Nell

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Rise of the Runelords

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

Nell.

Background

Later she has learned that she probably is a Foxglove.

Common Name: Foxglove
Latin Name: Digitalis purpurea
Height: to 10 feet!
Sun Light: Will grow in shady areas
Zones: All, Will readily reseed
Colors: Purple, pink and white
Bloom time: Summer
Soil: Not real picky, will grow in anything
Fertilizer: Any common fertilizer will do
Propagation: Seed, you can start them indoors if so inclined but they are so strong you can direct sow with no troubles at all
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 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

File:The Owl.png
Harrow card dealt during a recent reading.

common human rogue level 7.

TV Tropes

Traits

Feats

  • Improved Initiative
  • Skill Focus (Perception)
  • Slaying Action
  • Backstabber
  • Nimble Blade

Powers

  • Deft Strike (M/R)
  • Piercing Strike (M)
  • Sly Flourish (M/R)
  • Fleeting Ghost
  • Positioning strike (M)
  • Setup Strike (M)
  • Ignoble Escape
  • From the Shadows (M/R)
  • Handspring Assault (M)
  • Walking Wounded (M/R)

Next level choices

Stats: Dex, Cha. Feat: Distant Advantage Trait: True Identity

Magic Items

Items of my level or lower are gray.

Level Name Source Slot Price Notable Effects
2 Silent Thieve's Tools Wondrous Item 520 Property: When used to do the work it was designed for, a silent tool grants the user a +5 power bonus to Stealth checks made while using the tool.
5 Cape of the Mountebank AV 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.
5 Couters of Second Chances AV Arms 1000 Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower.
6 Sandals of Precise Stepping AV 130 Feet 1800 Gain a +2 item bonus to Acrobatics, Athletics, and Stealth checks.
6 Luckbender Gloves AV 136 Hands 1800 Encounter Free Action, Reroll one damage die.
7 Robe of Eyes AV 50 Armor 2600 +2 +2 Perception You cannot be blinded.
8 Duelist's Dagger PH 234 Weapon 3400 +2 Daily minor action CA
9 Boots of Eagerness AV 126 Feet Encounter, free action gives extra move action.

Magic Item Wishlist

Items not gray are preferred.

Level Name Source Slot Notable Effects Notes
9 Boots of Eagerness AV 126 Feet Encounter, free action gives extra move action.
10 Cape of the Mountebank AV 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 Headband of Perception AV 142 Head Gain a +3 item bonus to Perception checks. In combination with Shadowflow Armor or Armor of Night
12 Vicious Dagger PH 236 Weapon +3 +3D12 Crit.
12 Robe of Eyes AV 50 Armor +3 +3 Perception You cannot be blinded.
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 PH 248 Head Gain darkvision.
15 Cape of the Mountebank AV 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.

Magic Item Buylist

Plan: Headband of Perception, Shadowflow Armor, Boots of Eagerness, Luckbender Gloves

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.
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.
7 Enshrouding Candle Wondrous Item 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.


See also