Difference between revisions of "Nell"

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{{Rise of the Runelords}}
 
{{Rise of the Runelords}}
 
<!-- Content -->
 
<!-- Content -->
Nell is just learning how to read and write and write this [[Nell's diary|diary]] as an exercise.
 
 
 
[[Image:Nell 1.jpg|thumb|left|Nell.]]
 
[[Image:Nell 1.jpg|thumb|left|Nell.]]
{{TOCright|limit=2}}
+
{{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.
 +
<!--
 +
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.
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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.
 
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. 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 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.  
 
After that incident she was a lot more careful when choosing who she accompanied. Fortunately she had just come to some funds at that time and had a choice. After her run in with the city guards she didn't trust them and was constantly on the lookout for the nobleman. This was bad for business and shortly after she traveled with a merchant, Bassanio to Sandpoint.  
  
Since then she has been flirting with the locals and living of the last of what she found at the noblemans house and the gifts that she got of Bassanio who was exceedingly generous after an unusually good affair he had done.
+
Since then she has been flirting with the locals and living of the last of what she found at the nobleman's house and the gifts that she got of Bassanio who was exceedingly generous after an unusually good affair he had done.
 +
 
 +
Her story continues in [[Nell's diary|diary]].
 +
 
 +
She is writing plays of her adventures. Thoughts of their format is gathered here [[Family Secrets]]
  
 
== Description ==
 
== Description ==
Nell is a rather small human of mixed origin. She has dark blond hair but her skin doesn't have that a light complexion. She most often has a tan that let you see several slight scars showing as a little lighter lines.
+
Nell is a rather small human of mixed origin. She has dark blond hair but her skin doesn't have 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 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.
+
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 ==
 
== Statistics ==
[[Image:The Owl.png|thumb|Harrow card dealt during a recent reading.]]
+
[[Common_(Greyhawk_4E)|Common]] human, rogue, [[Daggermaster_(4E)|daggermaster]], demigod,  level 28.
common human rogue level 6.
 
  
 
=== TV Tropes ===
 
=== TV Tropes ===
* [[tvtropes:GoldDigger|Gold Digger]]
+
<!-- * [[tvtropes:GoldDigger|Gold Digger]] Used to be before she got her own money. -->
 
* [[tvtropes:FemmeFatale|Femme Fatale]]
 
* [[tvtropes:FemmeFatale|Femme Fatale]]
 
* [[tvtropes:LoveableRogue|Loveable Rogue]]
 
* [[tvtropes:LoveableRogue|Loveable Rogue]]
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* [[tvtropes:SheFu|She Fu]]
 
* [[tvtropes:SheFu|She Fu]]
 
* [[tvtropes:BigEater|Big Eater]]
 
* [[tvtropes:BigEater|Big Eater]]
* [[tvtropes:HomelessHero|HomelessHero]]
+
* [[tvtropes:HomelessHero|Homeless Hero]]
 
* [[tvtropes:DarkAndTroubledPast|Dark And Troubled Past]]
 
* [[tvtropes:DarkAndTroubledPast|Dark And Troubled Past]]
 
* [[tvtropes:BadassNormal|Badass Normal]]
 
* [[tvtropes:BadassNormal|Badass Normal]]
 
<!--
 
<!--
DumbIsGood GoodIsNotNice
+
New-rich white trash
 
-->
 
-->
  
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* [[Traits (4E)#Drifter|Drifter]]
 
* [[Traits (4E)#Drifter|Drifter]]
 
* [[Traits (4E)#Perfect Recall|Perfect Recall]]
 
* [[Traits (4E)#Perfect Recall|Perfect Recall]]
* [[Traits (4E)#Gold digger|Gold digger]]
+
<!--* [[Traits (4E)#Gold digger|Gold digger]] Used to be, but now she has her own money. -->
* [[Traits (4E)#Nemesis|Nemesis]]
+
* [[Traits (4E)#Nemesis|Nemesis]] ([[Characters (Runelords)#Justice Ironbriar|Justice Ironbriar]])
 
