volume, but it always weighs only 1 pound.
+
* <span style="color:red;">From the Shadows</span> (M/R)
Drawing an item from a bag of holding is a minor action.
+
* <span style="color:red;">Critical Opportunity</span> (M/R)
 +
* <span style="color:red;">Tumbling Strike</span> (M)
 +
* <span style="color:red;">Crack Shot</span> (B1)
 +
* Arm and Edge (U)
 +
* <span style="color:red;">Anticipate Attack</span> (U)
 +
* <span style="color:red;">Ignoble Escape</span> (U)
 +
* <span style="color:red;">Dazzling Acrobatics</span> (U)
 +
* Feinting Flurry (M/R)
 +
* Bloody Path
 +
* Deep Dagger Wound (M/R)
 +
* Magnetic Shot (M/R)
 +
* Meditation of the Blade (U)
 +
* Close Quarters (U)
  
Dust of Appearance Level 13
+
* Daggermaster's Action
This plain pouch holds a single handful of sparkling dust, which
+
* Daggermaster's Advantage
it periodically renews.
+
* Daggermaster's Precision
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 ==
 
== See also ==
* [[Nell's diary (Runelords)|Nell's diary]]
+
* [[Nell's diary]]
 +
* [[Family Secrets]]
  
 
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{{Rise of the Runelords navbox}}
 
{{Rise of the Runelords navbox}}

Latest revision as of 13:37, 3 June 2010

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

Background

She learned that her real name is Sandeli Foxglove when she met her brother but only after he had been turned into a ghoul.

Nell thought she was born to poor parents in Magnimar, when in reality she had a bad foster home after her parents killed each other as a result of a haunting. 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 Justice 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.

She is writing plays of her adventures. Thoughts of their format is gathered here Family Secrets

Description

Nell is a rather small human of mixed origin. She has dark 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. She used to be troubled, hiding it behind the smile, but since she faced her demons, or rather defeated Ironbriar once for all, her mind seams lighter and her troubles are of a more mundane nature, like what to do about the latest rat problem in Turtleback Ferry.

Statistics

Common human, rogue, daggermaster, demigod, level 28.

TV Tropes

Traits

Feats

  • Quick Draw
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade
  • Distant Advantage
  • Superior Initiative
  • Fleet Footed
  • Devastating Critical
  • Point-Blank Shot
  • Combat Anticipation
  • Skill Focus (Stealth)
  • Disciple of Divine Wrath
  • Unfettered Stride
  • Versatile Rogue (Cunning Sneak)
  • Danger Sense
  • Unerring Ambush
  • Mounted Combat

Powers

  • Deft Strike (M/R)
  • Piercing Strike (M)
  • Sly Flourish (M/R)
  • From the Shadows (M/R)
  • Critical Opportunity (M/R)
  • Tumbling Strike (M)
  • Crack Shot (B1)
  • Arm and Edge (U)
  • Anticipate Attack (U)
  • Ignoble Escape (U)
  • Dazzling Acrobatics (U)
  • Feinting Flurry (M/R)
  • Bloody Path
  • Deep Dagger Wound (M/R)
  • Magnetic Shot (M/R)
  • Meditation of the Blade (U)
  • Close Quarters (U)
  • Daggermaster's Action
  • Daggermaster's Advantage
  • Daggermaster's Precision

See also