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.]]
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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.
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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>
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Latin Name: Digitalis purpurea<br>
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Height: to 10 feet!<br>
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Sun Light: Will grow in shady areas<br>
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Zones: All, Will readily reseed<br>
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Colors: Purple, pink and white<br>
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Bloom time: Summer<br>
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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.
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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.
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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.
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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.
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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.
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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 ==
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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.
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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.
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She is writing plays of her adventures. Thoughts of their format is gathered here [[Family Secrets]]
  
== Statistics ==
+
== Description ==
common human rogue level 3.<br>
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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===
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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===
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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)
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[[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
 
|-
 
| 19
 
| Battlemasters's Dagger
 
|
 
| Weapon
 
| +4 Daily minor action regain encounter power
 
|-
 
| 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
 
 
 
---
 
 
 
Chameleon Ring Level 16
 
This lizard skin band is barely visible against your skin and
 
makes you equally hard to discern.
 
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
 
This wearer of this ivory ring sees the faces of others as potential
 
disguises.
 
Item Slot: Ring 85,000 gp
 
Property: You gain a +2 item bonus to Insight checks.
 
Power (Daily ✦ Illusion): Standard Action. You assume the
 
exact appearance of an adjacent humanoid creature. You
 
also gain the creature’s mannerisms, voice, and speech
 
patterns. This effect lasts for 1 hour or until you dismiss it
 
(a free action). You gain a +5 power bonus to Bluff checks
 
to pass yourself off as the creature you’re imitating.
 
If you’ve reached at least one milestone today, the effect
 
lasts for one day and you can use a standard action to
 
recall the effect after dismissing it.
 
 
 
Premonition Ring Level 15
 
With this dark obsidian ring on your finger, you act quickly
 
when faced with danger.
 
Item Slot: Ring 25,000 gp
 
Property: Gain a +2 item bonus to initiative and 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.
 
 
 
Ring of Fey Travel Level 22
 
Wearing this shimmering feywood ring, you move with otherworldly
 
speed, seemingly out of phase at times.
 
Item Slot: Ring 325,000 gp
 
Property: Gain a +1 item bonus to speed while wearing
 
light armor or no armor.
 
Power (Daily ✦ Teleportation): Minor Action. Teleport
 
your speed.
 
If you’ve reached at least one milestone today, this power
 
lasts until the end of your next turn
 
 
 
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
 
This simple golden ring bears Elven runes etched lightly across its
 
surface.
 
Item Slot: Ring 85,000 gp
 
Property: Gain a +2 item bonus to Stealth checks.
 
Power (Daily ✦ Illusion): Standard Action. Become invisible
 
until the end of your next turn.
 
If you’ve reached at least one milestone today, using this
 
power requires only a minor action.
 
 
 
Ring of Tenacious Will Level 21
 
Striped with platinum and amber, this band allows you to survive
 
on force of personality rather than toughness of body.
 
Item Slot: Ring 225,000 gp
 
Property: Use Charisma instead of Constitution to
 
determine the number of healing surges you possess.
 
Power (Daily ✦ Healing): No Action. Use this power when
 
you would be reduced to 0 hit points or fewer. You are
 
reduced to 1 hit point instead.
 
If you’ve reached at least one milestone today, you also
 
regain a number of hit points equal to your level.
 
 
 
Ring of True Seeing Level 19
 
This gold band sports a white pearl that appears like an eye upon
 
your finger.
 
Item Slot: Ring 105,000 gp
 
Property: Gain a +2 item bonus to Perception checks.
 
Power (Daily): Minor Action. Until the end of your turn,
 
you can see invisible creatures as if they were visible. You
 
also ignore the attack penalty for concealment or total
 
concealment.
 
If you’ve reached at least one milestone today, this lasts
 
until the end of your next turn instead.
 
 
 
Shadow Band Level 27
 
This smoky obsidian ring envelops you in shadows, making you
 
difficult to discern.
 
Item Slot: Ring 1,625,000 gp
 
Property: Gain concealment.
 
Power (Daily): Minor Action. Gain total concealment until
 
the end of your next turn.
 
If you’ve reached at least one milestone today, this
 
benefit lasts until the end of the encounter.
 
