Honeypot

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Rise of the Runelords

"I'm here to put 'cheer' into 'leader'."

Background

Female satyr who ran into Velicia on the mountains, played a few tricks on her, and discovered a mutual interest for magical rituals.

Characteristics

The proverbial partygirl.

Likes:

  • Dance,
  • Song and music
  • Partying around.
  • Wine.
  • Watching and admiring physical prowess. Ardent cheerleeder of any physical contest, and often develops a special interest in the winner.

Dislikes:

  • Cruelty and bloodlust; an recurring trait in her own race that she abhors.

Goals:

  • Wanderlust, wonderlust and plain lust. Wants to meet many people, see wonderful sights, and have fun.
  • Collect, compose and try out new magical music (i.e. Rituals) of any kind.

TV Tropes:

Fighting Style

Honeypot follows the Greyhawk Fey tradition of Wardancing, putting much emphasis on wild acrobatic maneuvers, sweeping graceful moves and in-you-face show-off numbers. She often tries to distract, attract, taunt and confuse her opponents, affecting their morale, rather than making actual connecting hits.

(Note: That is, trying to take advantage of the abstractiveness of 4E Hit Points and their large morale component.)

Looks

See "Satyr (Greyhawk 4E)" for general description.

Blonde, long hair, usually worn in a thick, knee-length braid.

Prefers to travel as light as possible, without anything unnecessary.


Build

Skills

Trained in:

  • Acrobatics
  • Arcana
  • Athletics
  • Bluff
  • Diplomacy
  • Heal
  • Insight
  • Nature
  • Stealth

Feats

Feats taken:

  • Pact Initiate (warlock multiclass)
  • Jack of All Trades
  • Warrior of the Wild (ranger multiclass)
  • Sly Dodge (rogue multiclass)
  • Ritual Quickening
  • Skill specialization, Nature
  • Skill specialization, Arcana


Planned or considered:

  • Heroic and above
    • Skill specialization, Acrobatics
    • Skill specialization, Diplomacy
  • Paragon and above
    • Agile Athlete
    • Fleet-Footed

Traits

Traits taken:

  • Talented: Dancer
  • Talented: Musician
  • Talented: Lover
  • Cute
  • Romance-Prone
  • Artiste (You get a +3 feat bonus to Actor, Dancer, Lover, Musician, Orator, and Singer. )
  • Celebrity (as performer)
  • Talented: Singer
  • Environmental Echo: Amorosity

Planned:

  • Magical Locus

Paragon Path

Shape Dancer

Rituals

(Nice link to have: Excel-wiki copy-paste converter)

Known Rituals

Lvl Name Component Cost
1 Comprehend Languages 10
1 Dancing Lights 5
1 Fastidiousness 10
1 Glib Limerick 5
1 Longstrider 35
1 Message 10
1 Purge 5
1 Shape Magic Item 5
1 Simbul\'s Conversion 25
2 Endure Elements 20
2 Tame Beast 10
3 Animal Shapes 40
3 Animal Sneak 35
3 Lullaby 25
3 Runemarks 20
3 Trial by Elements 55
4 Dark Light 30
4 Dowsning 25
4 Enchant Magic Item spec
4 Transfer Enchantment 25
5 Fairy Debt 100
5 Mimic Shape 80
5 Resist Energy 100
5 Shrink Item 80
6 Cure Disease 150
6 Fetch Avatar 75
6 Mindbending 100
6 Tree Stride 50
7 Baleful Polymorph 190
7 Name Binding var
7 Telepathic Message 80
8 Share Husk 150
8 Song of Sustenance 135
8 Water Breathing 135
9 Cornucopia 300
9 Spirit Gossip 175
9 Tune of Merriment 160
10 Alter Shape 550
10 Aria of Revelation 400
10 Chameleon\'s Cloak 200
10 Chorus of Truth 200
10 Conceal Object 400
10 Lord of the Land 400
10 Modify Memory 250
10 Wall of Stone 500
10 Wall of Thorns 400
11 Adaptation 250

Skills

Bonus Name Attr
16 Acrobatics Dex
15 Arcana Int
12 Athletics Str
20 Bluff Cha
18 Diplomacy Cha
8 Dungeoneering Wis
8 Endurance Con
10 Heal Wis
10 History Int
10 Insight Wis
14 Intimidate Cha
15 Nature Wis
8 Perception Wis
10 Religion Int
14 Stealth Dex
14 Streetwise Cha
12 Thievery Dex

