Coopa, Warlord Minion (Tower of Druaga)

JohnBiles

First Post
Character creation based upon Coopa from Tower of Druaga.

(I made Coopa a minion because she strikes me as someone likely to get one-shotted if anyone ever hit her, though she's got more skills/powers than a normal minion. One could argue for her being a Controller (Leader) too.)

CoopaSalute.jpg



Coopa,
Implement Caddy Level 6 Minion
Small Natural Humanoid XP 63

Initiative +3 Senses Perception +7
HP; Bloodied
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
:bmelee: Implement Caddy Case (standard; at-will) | Weapon
+11 vs. AC; 9 points
:ranged:
Hurled Rock (standard; at-will) | Weapon
+8 vs. AC; 7 points, Range: 5/10
:close:Wand Caddy (Minor; at-will once/round) Close Burst 1
The target of this effect may swap weapons or implements from storage to hand and back as a Free Action so long as they remain adjacent to Coopa until the end of her next action.
:close:Tag-Along (Move; at-will) Close Burst 1
Coopa tags one chosen ally within the burst. When that ally moves, Coopa may shift to remain adjacent to them. This lasts until the start of her next turn.
:close:Do Something!!! (standard; at-will) Close Burst 5
One allied target within range takes a ranged or basic melee attack against a target of their choice, adding Coopa's Charisma bonus (+3) to damage.
:close:Help!!!! (Immediate Interrupt; Refresh 5-6) Close Burst 5
When someone attacks Coopa, one allied target within range
can take a ranged or basic melee attack against the person attacking Coopa, adding Coopa's Charisma bonus (+3) to damage.
:close:You can do it! (Immediate Interrupt; Encounter) Close Burst 5
When one of Coopa's allies within range misses with an attack, they may immediately reroll, taking the second result. They also may take a healing surge.
CoopaTeach.jpg

:ranged:Monster Lecture (Immediate Interrupt, Daily) Ranged 10
When an ally hits a monster within range of this power, Coopa gets to attack that monster with +11 vs. Will; 7 damage and all allies now get to add +3 to hit and +3 to damage until the end of the encounter against that monster.
Alignment Good Languages Common
Skills Arcane + 11, Dungeoneering +12, Henchwoman + 12*, Intimidate (Boss) +12**, Stealth + 8
* Henchwoman skill is used to handle the skills of an expert butler/flunky/combat assistant, such as cooking, cleaning, managing a budget, always having the right implement on hand to hand to your boss, and in general, anything Alfred does for Batman or Jeeves does for Bernie Wooster.
** Coopa can only use this skill to intimidate whoever employs her; against anyone else, she only has Intimidate +7.
Str 16 (+6) Dex 10 (+3) Wis 19 (+7)
Con 14 (+5) Int 16 (+6) Cha 16 (+6)
Equipment Hair Ribbon, Black Dress, Travelling Cloak, Implement Caddy Case, Heward's Handy Cooking Set +2*

*Heward's Handy Cooking Set contains whatever utensils and spices you need to cook a hearty meal. It adds +2 to your Henchwoman skill to cook food. Once a day, it can be used to allow the use of Henchwoman skill to substitute for Heal in substituting for Endurance rolls to recover from disease.

Coopa comes from a long line of Wizard and Warlock serving Implement Caddies, whose job it is to follow their boss around, keep him from starving to death or running away, tote heavy things, and provide the master's implements on demand. It is hard to tell if Coopa is an unusually competent young girl, an overgrown halfling, or a remarkably slender female dwarf. Those asking will simply get an angry stare and possibly a use of her Intimidate Boss skill.

Coopa is generally friendly to everyone, except if her boss is being lazy, ill-kempt, sexist, etc, at which point it's time to use Intimidate Boss-skill. She is sensible enough to avoid the front lines of combat, but brave enough to risk herself to aid/protect her boss. In battles, she will remain adjacent to her boss whenever possible. In diplomatic situations, she generally lurks in the back and lets others do the talking, though she usually can't resist an occasional zinger if her boss is in the fray of the talking and making a fool of himself.

Coopa is attuned to practical issues; she is the person who ensures everyone's weapon is cleaned after the battle, that they don't attend the King's court in rags, that they get three meals a day, and so on.

Coopa's boss in the show is a wizard named Melt, but she can be easily used as a flunky for any wizard or warlock.



 

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