 
 
War Ring Level 16
 
This steel band, emblazoned with a stylized sword, makes your
 
attacks even more lethal.
 
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.
 
 
 
---
 
 
 
Belt of Recovery Level 7
 
When you suffer a telling blow, this belt bolsters your defenses,
 
giving you a moment to recover.
 
Item Slot: Waist 2,600 gp
 
Property: When a critical hit is scored against you, gain a +2
 
item bonus to AC until the end of your next turn.
 
 
 
Contortionist’s Cord Level 7
 
This extremely flexible snakeskin binding allows you to quickly
 
squeeze through even the tightest spots.
 
Item Slot: Waist 2,600 gp
 
Property: While squeezing, you move at full speed and do
 
not take penalties to attack rolls, but you still grant combat
 
advantage.
 
 
 
Dynamic Belt Level 9+
 
This intricately woven mesh belt improves your acrobatics and
 
athletics skills.
 
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
 
Lvl 19 105,000 gp
 
Item Slot: Waist
 
Property: Gain a +2 item bonus to Acrobatics checks and
 
Athletics checks.
 
Level 19: +4 item bonus.
 
Level 29: +6 item bonus.
 
Power (Daily): Free Action. Reroll an Acrobatics check or an
 
Athletics check you just rolled. Use the new result.
 
 
 
Rogue’s Belt Level 11
 
No one can hold you, no chains can restrain you, and no bars
 
can contain you while you wear this slick belt.
 
Item Slot: Waist 9,000 gp
 
Property: You can attempt to escape a grab or restraints as a
 
minor action.
 
 
 
Survivor’s Belt Level 11
 
This belt gives you the ability to stabilize even when near death.
 
Item Slot: Waist 9,000 gp
 
Property: You roll two death saving throws, taking the
 
higher result.
 
 
 
---
 
 
 
Bag of Holding Level 5
 
This item appears to be a simple sack of brown canvas.
 
Wondrous Item 1,000 gp
 
Property: 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.
 
 
 
Charm of Abundant Action Level 28
 
This plain metal charm allows you to outrun or outfight your
 
foes.
 
Wondrous Item 2,125,000 gp
 
Power (Encounter): Free Action. Use this power on your
 
turn to spend an action point (assuming you have one
 
available). You can spend the action point even if you
 
spent an action point earlier in the encounter. You must
 
be holding the charm when you spend the second action
 
point.
 
 
 
Diamond Scabbard Level 25
 
A blade drawn from this diamond-studded scabbard is granted
 
an incomparable magical edge.
 
Wondrous Item 625,000 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 +5 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.
 
 
 
Dust of Appearance Level 13
 
This plain pouch holds a single handful of sparkling dust, which
 
it periodically renews.
 
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.
 
 
 
Endless Canteen Level 9
 
This mundane-looking canteen pours forth water in a seemingly
 
limitless stream.
 
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
 
This everburning candle creates a dim corona of light that helps
 
conceal you from foes.
 
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.
 
 
 
Eternal Chalk Level 1
 
Vandals, scholars, and explorers alike appreciate the magical
 
longevity of this short stick of chalk.
 
Wondrous Item 360 gp
 
Property: 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.
 
 
 
Flying Hook Level 15
 
This grappling hook flies through the air and can latch onto
 
almost anything.
 
Wondrous Item 25,000 gp
 
Power (At-Will): Minor Action. You command the flying
 
hook to fly 10 squares (up to a maximum distance of 20
 
squares from you) and magically latch onto the surface
 
of any unattended object in your line of sight. Once
 
secured, the flying hook extends a thin rope back to your
 
hands. The rope can be climbed with an Athletics check,
 
or it can be used to pull the object toward you with a
 
Strength check. The hook and rope can support up to
 
3,000 pounds before the hook detaches from the surface.
 
The rope cannot be tied or knotted in any way, nor can it
 
be used to attack or affect a creature.
 
Power (At-Will): Minor Action. On your command, the
 
hook detaches from a surface and returns to your hand.
 
This causes the rope to retract.
 
 
 
Foe Stone Level 12
 
This lodestone is set into a chain, and when aimed toward an
 
enemy, it grants you understanding of your foes’ weaknesses.
 
