Honeypot
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:
- Innocent Fanservice Girl
- Cute Monster Girl
- Bottle Fairy
- Beauty Is Never Tarnished
- Victorias Secret Compartment
- Belly Dancer + Dance Battler + She Fu
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.
Clothing
In villages, cities, and more "civilized" areas
- Hoof-long, loose, wrap-around skirt (easily discarded).
- Brief bandeau made from soft wrap-around cloth or braided flowers.
- Big hat or big flower wreath on the head.
In uncivilized woods and wilderness
- True to her satyr race: perhaps a few strategically placed flowers or leaves.
In fights, or when prepared to fight
- Stripped down - her body is her weapon, in more senses than one.
Dancing for show or wine
- Strategically placed dangly jewelry.
Build
Skills
Trained in:
- Acrobatics
- Athletics
- Arcana
- Bluff
- Diplomacy
- Insight
- Nature
- Stealth
Feats
Feats taken:
- Pact Initiate (warlock multiclass)
- Arcane Initiate (wizard multiclass)
- Warrior of the Wild (ranger multiclass)
Planned or considered:
- Heroic and above
- Sly Dodge (rogue multiclass)
- Skill specialization, Nature
- Skill specialization, Acrobatics
- Skill specialization, Arcana
- Skill specialization, Diplomacy
- Paragon and above
- Agile Athlete
- Fleet-Footed
Traits
Traits taken:
- Talented: Dancer
- Talented: Musician
- Talented: Lover
- Cute
- Romance-Prone
Planned:
- Artiste
- Environmental Echo
- Magical Locus
Magic Item Wishlist
Level | Name | Source | Slot | Notable Effects |
---|---|---|---|---|
X | Rituals, rituals and more rituals | Misc | - | - |
14 | Displacer Armor | AV p. 44 | Armor: Cloth, Leather, Hide | 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. |
14 | Feymind armor | AV p. 45 | Armor: Cloth, Leather | 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). |
6 | Bracers of Mental Might | AV p 115 | Arms | 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. |
9 | Green Thumbs | AV p.134 | Hand | Daily: You create a wall 8 within 10 squares filled with thorny vines. It can be up to 4 squares high. |
7 | Crown of Leaves | AV p.140 | Head | Gain a +2 item bonus to Nature and Insight checks. |
10 | Hat of Disguise | AV p. 142 | Head | 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. |
10 | Laurel Circlet | AV p. 144 | Head | 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. |
8 | Choker of Eloquence | AV p. 150 | Throat | +1 Fortitude, Reflex, and Will. +1 item bonus to Bluff and Diplomacy checks. +Daily: reroll failed Bluff and Diplomacy check. |
8 | Peacemaker’s Periapt | AV p. 153 | Throat | +2 Fortitude, Reflex, and Will. +2 Diplomacy checks. +Daily. |
7 | Circlet of Authority | PH p. 248 | Head | You gain a +2 item bonus to Diplomacy checks and Intimidate checks. |
Creatable
Level | Name | Source | Slot | Notable Effects |
---|---|---|---|---|
2 | Gem of Colloquy | AV p. 141 | Head | 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. |
5 | Gloves of Agility | AV p. 134 | Hand | Gain a +1 item bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks). |
Possible weapon enchantments
Possible options for enchainting hands and hooves:
Communal
Adventurers Vault, level 4+
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.
Inspiring
Adventurers Vault, level 3+
Power (Daily): Minor Action. Allies adjacent to you gain a power bonus to damage rolls equal to the enhancement bonus of the weapon until the end of your next turn.
Pinning
Adventurers Vault, level 2+
Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it.
Rise of the Runelords | |
Campaign | Rise of the Runelords • Episodes • People • Drawings |
Heroes | Dorothea • Honeypot • Nathaniel • Nell • Velicia |
Locations | Whisperwood • Turtleback Ferry • Sandpoint • Magnimar • Perrenland |