Nell

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Rise of the RunelordsRise of the Runelords
Rise of the Runelords

Nell is just learning how to read and write and write this diary as an exercise.

Nell.

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 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.

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. 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.

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.

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.

She dresses provocatively in just enough fabric to be covered. She has two daggers on her back between her shoulders to be drawn downwards. They're usually hidden by her hair but when she expects trouble she puts her hair in a long plait to be out of the way. She also uses a sling that she wears wrapped around her left lower arm.

She smiles a lot which shows her dimples and flirts with most men she meets, but after spending time with her you might notice that she's troubled.

Statistics

common human rogue level 4.

Feats

Quick Draw, Skill Focus (Perception), Two Weapon Defense, Backstabber

Talents

Cute, Drifter, Perfect Recall, Gold digger, Nemesis

Powers

Deft Strike (M/R), Piercing Strike (M), Sly Flourish (M/R), Fleeting Ghost, Positioning strike (M), Setup Strike (M), Handspring Assault (M)

Next level choices

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)

Notes for future

Powers lvl 6: Ignoble Escape (end marked and shift move), Slippery Mind (+2 Will after hit)
Heroic Feats: Defensive Mobility (+2AC vs AO), Nimble Blade (+1 attack if CA)
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)
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),
Powers lvl 10: Combat Tumbleset (shift move)
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 Items

Level Name Source Slot Notable Effects
3 Duelist's Dagger Weapon +1 Daily minor action CA
4 Robe of Contingency AV p. 49 Armor +1 When you are bloodied and an attack damages you. Teleport 6 sq, and spend a healing surge.

Magic Item Wishlist

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.
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 Sandals of Precise Stepping AV p. 130 Feet Gain a +2 item bonus to Acrobatics, Athletics, and Stealth checks.
7 Robe of Eyes AV p. 50 Armor +2 +2 Perception You cannot be blinded.
8 Duelist's Dagger Weapon +2 Daily minor action CA
9 Boots of Striding Feet Gain a +1 item bonus to speed when wearing light or no armor.
9 Boots of Eagerness AV p. 126 Feet Encounter, free action gives extra move action.
10 Hat of Disguise Head At-Will Standard Action. +5 Bluff to pass off a disguise. 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.
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.
11 Magic Cloth Armor +3
12 Robe of Eyes AV p. 50 Armor +3 +3 Perception You cannot be blinded.
13 Duelist's Dagger 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 Magic Cloth Armor +4
18 Duelist's Dagger 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 Weapon +5 Daily minor action CA
28 Duelist's Dagger Weapon +6 Daily minor action CA

Magic Item Buylist

Level Name Source Slot Notable Effects
1 Headband of Perception AV p. 142 Head Gain a +1 item bonus to Perception checks.
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.
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).
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.
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).
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.

Boots of Stealth Level 3+ 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.

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.

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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.

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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.

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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

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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.

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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.

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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.

Silent Tool Level 2 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 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.

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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