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

Equipment

Slot Level Name Source Notable Effects
Armor 2 Robe of Scintillation +1 AV p.50 Power (Daily): Standard Action. The robe shines bright with myriad colors. Make an attack: Close burst 2; Intelligence or Charisma vs. Will (add the robe’s enhancement bonus as an enhancement bonus to the attack roll); on a hit, the target is dazed (save ends).
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 Jump +1 ? (Daily) Jump Spell
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.
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.

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).
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.
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 7 Crown of Leaves AV p.140 Gain a +2 item bonus to Nature and Insight checks.
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.
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.
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.

Conflicted Items

Temporatily removed from the wishinglist 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.




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.