Wondrous Item 13,000 gp
 
Power (At-Will): Minor Action. Choose one creature you
 
can see. You learn all the target’s vulnerabilities, as well
 
as which of its defenses is lowest.
 
 
 
Gem of Auditory Recollection Level 16
 
This rough-cut quartz gemstone echoes with faint voices when
 
held to the ear.
 
Wondrous Item 45,000 gp
 
Power (At-Will): Standard Action. Use this power to
 
record all words spoken by one creature within 20
 
squares of you. You can end the transcription as a free
 
action. The gem can record 12 hours of speech before
 
becoming full.
 
Power (At-Will): Standard Action. Use this power to make
 
the gem repeat a section of recorded text aloud in the
 
exact voice and language of the original speaker. The gem
 
continues its recitation until the section is finished or
 
until you use a free action to stop it.
 
Power (At-Will): Standard Action. Erase all speech
 
recorded by the gem.
 
 
 
Pouch of Platinum Level 5
 
This platinum-embossed leather pouch can convert gems and
 
coins into platinum pieces.
 
Wondrous Item 1,000 gp
 
Property: 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.
 
 
 
Ruby Scabbard Level 5
 
Blood-red rubies adorn this scabbard, their magic granting your
 
blade an extra edge.
 
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
 
This scabbard bears a matched pair of azure sapphires whose
 
magic imbues your blade with deadly sharpness.
 
Wondrous Item 25,000 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 +3 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.
 
 
 
Silent Tool Level 2
 
This mundane-looking tool muffles the noise you make while
 
you work.
 
Wondrous Item 520 gp
 
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. Any individual mundane
 
tool—a woodcutter’s axe, a crowbar, a grappling hook,
 
a hammer, a shovel, and so on—can be made silent. For
 
example, a silent crowbar could aid attempts to open a
 
locked door without alerting the sleeping monster on the
 
other side, while a silent grappling hook has less chance of
 
being heard by nearby guards.
 
This property can be applied only to mundane tools. It
 
cannot be placed on weapons, clothing, jewelry, or other
 
mundane objects.
 
 
 
Solitaire (Citrine) Level 11
 
This irregular yellow crystal channels healing power to you in
 
battle.
 
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
+
=== TV Tropes ===
This jagged purple crystal lets you follow up on a successful
+
<!-- * [[tvtropes:GoldDigger|Gold Digger]] Used to be before she got her own money. -->
attack.
+
* [[tvtropes:FemmeFatale|Femme Fatale]]
Wondrous Item 1,125,000 gp
+
* [[tvtropes:LoveableRogue|Loveable Rogue]]
Power (Encounter): Free Action. Use this power when
+
* [[tvtropes:BewareTheNiceOnes|Beware The Nice Ones]]
you score a critical hit on your turn. Gain 1 action point,
+
* [[tvtropes:BadassLolita|Badass Lolita]]
which you must spend before the end of your turn. This
+
* [[tvtropes:SheFu|She Fu]]
does not count against the normal limit of spending an
+
* [[tvtropes:BigEater|Big Eater]]
action point no more than once per encounter.
+
* [[tvtropes:HomelessHero|Homeless Hero]]
Special: You cannot use more than one solitaire in an
+
* [[tvtropes:DarkAndTroubledPast|Dark And Troubled Past]]
encounter.
+
* [[tvtropes:BadassNormal|Badass Normal]]
 +
<!--
 +
New-rich white trash
 +
-->
  
