<div class="floatleft">(https://s-media-cache-ak0.pinimg.com/originals/0f/8f/de/0f8fde81fe4d5fe047ef6d7c9362a67b.jpg)</div><strong>Name</strong>:'The Lady', Varies<br/><strong>Race</strong>: Human<br/><strong>Gender</strong>: Female<br/><strong>Eye</strong>: Purple, Varies<br/><strong>Hair</strong>: Purple, Varies<br/><br/><strong>Background</strong>: The Lady is a legend in the courtly world, the social maven who chooses the newest fashions, dance and music in court. Not directly of course but with a coy whisper in the ear of the person at the right place or time. Her voice can start rumors that unwind a generation worth of plotting of one family to the gain of the new face at court, or sour decades long good relations to the point of a trade war or blood feud.<br/>She is one of the Chior's greatest spies, recruiters and points of contact. She hears much through her work through the upper levels of society, and more than one contract has started with her pointing a fellow Choir member to someone wishing another dead.<br/>She can, and has, killed by her own hand when she desires; she prefers to be a 'subtle blade' that reaps reputations and social standing. Removing threats to herself and the Choir but killing reputations and family fortunes rather than bloodying her hands. Most of her 'blades' are even aware of her work thru their actions as she manipulates them thru magic, cutouts and backroom deals.<br/><strong>Tactics</strong>:Typically she prefers to work thru cutouts, manipulating one group against another to either provide opening for 'direct actors' (i.e..other assassins) by isolating the target or engineering conflicts where the victim dies by a rivals hand. Suggestion and similar spells to convince the victim or his allies that the threat isn't so dire yet.<br/>Use of Conceal spell, Hidden Presence or some form of invisibility to hide while she sets things in motion to isolate the victim (suggestion, charm, and other enchantments), weaken (mind fog, curses or so on) or indirectly attack the victim (pit/deadfall spells, poisons or charmed/dominated attacker or summoned monsters)<br/>Her use of poisons, both on victims or as a.provider of them is not widely known outside the choir.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Statblock</div><div class="spoiler_body">Female human enchanting courtesan 5/enchanter 5<br/>N Medium humanoid (human)<br/>Init +2; Senses Perception +11<br/>--------------------<br/>Defense<br/>--------------------<br/>AC 17, touch 15, flat-footed 15 (+2 armor, +3 deflection, +2 Dex)<br/>hp 80 (10d6+20)<br/>Fort +8, Ref +7, Will +10<br/>--------------------<br/>Offense<br/>--------------------<br/>Speed 30 ft.<br/>Melee adamantine dagger +5 (1d4/19-20)<br/>Arcane School Spell-Like Abilities (CL 9th; concentration +15)<br/>   9/day—dazing touch<br/>Enchanter Spells Prepared (CL 9th; concentration +15)<br/>   5th—contagious suggestion (DC 23), mind fog (DC 23), overland flight<br/>   4th—apparent treachery (DC 22), charm monster (DC 22), enticing adulation (DC 22), summon monster IV<br/>   3rd—displacement, puzzle box (DC 21), spiked pit[APG] (DC 19), suggestion (2, DC 21)<br/>   2nd—heightened charm person (2, DC 20), hidden presence[UI] (DC 20), hideous laughter (DC 20), invisibility, raiment of command (DC 18), unnatural lust[UM] (DC 20)<br/>   1st—charm person (DC 19), cloak of secrets, cultural adaptation[UI], endure elements, mage armor, unseen servant<br/>   0 (at will)—detect magic, detect poison, message, prestidigitation<br/>   Opposition Schools Abjuration, Necromancy<br/>--------------------<br/>Statistics<br/>--------------------<br/>Str 10, Dex 14, Con 14, Int 22, Wis 13, Cha 16<br/>Base Atk +4; CMB +4; CMD 19<br/>Feats Conceal Spell[UI], Cunning, Deceitful, Favored Prestige Class, Greater Spell Focus (enchantment), Heighten Spell, Scribe Scroll, Spell Focus (enchantment)<br/>Traits clever wordplay, extremely fashionable<br/>Skills Acrobatics +5, Appraise +10, Artistry (criticism) +10, Bluff +26, Craft (alchemy) +19 (+21 when working with poison), Diplomacy +25, Disguise +13, Fly +8, Intimidate +20, Knowledge (arcana) +18, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nobility) +13, Linguistics +19, Perception +11, Perform (act) +9, Perform (dance) +9, Profession (courtesan) +9, Sense Motive +16, Sleight of Hand +17, Spellcraft +19, Stealth +7, Use Magic Device +11<br/>Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Undercommon<br/>SQ arcane bond (ring of protection +3), contact poison wielder, covert spells, enchanting smile, enchanting touch, hidden spell, master poisoner, poison use, seducer's leverage, seductive intuition<br/>Combat Gear pearl of power (1st level) (4), pearl of power (2nd level), pearl of power (3rd level); Other Gear +1 glamered spell storing silken ceremonial armor[UC], adamantine dagger, cloak of resistance +2, pathfinder pouch, pathfinder pouch, ring of protection +3, poison lip paint[UI], poison pill ring[UE], wizard starting spellbook, 13,023 gp<br/>--------------------<br/>Special Abilities<br/>--------------------<br/>Abjuration You must spend 2 slots to cast spells from the Abjuration school.<br/>Arcane Bond (Ring of protection +3) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).<br/>Conceal Spell (DC 28, Somatic DC 27) Conceal evidence of spellcasting<br/>Contact Poison Wielder (Ex) Wield a dose of contact poison as a melee weapon, concealing it with Sleight of Hand.<br/>Covert Spells (Su) Cast divination and enchantment spells covetly, but must make Bluff/Sleight of Hand checks.<br/>Dazing Touch (9/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD &lt;= wizard level.<br/>Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.<br/>Enchanting Touch (Su) If a creature lets you touch it, you can deliver a divination or enchantment spell.<br/>Enchantment The enchanter uses magic to control and manipulate the minds of his victims.<br/>Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.<br/>Heighten Spell Increases spell level to effective level desired.<br/>Hidden Spell +1 (Su) Bonus to spell DC vs. foes unaware of you or considering you an ally.<br/>Master Poisoner +2 (Ex) Use Craft (alchemy) for 1 hr to change poison type (failure ruins). +2 Craft (Alchemy) for poisons.<br/>Necromancy You must spend 2 slots to cast spells from the Necromancy school.<br/>Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.<br/>Seducer's Leverage (1 edge, 1/day) (Ex) Consult nework of informants to determine individual's influence with organization or individual.<br/>Seductive Intuition (Su) Use Sense Motive in place of Diplomacy or Sleight of Hand vs. targets attracted to you.<br/>Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.<br/>--------------------<br/></div></div>