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 Miss Roxy Hurrah

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gridley

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Join date : 2008-08-22

PostSubject: Miss Roxy Hurrah   Wed Dec 30, 2009 1:03 pm



Miss Roxy Hurrah, Goliath Warden 14

Init: +7, Senses: normal
AC: 29, Fort: 28, Ref: 21, Will: 25
HP: 139, Bloodied: 69
Healing Surge Value: 34, Surges/day: 14
Speed: 6

Strength: 22 (+6)
Constitution: 21 (+5)
Dexterity: 11 (0)
Intelligence: 9 (-1)
Wisdom: 15 (+2)
Charisma: 12 (0)

Racial Features
Mountain's Tenacity - +1 to Will
Powerful Athlete - Roll Athletics checks twice for climbing and jumping
Stone's Endurance

Class Features
Font of Life - Free saving throw at start of turn
Guardian Might: Earthstrength - Add con mod to AC. Add Con mod to AC again until end of next turn on Second Wind.
Nature's Wrath - Mark each adjacent enemy until end of next turn (free).
Full Impact - +1 to hit against Fortitude.
Surging Earth - When using action point in guardian form, primal powers knock opponents prone.

Feats
Weapon Expertise - +1 w/weapon attacks (free)
Toughness - Gain 5 additional hit points per tier.
Mark of Warding - Increase all defense bonuses from powers by 1, marked enemies take -3 penalty to hit, cast warding rituals
Crippling Crush - Deal extra damage to targets you slow or immobilize with hammer or mace attacks.
Crushing Guardian - + bonus to damage with hammer while in guardian form
Against All Odds - +1 to hit and damage when adjacent to 3+ foes at start of turn
Sudden Roots - Enemies hit by opportunity attacks are slowed
Hammer Rhythm - Con (+5) damage on miss with hammer attacks
Armor Specialization (Hide) - +1 to AC, reduce armor check penalty by 1
Earthstrength Defenses - +5 to Fort, Reflex & Will until end of turn after using second wind

Trained Skills
Athletics: +20
Endurance: +17
Intimidate: +11
Nature: +16
Perception: +14

Untrained Skills
Acrobatics +7, Arcana +6, Bluff +8, Diplomacy +8, Dungeoneering +9, Heal +9, History +6, Insight +9, Religion +6, Stealth +7, Streetwise +8, Thievery +7

Hammer: +19, 2d6 +9
Sling: +11, 1d6 +1

At-Will powers
Weight of Earth - +19 vs. AC, 2d6 +9; target is slowed until end of your next turn
Thorn Strike - +19 vs. AC, 2d6 +9; melee 2, pull target one square

Warden's Fury - +20 vs. Fort, 2d6 +9 (immediate interrupt when marked enemy attacks another)
Warden's Grasp - Slide target 1 square, target is slowed and cannot shift until end of its turn (immediate reaction when marked enemy within 5 sq attacks another)

Encounter Powers
Second Wind - Spend spurge, regain 34 hp, gain +3 to all defenses until start of your next turn
Stone's Endurance - Gain resist 5 to all damage until end of next turn
Roots of Stone - +19 vs. AC, 2d6 +9, close burst 1, targets knocked prone; targets take Con (+5) damage if they leave zone
Rough Strike - +19 vs. AC, 4d6 +19, target is slowed until end of next turn
Shake the Earth - +20 vs. Fort, close burst 4, 4d6 +9, solid objects do not block line of sight, if target is burrowing, slide it 4 square to nearest square to your line of effect
Ponderous Strike - +19 vs. AC, 6d6 +9 thunder damage; target provokes opportunity attack from you if it shifts (even on a miss)

Form of Mountain's Thunder Attack - +19 vs. ref, close burst 1, 2d6 +9, half damage on miss, marked targets take 5 pts lighting damage (only in Form of Mountain's Thunder)
Form of the Stone Sentinel Attack - +19 vs. AC, 4d6 +9 damage; half damage on miss; spend a healing surge (only in Form of the Stone Sentinel)

Daily Powers
Form of Mountain's Thunder - (minor) Assume guardian form. Resist 3 all damage, +2 to AC. Once per round, when you make a successful melee attack, each marked enemy takes 5 pts thunder damage
Form of the Stone Sentinel - (minor) Assume guardian form. Regain 1/4 HP without spending surge, gain 4 pts regeneration

Boiling Cloud - Close burst 1 zone, moves with you, persists until end of encounter or use of Boiling Cloud Attack, grants concealment, marked enemies that start their turn in the zone take Con (+5) damage
Boiling Cloud Attack - +22 vs. AC, 4d6 +9, target takes -2 to all defenses (save ends)

Utility Powers
Inspiring Fortitude - (daily) Close burst 5, all allies in burst gain 15 temporary hit points when you use second wind
Soothing Wind - (daily, minor) Use your second wind and gain extra 2d6
Tread the Earth - (encounter, move) Burrow twice your speed, each enemy at end of move grants combat advantage until end of next turn
Warding Vines - (daily, minor) Burst 2 zone until end of encounter. Allies in zone gain 4 pts resistance to damage.