* [[Traits (4E)#Insider|Insider]]
 
* [[Traits (4E)#Insider|Insider]]
<!--
+
* [[Traits (4E)#Blue_Blood|Blue Blood]]
Planned:
+
* [[Traits (4E)#Lackey|Lackey]] ([[Characters (Runelords)#Kaven Windstrike|Kaven Windstrike]])
* [[Traits (4E)#Lip Reading|Lip Reading]]
+
* [[Traits (4E)#Baron|Baroness]]
Mistaken Identity
+
* [[Traits (4E)#Agent|Agent]] ([[Characters (Runelords)#Mayor Maelin Shreed|Maelin Shreed]])
True Identity
+
* [[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 ===
 
=== Feats ===
* Improved Initiative
+
* Quick Draw
 
* Skill Focus (Perception)
 
* Skill Focus (Perception)
* Slaying Action
+
* Slaying Action <!-- Utbytbar -->
 
* Backstabber
 
* Backstabber
 
* Nimble Blade
 
* 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
 
<!--
 
<!--
Planned:
+
* Long Step (Shift +1)
* Action Surge (+3 to hit when action point)
 
* Defensive Mobility (+2AC vs AO)
 
* Human Perseverance (+1 saves)
 
 
 
Paragon Feats:
 
* Agile Athlete (roll two dice acro & athlete and choose)
 
* Back to the wall (+1 M attack, dmg and AC)
 
* Combat Anticipation (+1AC, Ref, Fort, Will to R, area or close)
 
* Danger Sense (roll two dice init and choose)
 
* Defensive Advantage (+2AC vs CA)
 
* Devastating Critical (+1D10 dmg)
 
* Distant Shot (no -2 at long)
 
* Fleet Footed (+1 speed)
 
* Secret Stride if replacing Fleeting Ghost
 
 
 
Epic Feats:
 
* Unfettered Stride (ignore diff terrain)
 
* Flanking Maneuver (pass through corners and enemies)
 
* Epic Resurgence (on crit regain encounter)
 
 
-->
 
-->
  
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* <span style="color:green;">Piercing Strike</span> (M)
 
* <span style="color:green;">Piercing Strike</span> (M)
 
* <span style="color:green;">Sly Flourish</span> (M/R)
 
* <span style="color:green;">Sly Flourish</span> (M/R)
* <span style="color:green;">Fleeting Ghost</span>
+
* <span style="color:red;">From the Shadows</span> (M/R)
* <span style="color:red;">Positioning strike</span> (M)
+
* <span style="color:red;">Critical Opportunity</span> (M/R)
* <span style="color:red;">Setup Strike</span> (M)
+
* <span style="color:red;">Tumbling Strike</span> (M)
* Handspring Assault (M)
+
* <span style="color:red;">Crack Shot</span> (B1)
* Walking Wounded (M/R)
+
* Arm and Edge (U)
 
+
* <span style="color:red;">Anticipate Attack</span> (U)
=== Next level choices ===
+
* <span style="color:red;">Ignoble Escape</span> (U)
'''Powers lvl 6:'''
+
* <span style="color:red;">Dazzling Acrobatics</span> (U)
* <span style="color:green;">Chameleon</span> (stealth in plain sight)
+
* Feinting Flurry (M/R)
* <span style="color:red;">Ferret Out Frailty</span> (minor gain CA)
+
* Bloody Path
* <span style="color:red;">Ignoble Escape</span> (end marked and shift move)
+
* Deep Dagger Wound (M/R)
'''Powers lvl 7:'''
+
* Magnetic Shot (M/R)
* <span style="color:red;">From the Shadows</span> (M/R - shift 1+Cha, Dex vs AC, Auto CA 1W+Dex shift 1+Cha)
+
* Meditation of the Blade (U)
* <span style="color:red;">Snap Shot</span> (minor R Dex vs AC 1W+Dex)
+
* Close Quarters (U)
 
 
<!--
 
Notes for future
 
 
 
'''Stats:''' Dex, Cha.
 
