Seoni

Vinexa's page

260 posts. Alias of Drogeney.


Full Name

Vinexa

Race

MP: 4/4; Spells | Lust Pool: 0/10 | active effects: mage armor, lust pool +3 def

Gender

female mithra illusionist (succubus) 2 | HP 18/18 | AC 17 (21), TAC 14, FF 10 (14)| F +3, R +3, W +2 | Per +5 | Init +8 |

About Vinexa

Build:

Vinexa
female Mithra Illusionist (succubus) 2
CN medium humanoid (mithra)
Init +8; Senses Perception +4
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Defense
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AC 18, touch 14, flat-footed 14 ([+4 mage armor], +3 Dex, +1 dodge)
hp 18 (2d8+6)
Fort +3, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee 2 claws +3 (1d4)
whip +3 (1d3)
Ranged varies +3 (varies)
composite shortbow +3 (1d6 /x3)
Special Attacks
Spells (CL 2; concentration +5):
MP 4=3+1
1st (n/day)—silent image (15), mage armor, unnatural lust (14), disappear, mind map, auditory hallucination (dc 15), color spray (dc 15),charm (14)
0 (at will)—dancing lights, detect magic, phantasmal trip wire (14), ghost sound (14)
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Statistics
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Str 10, Dex 16, Con 16, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +4;CMD +14
Feats WP: simple, longsword, rapier, sap, shortsword, shortbow, whip; AP: ; SP: ; spell focus (illusion) (1st), Spell Proficiency (bf)
Traits feline instinct, friend of the family
Skills
bluff +8=+3+2+3
diplomacy* +4=3+0+0+1
disguise +8=+3+2+3
know (local) +5=+0+2+3
perception +5=-1+2+3+1
sense motive +4=-1+2+3
Background Skills
craft (something*)
linguistics +4=+0+1+3
know (nobility*)
perform (dance*) =3+1+3+1
profession (courtesan) +4=-1+2+3

Languages common, mithran, abyssal
Combat Gear whip, composite shortbow (20); Other Gear
Misc Gear backpack, bedroll, belt pouch, flint and steel, mess kit, soap, trail rations (5 days), waterskin, traveler's outfit, courtesan's outfit, stiletto boots, 29gil
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Special Abilities
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Racial
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Cat’s Luck (Ex) Once per day, when a mithra makes a Reflex saving throw, she gains the lucky status effect for this one roll. She must decide to use this ability before the saving throw is attempted.
Lesser Defensive Training With their peaceful life being threatened by the yagudo, mithra tend to be more cautious around them. Mithra gain a +4 dodge bonus to AC against yagudo.
Nimble Faller Mithra have an amazing sense of balance and keen knowledge of their own center of gravity. Mithra land on their feet even when they take lethal damage from a fall and take damage as if the fall were 10 feet shorter than it actually is. Furthermore, mithra gain a +1 bonus to their CMD against trip maneuvers.
Cat’s Claws Some mithra have stronger and more developed claws than other members of their race, and can use them to make attacks. Mithra with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Cat’s Luck (Ex) Once per day, when a mithra makes a Reflex saving throw, she gains the lucky status effect for this one roll. She must decide to use this ability before the saving throw is attempted.
Fleet-Footed Mithra receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Sprinter Mithra gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Friend of the Family As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.
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Class
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Martial Prowess An incubus’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). Also increases incubus’s hit dice from d6 to d8.
Limit Break (SU) At 1st level, the incubus receives the Limit Break (Lustful Withdrawal).
Lustful Withdrawal (Su): This Limit Break allows the incubus to drain the Charisma from all enemies within 30 feet. All enemies within 30 feet take 1 point of Charisma damage plus an additional point for every four illusionist levels after 1st, a Will save (DC 10 + half of the illusionist’s level + his Charisma modifier) to negate. In addition, for each point of Charisma damage inflicted, the incubus gains 1 Lust Point, which he can immediately spend if needed.
This ability replaces the Limit Break (Terrifying Nightmare).
Drain Touch (Su) At 1st level, an incubus gains the Improved Unarmed Strike feat even if he doesn’t meet the requirements.
The incubus can touch creatures to damage their Charisma and empower himself. Normal, casual contact is enough to trigger this effect (such as a handshake, for example), but if the target isn’t willing to touch the incubus, this is treated as a melee touch attack. Each time the incubus strikes a creature with an unarmed strike, he can deal 1 point of Charisma damage instead of the normal damage.
As a standard action, he can instead inflict the Charisma damage with a melee touch attack. Each point of Charisma damage inflicted in this way adds 1 point to the incubus’s lust pool (see below). If a creature is brought to 0 Charisma by the incubus’s drain touch, it falls comatose until it regains at least one point of Charisma. Drain touch cannot inflict Charisma damage if the lust pool is full.
This ability replaces blinding ray.
Lust Pool (Su) The lust pool is a meter of how much energy the incubus has drained through his powers. The lust pool empties each day at dawn and can contain a number of points equal to twice the illusionist’s level. The incubus gains 1 point each time he successfully uses his drain touch ability to damage a creature’s Charisma, and the ability damage inflicted this way cannot be healed as long as the incubus maintains the corresponding points in his lust pool (the order in which the points are depleted is “First In, First Out”). By spending 1 point from his lust pool, the incubus can generate the following effects:
use charm as a supernatural ability as a standard action;
gain a +4 bonus on his next saving throw as an immediate action;
gain a +4 bonus on his next Charisma-based skill check made in the round as a swift action.
As long as there is at least 1 point in the Lust Pool, the incubus gains a deflection bonus to his AC equal to his Charisma modifier. Furthermore, as long as there is 1 point in the Lust Pool, the incubus can change his appearance to that of a hume, as per the disguise self spell, except that it allows to conceal the presence of wings. This last effect can be used at will.
This ability replaces veil pool.
Entertainer’s Knowledge (Ex) Being creatures that live off seduction, the incubus is an excellent entertainer. An incubus adds half his illusionist level (rounded down) as a bonus to Craft (any one), Diplomacy, Knowledge (nobility), and Perform (one among act, dance, oratory, percussion, strings, or sing) checks, and can make checks in these skills even untrained.
This ability replaces deceptive flourish.
Spell Proficiency (Ex) Illusionists are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch.
Entertainer’s Knowledge (Ex) Being creatures that live off seduction, the incubus is an excellent entertainer. An incubus adds half his illusionist level (rounded down) as a bonus to Craft (any one), Diplomacy, Knowledge (nobility), and Perform (one among act, dance, oratory, percussion, strings, or sing) checks, and can make checks in these skills even untrained.
This ability replaces deceptive flourish.
Smooth Talker (EX or SU) An incubus is adept at swaying other creatures’ minds with his words. Starting from 2nd level, he can make a Diplomacy check to modify a creature’s attitude as a full-round action with a –5 penalty.

