Honeypot

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Rise of the RunelordsRise of the Runelords
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.

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 - -
10 Boots of Sand and Sea AV p.126 Feet Gain a +1 item bonus to speed while wearing light armor or no armor + Encounter
8 Cat Tabi AV p.127 Feet Gain a +3 item bonus to Athletics checks to jump. You take half damage from a fall and always land on your feet + Daily
8 Quickling Boots AV p. 129 Feet Gain a +2 item bonus to Acrobatics and Athletics checks + Encounter
6 Sandals of Precise Stepping AV p. 130 Feet Gain a +2 item bonus to Acrobatics, Athletics, and Stealth checks.
5 Gloves of Agility AV p. 134 Hand Gain a +1 item bonus to Acrobatics, Stealth, and Dexterity checks (but not Dexterity attacks).
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.
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.
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.

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.