 
 
'''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)
 
* Vexing Escape (M Dex vs AC - 3W+Dex, shift Cha, shift if enemy close)
 
* Vexing Sting (M/R Dex vs Ref - 3W+Dex -2 to hit save)
 
  
'''Powers lvl 10:'''
+
* Daggermaster's Action
* Certain Freedom (move action ends grabbed & restrained)
+
* Daggermaster's Advantage
* Combat Tumbleset (shift move)
+
* Daggermaster's Precision
* Shadow Stride (Stealth from cover to cover)
 
* Gap in the Armor (Minor Enemy within 5sq, +2 to hit until end of enc)
 
-->
 
 
 
== Magic Items ==
 
{|class="wikitable sortable"
 
!Level!!Name!!Source!!Slot!!Price!!Notable Effects
 
|-style="color:gray"
 
| 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.
 
|-style="color:gray"
 
| 3
 
| Duelist's Dagger
 
| PHB p.234
 
| Weapon
 
| 680
 
| +1 Daily minor action CA
 
|-style="color:gray"
 
| 4
 
| Casque of Tactics
 
|
 
| Head
 
| 840
 
| +1 init. Daily free action Swap init with willing ally.
 
|-style="color:gray"
 
| 5
 
| Cape of the Mountebank
 
| AV p.149
 
| Neck
 
| 1000
 
| +1 to Fort, Ref, and Will, Daily: Immediate Reaction. When hit teleport 5 sq and gain combat advantage against the attacker until the end of your next turn.
 
|-style="color:gray"
 
| 5
 
| Gloves of Agility
 
| AV p. 134
 
| Hands
 
| 1000
 
| Gain a +1 item bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks).
 
|-style="color:gray"
 
| 6
 
| Magic Armor
 
| PHB p.230
 
| Armor
 
| 1800
 
| +2
 
|}
 
 
 
== Magic Item Wishlist ==
 
{|class="wikitable sortable"
 
!Level!!Name!!Source!!Slot!!Notable Effects
 
|-style="color:gray"
 
| 7
 
| Robe of Eyes
 
| AV p.50
 
| Armor
 
| +2 +2 Perception You cannot be blinded.
 
|-
 
| 7
 
| Vicious Dagger
 
| PHB p.236
 
| Weapon
 
| +2 +2D12 Crit.
 
|-
 
| 9
 
| Boots of Eagerness
 
| AV p.126
 
| Feet
 
| Encounter, free action gives extra move action.
 
|-
 
| 10
 
| Cape of the Mountebank
 
| AV p.149
 
| Neck
 
| +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.
 
|-style="color:gray"
 
| 11
 
| Headband of Perception
 
| AV p. 142
 
| Head
 
| Gain a +3 item bonus to Perception checks.
 
|-style="color:gray"
 
| 11
 
| Magic Dagger
 
| PHB p.235
 
| Weapon
 
| +3
 
|-style="color:gray"
 
| 11
 
| Magic Cloth
 
| PHB p.230
 
| Armor
 
| +3
 
|-
 
| 12
 
| Vicious Dagger
 
| PHB p.236
 
| Weapon
 
| +3 +3D12 Crit.
 
|-
 
| 12
 
| Robe of Eyes
 
| AV p.50
 
| Armor
 
| +3 +3 Perception You cannot be blinded.
 
<!--
 
|-style="color:gray"
 
| 13
 
| Duelist's Dagger
 
| PHB p.234
 
| Weapon
 
| +3 Daily minor action CA
 
|-
 
| 13
 
| Shadowflow Armor
 
|
 
| Armor
 
| +3 +3 Stealth Encounter Minor Action. Gain concealment until start of next turn.
 
|-
 
| 14
 
| Armor of Night
 
|
 
| Armor
 
| +3 Resist 10 radiant Encounter Minor Action. Gain concealment and no AO until end of next turn.
 
|-
 
| 14
 
| Goggles of Night
 
| PHB p.248
 
| Head
 
| Gain darkvision.
 