Talents

Bonus Name Attr
17 Actor Cha
10 Architect Int
10 Apothecary Int
16 Celebrity Cha
19 Dancer Cha
8 Governor Wis
8 Jeweler Dex
10 Lawman Int
8 Leatherworker Wis
19 Lover Cha
10 Mechanic Int
10 Merchant Int
19 Musician Cha
17 Orator Cha
10 Painter Int
8 Sailor Wis
10 Scribe Int
19 Singer Cha
8 Soldier Wis
8 Smith Str
10 Stargazer Int
8 Stoneworker Str
12 Tailor Dex
8 Valet Wis

Equipment

Slot Level Name Source Notable Effects
Armor 2 Repulsion Armour +2 Power (Daily): Minor Action. Whenever an enemy moves

into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.

Feet (tattoo) 7 Boots of the Fencing Master AV p.127 Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.

Power (Encounter): Minor Action. Shift 2 squares.

Wand ? Wand of Fast Friends +1  ? (Daily) Fast Friends
Head 2 Gem of Colloquy (draconic) AV p. 141 Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem’s creation.
Head 2 Gem of Colloquy (giant) AV p. 141 Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem’s creation.
Head 10 Hat of Disguise AV p. 142 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.
Throat 8 Choker of Eloquence +2 AV p. 150 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.
Waist 9 Dynamic Belt PH p. 253 Property: Gain a +2 item bonus to Acrobatics checks and Athletics checks. Power (Daily): Free Action. Reroll an Acrobatics check or an Athletics check you just rolled. Use the new result.
Weapon (feet) Communal Weapon +2 Power (At-Will): Free Action. Use this power after an ally

within 5 squares of you makes a d20 roll. Add a +1 power bonus to the result. You can do this a number of times in a day equal to the enhancement bonus of the weapon.

Instrument Flute of the Dancing Satyr Power (Encounter): Move Action. You shift 2 squares, and

each ally within 5 squares of your destination space can shift 1 square as a free action.

Magic Item Wishlist

Slot Level Name Source Notable Effects
- X Rituals, rituals and more rituals Misc -
Armor: Cloth, Leather, Hide 14 Displacer Armor AV p. 44 Power (Daily): Minor Action. Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of the encounter.
Armor: Cloth, Leather 14 Feymind armor AV p. 45 Power (Daily): Immediate Interrupt. Use this power when an enemy targets you with a melee or ranged attack. Make a Charisma attack against the enemy’s Will defense, applying the armor’s enhancement bonus as an enhancement bonus to the attack roll. If you hit, the attacker is dazed (save ends).
Hand 9 Green Thumbs AV p.134 Daily: You create a wall 8 within 10 squares filled with thorny vines. It can be up to 4 squares high.
Head 10 Laurel Circlet AV p. 144 Gain a +2 item bonus to Diplomacy and Insight checks, and a +1 item bonus to attack rolls on powers that have the charm or illusion keyword.
Throat 14 Amulet of Elusive Prey AV p. 148 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.

Conflicted Items

Temporatily removed from the wish list because they conflict with items already owned.

Head 7 Circlet of Authority PH p. 248 You gain a +2 item bonus to Diplomacy checks and Intimidate checks.
Throat 8 Peacemaker’s Periapt AV p. 153 Property: Gain an item bonus to Diplomacy checks equal to the periapt’s enhancement bonus. Power (Daily): Minor Action. Choose a target within 10 squares of you. That target takes a –2 penalty to melee and ranged attack rolls against you for the remainder of the encounter or until you attack it (whichever comes first).

Creatable Items

Slot Level Name Source Notable Effects
Head 2 Gem of Colloquy AV p. 141 Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem’s creation.
Hand 5 Gloves of Agility AV p. 134 Gain a +1 item bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks).
Arms 5 Couters of Second Chances AV p. 116 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.
Arms 6 Bracers of Mental Might AV p 115 Power (Encounter): Free Action. Use this power when making a Strength attack, Strength check, or Strengthbased skill check. Use your Intelligence, Wisdom, or Charisma modifier in place of your Strength modifier to determine the result of the roll.
Head 7 Crown of Leaves AV p.140 Gain a +2 item bonus to Nature and Insight checks.