Spymaster’s Quill Level 10
+
=== Traits===
This ornate quill pen can magically record and reproduce any
+
* [[Traits (4E)#Cute|Cute]]
text or illustration.
+
* [[Traits (4E)#Drifter|Drifter]]
Wondrous Item 5,000 gp
+
* [[Traits (4E)#Perfect Recall|Perfect Recall]]
Power (At-Will): Standard Action. Pass the spymaster’s quill
+
<!--* [[Traits (4E)#Gold digger|Gold digger]] Used to be, but now she has her own money. -->
over an amount of text or an illustration equivalent to
+
* [[Traits (4E)#Nemesis|Nemesis]] ([[Characters (Runelords)#Justice Ironbriar|Justice Ironbriar]])
a single parchment page. The image or text is magically
+
* [[Traits (4E)#Insider|Insider]]
recorded for later reproduction. Recording another page
+
* [[Traits (4E)#Blue_Blood|Blue Blood]]
with the quill erases the page already recorded.
+
* [[Traits (4E)#Lackey|Lackey]] ([[Characters (Runelords)#Kaven Windstrike|Kaven Windstrike]])
Power (At-Will): Standard Action. You point the spymaster’s
+
* [[Traits (4E)#Baron|Baroness]]
quill at a sheet of parchment or paper and mentally
+
* [[Traits (4E)#Agent|Agent]] ([[Characters (Runelords)#Mayor Maelin Shreed|Maelin Shreed]])
command it to reproduce the illustration or text recorded
+
* [[Traits (4E)#Orator|Orator]]
within it. No matter what the medium of the original
+
* [[Traits (4E)#Secret Identity|Secret Identity]] (Nell vs Sandeli Foxglove)
(charcoal on paper, runes scribed in stone, and so on), the
+
* [[Talents (4E)#Writer|Author]]
reproduction is rendered in normal ink.
+
* [[Traits (4E)#Epic Adventurer|Epic Adventurer]] (Sandeli Foxglove)
Special: The reproduction created by the quill is of perfect
+
* [[Traits (4E)#Patron of the Arts|Patron of the Arts]] (Food)
quality, but the quill cannot record magical properties. For
+
* [[Traits (4E)#Patron of the Arts|Patron of the Arts]] (Theater)
example, you cannot perform a ritual from a ritual scroll
+
* [[Traits (4E)#Army|Army]] (Rangers at Fort Rannick)
recorded and copied by the spymaster’s quill, nor can the
+
* [[Traits (4E)#Followers|Followers]]
quill copy powers or rituals from a wizard’s spellbook.
 
  
Unfettered Thieves’ Tools Level 11
+
=== Feats ===
The picks, keys, tweezers, and tongs that comprise this set of
+
* Quick Draw
thieves’ tools move through the air and operate under your
+
* Skill Focus (Perception)
mental command.
+
* Slaying Action <!-- Utbytbar -->
Wondrous Item 9,000 gp
+
* Backstabber
Property: Like a normal set of thieves’ tools, unfettered
+
* Nimble Blade
thieves’ tools grant a +2 bonus to Thievery checks made to
+
* Distant Advantage
open locks or disable traps.
+
* Superior Initiative
Power (Daily): As part of the action required to make a
+
* Fleet Footed
Thievery check, you can make the check on an object
+
* Devastating Critical
up to 5 squares away. You must have line of sight to the
+
* Point-Blank Shot
object.
+
* Combat Anticipation
 +
* Skill Focus (Stealth)
 +
* Disciple of Divine Wrath
 +
* Unfettered Stride
 +
* Versatile Rogue (Cunning Sneak)
 +
* Danger Sense
 +
* Unerring Ambush
 +
* Mounted Combat
 +
<!--
 +
* Long Step (Shift +1)
 +
-->
  
---
+
=== Powers ===
 +
* <span style="color:green;">Deft Strike</span> (M/R)
 +
* <span style="color:green;">Piercing Strike</span> (M)
 +
* <span style="color:green;">Sly Flourish</span> (M/R)
 +
* <span style="color:red;">From the Shadows</span> (M/R)
 +
* <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)
  
Nail of Sealing Level 4
+
* Daggermaster's Action
This thick iron nail is adorned with warding symbols and can
+
* Daggermaster's Advantage
hold shut any portal or container.
+
* Daggermaster's Precision
Other Consumable 40 gp
 
Power (Consumable): Standard Action. When you push
 
this nail into a door, chest, or other closeable object, it
 
magically sinks into the material of that object and seals
 
it shut. Treat this as if you had used an Arcane Lock ritual
 
with an Arcana check result of 25.
 
Special: You can use this item in place of the required
 
component cost for an Arcane Lock ritual. In that case, use
 
your own Arcana check instead of that of the nail.
 
  
 
== See also ==
 
== See also ==
* [[Nell's diary (Runelords)|Nell's diary]]
+
* [[Nell's diary]]
 +
* [[Family Secrets]]
  
 
<!-- Navbox -->
 
<!-- Navbox -->
 
{{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