|-
 
| 15
 
| Cape of the Mountebank
 
| AV p.149
 
| Neck
 
| +3 to Fort, Ref, and Will, Daily: Immediate Reaction. When hit teleport 5 sq and gain combat advantage against the attacker until the end of your next turn.
 
|-
 
| 15
 
| Vicious Dagger
 
|
 
| Weapon
 
| +4 Critical +4D12
 
|-
 
| 16
 
| War Ring
 
|
 
| Ring
 
| When you score a critical hit, deal 1 extra die of
 
critical hit damage, based on the weapon.
 
Daily Free Action. Use this power when you score a critical hit with a weapon. Add 2 extra dice of critical hit damage. 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.
 
|-
 
| 16
 
| Magic Cloth
 
| PHB p.230
 
| Armor
 
| +4
 
|-
 
| 18
 
| Duelist's Dagger
 
| PHB p.234
 
| Weapon
 
| +4 Daily minor action CA
 
|-
 
| 18
 
| Phantom Chaussures
 
|
 
| Feet
 
| move >= 3 sq gain concealment until the end of your next turn. Daily Free Action. move >= 6 sq become invisible until the end of your next turn.
 
|-
 
| 19
 
| Battlemasters's Dagger
 
|
 
| Weapon
 
| +4 Daily minor action regain encounter power
 
|-
 
| 23
 
| Shadowflow Armor
 
|
 
| Armor
 
| +5 +5 Stealth, Encounter Minor Action Gain invisibility until start of next turn.
 
|-
 
| 23
 
| Duelist's Dagger
 
| PHB p.234
 
| Weapon
 
| +5 Daily minor action CA
 
|-
 
| 28
 
| Duelist's Dagger
 
| PHB p.234
 
| Weapon
 
| +6 Daily minor action CA
 
-->
 
|}
 
 
 
== Magic Item Buylist ==
 
Plan: Exchange Casque of Tactics for Headband of Perception, exchange Gloves of Agility for Luckbender Gloves and get Boots of Stealth
 
{|class="wikitable sortable"
 
!Level!!Name!!Source!!Slot!!Notable Effects
 
|-
 
| 1
 
| Eternal Chalk
 
|
 
| Wondrous Item
 
| A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author. A stick of eternal chalk can be created in any color.
 
|-
 
| 3
 
| Boots of Stealth
 
|
 
| Feet
 
| +2 item to Stealth.
 
|-
 
| 5
 
| Pouch of Platinum
 
|
 
| Wondrous Item 1,000 gp
 
| Normal gemstones and coins of any denomination placed into the pouch are converted to an equal value of platinum pieces. Coins or gems that cannot be evenly converted to platinum pieces are unaffected.
 
|-
 
| 5
 
| Bag of Holding
 
|
 
| Wondrous Item
 
| This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.
 
|-
 
| 6
 
| Luckbender Gloves
 
|
 
| Hands
 
| Encounter Free Action, Reroll one damage die.
 
<!--
 
|-
 
| 8
 
| Starlight Goggles
 
|
 
| Head
 
| Gain low-light vision.
 
|-
 
| 8
 
| Bracers of Bold Maneuvering
 
| AV p. 115
 
| Arms
 
| Encounter +4 AC vs AoO until end of next turn.
 
|-
 
| 9
 
| Sure Shot Gloves
 
|
 
| Hands
 
| Your ranged weapon attacks ignore cover (but not superior cover).
 
|-
 
| 11
 
| Rogue's Belt
 
|
 
| Waist
 
| You can attempt to escape a grab or restraints as a minor action.
 
|-
 
| 13
 
| Dust of Appearance
 
|
 
| Wondrous Item
 
| Encounter Standard Action. close blast 3. Doing this creates a zone that lasts until the end of the encounter.
 
