Succubus

Thyste Fox-Tailed's page

1,106 posts. Alias of VixieMoondew.


Full Name

Thyste

Classes/Levels

Foxy Halfling Swash (Arrow Champion/Dashing Thief)/10 | AC 24, T 17, FF 18 | 100/100 hp | Fort +5, Ref +12, Will +5| Init +4 | Percep +9 | CMD 25

Gender

Female

Size

Small

Age

Late 20s

Location

Trunau

Languages

Common, Halfling, Goblin, Elven, Giant, Gnoll

Occupation

Performer

Strength 12
Dexterity 20
Constitution 10
Intelligence 14
Wisdom 10
Charisma 20

About Thyste Fox-Tailed

Thyste
Female Arrow Champion/Dashing Thief Swash 10
N Small humanoid (halfling)
Init +4; Senses Perception +8
Panache 3/3
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18
hp 100 (1d10)
Fort +5, Ref +12, Will +5
CMD 25
Defensive Abilities
Charmed Life 7/day
Nimble +2
Kip-Up

--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk doru +17/+12 (1d6+13, x2), brace
Ranged
mwk shortbow +18/+13 (1d4+3) 100ft.
Precise, Deadly Aim +15/+10 (1d4+1+6+2)
CMB +10
Ranged Steal CMB +17
Offensive Abilities
Swashbuckler Finesse
Dazing Charm (DC19)
Precise Aim
Poison Use
Weapon Versatility
Archer's Feint

Tiny Thyste:

--------------------
Defense
--------------------
AC 25, touch 19, flat-footed 19
hp 100 (1d10)
Fort +5, Ref +13, Will +5
CMD 23
Defensive Abilities
Charmed Life 7/day
Nimble +2
Kip-Up

--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk doru +19/+14 (1d4+14, x2), brace
Ranged
mwk shortbow +20/+15 (1d3+1, x3) 100ft.
Deadly, Precise Aim mwk shortbow +17/+12 (1d3+1+6+2)
CMB +8
Ranged Steal CMB +19
Offensive Abilities
Swashbuckler Finesse
Dazing Charm (DC19)
Precise Aim (+1/4 SwL)
Poison Use
Weapon Versatility
Archer's Feint

---------------------
Other
Intimidate Nah
Stealth +A Lot

-------------------
Deeds
-------------------
Derring-Do: Add +1d6 to Acrobatics, Climb, Disable Device, Escape Artist, Sleight of Hand, or Swim
Retaliation: If hit, return attack with melee or ranged as appropriate.
Dodging Panache: Move 5 feet and add CHA to AC in response to a melee attack.
Kip-Up: Up from prone w/o provoking AoO, or swift w/1 panache
Dazing Charm: As a free action while feinting, force target to make a Will save (DC 10 + swash level + Cha) or be dazed for 1 round.
Precise Aim: Add swash level to 1H P damage. Add 1/4 swash level to arrow damage w/in 30 feet.
Swift Switch: Switch weapons as a Swift action; spend 1 panache to do so as an immediate action.
Archer's Feint: Instead of damage, feint with ranged attack. Next melee attack deals 2x Precise Aim damage.
Swashbuckler's Grace: No penalty for moving at full speed with Acrobatics.
Targeted Strike: Spend 1 panache point to target a specific part of the body as a full-round action. This gets complicated; check the PRD.

--------------------
Statistics
--------------------

Str 12, Dex 20, Con 10, Int 14, Wis 10, Cha 20
Base Atk +10;
Feats Wilding, PBS, Ranged Steal, Quick Draw, Animal Soul, Well-Prepared, Mythic Weapon Finesse, Deceitful, Deadly Aim
Rogue Talents Poison Use, Hold Breath

Ranged Steal:
In place of a ranged attack you can attempt to perform a steal combat maneuver with any ranged weapon at a –2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional –2 penalty. If the steal attempt is successful, you cause the item to by ricocheted by the ranged weapon into a free hand or in your square.

Traits Sacred Touch, Vexing Defender, Providential Passenger, Broken Not Beaten
Drawback Sleepy
FCB's 10/4 Extra Charmed Life
Adventuring Skills 60 (4 + Int)

Acrobatics* +20
*+9 to move through opponent's square
Bluff +21
Climb +6
Diplomacy +15
Disguise: +7
Disable Device +15
Escape Artist +14
Knowledge (local) +6
Knowledge (nature) +3
Perception +9
Ride +9
Sense Motive +7
Stealth +22
Survival +1
Swim +5
UMD +7

Background Skills 20

Appraise +3
Craft (alchemy) +12
Knowledge (nobility) +6
Linguistics +6
Perform (comedy) +12
Sleight of Hand +15

Wild Empathy +4
Racial Traits Underfoot Dodger, Halfling Luck, Keen Senses, Fleet of Foot
Languages Common, Halfling, Goblin, Elven, Giant, Gnoll, Draconic
Combat Gear
1160gp +1 leather armor (3/6/0)
304gp mwk doru
330gp mwk shortbow
10gp leather armor (2/6/0)
5gp buckler
4gp doru
2gp dagger
30gp shortbow
1gp 20 arrows
club
sling
5gp spring-loaded wrist sheath
Gear
50gp masterwork backpack
cold weather outfit
5gp 5 grappling arrows
10gp 50ft silk rope
1gp caltrops
1cp chalk
1gp grooming kit
3sp 3 pints of oil
5gp glass cutter
5sp 5 glue papers
5gp perfume
10gp stove can
5sp waterproof bag
30gp wire saw
2gp heated gloves
5gp pickpocket's outfit
30gp thieves tools
100gp mwk thieves tools
9gp swashbuckler's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, 10 torches, 5 trail rations, waterskin)
50gp potion of reduce person (expended)
15gp alkali flask
5gp poison lip paint
Drakesbane

2476gp, 2sp, 9cp

Consumed Resources

--------------------
Physical Description

Two foot six, with a somewhat muscular build (for a halfling) and blonde hair that she only sometimes ties into a ponytail. More curiously, she sports a red fox's ears instead of halfling ones, and a matching tail.

History
-Wanted by slavers for her unique and pleasing anatomy; has been captured before, but always escaped
-Tried to learn how to be a Druid once; it didn't take

Botting Instructions:

RACIAL TRAITS

Underfoot Dodger
Source Heroes of the Streets pg. 9
City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.