Mirror (Su) At 2nd level, the illusionist can appear exactly as another individual of roughly the same body type, and no more than twice as tall or half as high. The illusionist looks, feels, smells, and sounds just like the target creature. The effect requires the illusionist to have a portion of the target creature (a hair, drop of blood, a tooth) or significant item (a scepter or crown, an amulet, a personal weapon). This item is incorporated into the illusion in its true form, and the effect ends if it is separated from the illusionist.
This effect does not confer any special knowledge or abilities on the illusionist, but the duplication is otherwise seamless. Creatures that interact with the illusionist do not gain a save to disbelieve. The illusionist’s actions, or lack of specific knowledge, can cast doubt on his identity, but his true identity cannot be discerned without magical aid. This ability lasts for a duration of 10 minutes per illusionist level. The illusionist can use this ability a number of times per day equal to his Charisma modifier.
es discern deception.


Description:
Vinexa is a short mithra woman standing four foot ten with brown hair that turn to blonde when it reaches her waist in a loose fall and a pleasantly curved figure making her voluptuous for a mithra. Her eyes are an amber color and she prefers black and gold clothing that goes well with her pale complexion.

She often comes across as predatory and it leaves others a bit uneasy around her. That predatory sense is accented when one sees that she has sharp incisors and claws like a cat. Despite this she is a ind person with a naughty streak to her and enjoys the company of many people for both her sake and theirs.


Personality:
Vinexa is friendly and outgoing but still keeps her distance from most people and is well known for her one night stands and tendency to avoid casual touching outside of that. The few people she is close to she is extremely loyal towards and she will go to great lengths to help them.

Vinexa's Inspiration
Background:
Vinexa was born to a small, nomadic, clan of mithra in Varissia and was raised by them for the earliest part of her life. Her parents, Mrrg and Kitassa, raised their daughter Vinexa well, teaching her how to survive, but something always felt off about their child. Her parents were constantly feeling drained and worn out and it wasn’t until Vinexa went through her right of passage as she entered adolescence that they determined what was wrong. During her time surviving alone Vinexa was deprived of something she badly needed and though she survived she was never the same.

Vinexa came back from her rite of passage and, though she had found food well enough, seemed emaciated like she had been starved. Her mind had suffered, her wits not as sharp as they used to be, but the biggest change was what happened when she was touched by her parents. Both of her parents felt their life being drained from them and Vinexa couldn’t bring herself to stop it. Fortunately someone was able to knock her out before she killed them.

It turned out that Vinexa suffered a deficiency of the soul, that her own didn’t replenish properly and needed to take from others. She had been taking tiny nibbles before without knowing it and that was enough to let her survive. Her time in the wilderness left her depleted and out of control. With effort her equilibrium was restored but the tribe could not care for her any longer so they took her to Sandpoint to visit the oracle Niska Mvashti in search of a cure.

The oracle was unable to tell them of a cure but the old woman’s daughter was able to help Vinexa. She came up with a way to curb the hunger Vinexa felt until she could better control herself. Vinexa said goodbye to her family as they continued their journeys leaving her behind to get the help she needed.

Over the next few years Vinexa learned to better control her abilities and how to feed in a way that wouldn’t do lasting harm to others. She continued to live in Sandpoint to this day, occasionally sleeping around with one person or another, and getting a reputation as a woman of loose morals by the time she was eighteen. It was around then that the Oracle died and Vinexa attended to her before the end. She was made to promise to stay with the Oracle’s daughter Koya if she ever went on a long journey and Vinexa agreed. She didn’t think it would ever come up but little did she know what awaited her.


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