Invisible creatures and objects within or entering the zone become visible and can’t become invisible again until the end of the encounter.
 
|-
 
| 15
 
| Rapidstrike Bracers
 
|
 
| Arms
 
| +2 init, Encounter Free Action Instead of basic attack, attack using a 1st-level at-will attack power.
 
|-
 
| 22
 
| Boots of Balance
 
|
 
| Feet
 
| +5 item bonus to Acrobatics checks.
 
| Daily Free Action. Reroll an Acrobatics check you just made
 
-->
 
|}
 
 
 
<!--
 
Boots of Speed Level 22
 
Item Slot: Feet 325,000 gp
 
Property: Gain a +2 item bonus to speed.
 
Power (Daily): Minor Action. Take a move action.
 
 
 
Catstep Boots Level 3
 
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
 
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
 
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.
 
 
 
Surefoot Boots Level 5
 
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
 
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
 
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.
 
 
 
---
 
 
 
Circlet of Authority Level 7
 
Item Slot: Head 2,600 gp
 
Property: You gain a +2 item bonus to Diplomacy checks and Intimidate checks.
 
 
 
Crown of Eyes Level 16
 
Item Slot: Head 45,000 gp
 
Property: You do not grant combat advantage to flanking enemies.
 
 
 
Diadem of Acuity Level 8
 
Item Slot: Head 3,400 gp
 
Property: Gain a +2 item bonus to Insight checks and Perception checks.
 
 
 
Eye of Awareness Level 23
 
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
 
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
 
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.
 
 
 
Headband of Perception Level 1+
 
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
 
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
 
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
 
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
 
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.
 
 
 
---
 
 
 
Amulet of Elusive Prey Level 14+
 
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+
 
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+
 
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
 
 
 
Cloak of Invisibility Level 23+
 
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+
 
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+
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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+
 
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
 
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
 
Item Slot: Waist 9,000 gp
 
Property: You roll two death saving throws, taking the higher result.
 
 
 
---
 
 
 
Charm of Abundant Action Level 28
 
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
 
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.
 
 
 
Endless Canteen Level 9
 
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
 
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.
 
 
 
Flying Hook Level 15
 
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
 
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
 
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.
 
 
 
Ruby Scabbard Level 5
 
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
 
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.
 
 
 
Solitaire (Citrine) Level 11
 
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
 
Wondrous Item 1,125,000 gp
 
Power (Encounter): Free Action. Use this power when
 
you score a critical hit on your turn. Gain 1 action point,
 
which you must spend before the end of your turn. This
 
does not count against the normal limit of spending an
 
action point no more than once per encounter.
 
Special: You cannot use more than one solitaire in an
 
encounter.
 
 
 
Spymaster’s Quill Level 10
 
Wondrous Item 5,000 gp
 
Power (At-Will): Standard Action. Pass the spymaster’s quill
 
over an amount of text or an illustration equivalent to
 
a single parchment page. The image or text is magically
 
recorded for later reproduction. Recording another page
 
with the quill erases the page already recorded.
 
Power (At-Will): Standard Action. You point the spymaster’s
 
quill at a sheet of parchment or paper and mentally
 
command it to reproduce the illustration or text recorded
 
within it. No matter what the medium of the original
 
(charcoal on paper, runes scribed in stone, and so on), the
 
reproduction is rendered in normal ink.
 
Special: The reproduction created by the quill is of perfect
 
quality, but the quill cannot record magical properties. For
 
example, you cannot perform a ritual from a ritual scroll
 
recorded and copied by the spymaster’s quill, nor can the
 
quill copy powers or rituals from a wizard’s spellbook.
 
 
 
Unfettered Thieves’ Tools Level 11
 
Wondrous Item 9,000 gp
 
Property: Like a normal set of thieves’ tools, unfettered
 
thieves’ tools grant a +2 bonus to Thievery checks made to
 
open locks or disable traps.
 
Power (Daily): As part of the action required to make a
 
Thievery check, you can make the check on an object
 
up to 5 squares away. You must have line of sight to the
 
object.
 
 
 
---
 
 
 
Nail of Sealing Level 4
 
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]]
  
 
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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