Items and Equipment
Guardian's Call Maul +3 - When you assume guardian form, gain +2 to defense of your choice
Earthhide Armor of Durability +3 - +1 Fort, + +3 hp to surges
Cloak of the Walking Wounded +3 - When bloodied, spend two surges during Second Wind.
Belt of Blood - Healing surge increases by con (+5) when bloodied
Parry Gauntlets - +2 to all defenses until beginning of next turn after second wind, or when on total defense
Diamond Bracers - (minor, daily) Until end of encounter, gain resist 10 against a damage you were dealt since end of your last turn
Wig of Indomitability - +1 to Will
Boots of Dancing - +1 to Reflex, you do not grant combat advantage when dazed
Elixir of Reflexes - (immediate interrupt) Gain Reflex 25 for that attack
Distance Sling +1 - Range 15/30
Bolts of Transit +2 - (5) Teleport to space adjacent to target on a hit
Bag of Holding - 200 pounds

Miss Roxy Hurrah stands 7'8 in bare feet, 8'2 in her favorite pair of platform heels. Her long, brassy red wig flows down in delicate ringlets. Her dark brown skin shines when the light catches the glistening, metallic-like bits of bone that encrust it. Her sturdy, mannish face gives way to a thick muscular neck, followed by broad shoulders, muscular arms, and mountainous breasts, all of which are less than fully-covered by her silvery fur dress, crafted from the ghostlike beast Roxy's father killed five decades ago in order to win her mother. Roxy's hips are not in proportion to her breasts, but she knows how to sway them, and her legs, long, strong, and smooth, rise higher than a great many of the Port's residents.

She finds work here and there, as a wilderness guide, a smuggler, and a bodyguard, but once, long ago, she was something else. Then she was R'xorgrak, son of the warrior champion of the Hur'racah people, a giant-blooded tribe of barbarian nomads that roamed the mountains of the Unassailable North and the woods of the Great Girding Forest. Even as a young boy, R'xorgrak envied his mother's long hair, sensual curves, and flowing dresses at least much as his father's incredible fighting prowess. And he learned from them both, emulating his father amongst the tribe and his mother when he was alone.

The day after his mother's death, torn apart by grief and unable to hold onto his secrets any longer, R'xorgrak wore his mother's dress and shoes to the burning of her corpse. The shame and disgust in his father's eyes burned even more fiery than the flames consuming his dead wife. He cast R'xorgrak out of the tribe forever. After a few years alone in the wilderness, R'xorgrak discovered the Port and it's many wonders. He was taken in by a crew of friendly queens, who introduced him to the scene, and helped him to become the woman he is today.

Roxy is still very much functionally male and perfectly happy that way, just as long she's in a killer dress, high heels, her fake breasts, and a stylish wig.


Last edited by gridley on Thu Mar 03, 2011 2:46 pm; edited 12 times in total
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Mallus

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PostSubject: Re: Miss Roxy Hurrah   Tue Jan 05, 2010 2:16 pm

Now with scary pictures!

Like I said in the bar Steve, she's both absurd and more than a little poignant. Though to play setting-Nazi for a minute, Port gnomes are viscous kneecapping sprites. They aren't craftsmen or knowledge workers. So Roxy would get her treatments from someone else (or from one very odd gnome, if you really want to keep that detail).
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gridley

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PostSubject: Re: Miss Roxy Hurrah   Tue Jan 05, 2010 5:00 pm

Mallus wrote:
Now with scary pictures!

Like I said in the bar Steve, she's both absurd and more than a little poignant. Though to play setting-Nazi for a minute, Port gnomes are viscous kneecapping sprites. They aren't craftsmen or knowledge workers. So Roxy would get her treatments from someone else (or from one very odd gnome, if you really want to keep that detail).

Gotcha! Gnome out!
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overeddie

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PostSubject: Re: Miss Roxy Hurrah   Tue Jan 05, 2010 5:10 pm

A new play for Yatigan: R'xorgrak or Roxy?
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Mallus

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PostSubject: Re: Miss Roxy Hurrah   Tue Jan 05, 2010 5:24 pm

overeddie wrote:
A new play for Yatigan: R'xorgrak or Roxy?
I've often thought the spirit of Ed Wood hovered over our games.
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gridley

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PostSubject: Re: Miss Roxy Hurrah   Tue Jan 05, 2010 10:20 pm

overeddie wrote:
A new play for Yatigan: R'xorgrak or Roxy?

Heh... her armor is from the hide of the dreaded wild angora.
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