<span class="bbc_size" style="font-size: 14pt;"><strong>N’Dara L’Talan, the Velvet Tongued</strong></span><br/><div class="floatright">(https://cdn.discordapp.com/attachments/665299663938650135/746330841000444015/image1.png)</div>Race: Elf Gender: Female<br/>Age: 164 (26 apparent)<br/>Height: 5’6” Weight: 129 lbsj<br/>Skin: Pale Hair: Black  Eyes: Silver/Blue<br/>Curses: Improved Orgasms, Increased Libido (x3), Pheromones (Human)<br/><br/><strong>History:</strong><br/><br/><em>“There was once a boy from Kaer Maga named Darren, a cunning half elf lad who grew into a handsome thief who charmed the ladies, fooled the guards and made off with goods. He and his partner stole all manner of things across the inner sea...<br/><br/>Till they stole the Key of All..<br/><br/>The Key could unlock any version of you across infinite worlds. Legend has it that many heroes and a few villains forged their destiny with it. <br/><br/>Darren didn’t expect betrayal. His partner stabbed him with Key and twisted..<br/>  He was a human, in the garb of the Taldan legions...<br/>     An elven hunter carrying a bow...<br/>        A half elf guardsman ... walking a street beat <br/>          A doe eyed elven courtesan clad in silks and satins, painted and perfumed..<br/><br/>With a twist the betrayer left him remade as N’darra the Velvet-tongued, and mocked the changed thief.  Till three bolts pierced his chest and he fell from the keep walls and into the torrential river below ..the Key lost in the rushing waters below. <br/><br/>Newly minted N’Dara was taken to jail, the Warden acting on the lost Key owner’s wishes for her to be punished. A handful of curses for her. One to keep her name to the one of this body..another to fuel her lusts, another to amplify her peaks. <br/></em><br/><br/>Darren of Kear Maga is gone, the rogue remade into an elven counterpart of his from a different reality, N'dara. A Nor'Thor (Passion Sage in elven).<br/><br/>Now, several decades later, she’s settled into the identity of N’Dara and moved past her old life. With the curses the Warden gave her eased up and putting her skills to work as a Passion Sage, she’s moved up in the world. She isn’t nobility, but she entertains them and the richest merchants on equal footing as no one wants to be cut off from her services, home or social circles.<br/><br/><strong>Personality:</strong><br/>In the time since her escape from prison, N’Dara had eased into her current identity with little misgivings. Where she was once concerned with her ease of skill at Trad'ath Nor (Arts of Passion), it’s simply what she can do now. She has made a good living and found her place in th world. She’s the premiere courtesan in the city and her business has a reputation for quality services and discretion.<br/>When out on adventures she is sneaky and underhanded as she was in her prior life but now with magic and manipulating others. Socially she’s very outgoing and forthright as needed and sees into the role of a knowledgeable and capable woman.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><br/>(Elliquiy) N’dara the Velvet-tongued (High level<br/>Female elf enchanting courtesan 8/enchanter 5 (Pathfinder RPG Adventurer's Guide 63)<br/>CG Medium humanoid (elf)<br/>Init +4; Senses low-light vision; Perception +13<br/>--------------------<br/>Defense<br/>--------------------<br/>AC 24, touch 17, flat-footed 20 (+5 armor, +3 deflection, +4 Dex, +2 natural)<br/>hp 76 (13d6+22)<br/>Fort +9, Ref +11, Will +11; +2 vs. enchantments<br/>Immune sleep<br/>--------------------<br/>Offense<br/>--------------------<br/>Speed 30 ft.<br/>Melee +2 silver dagger +12/+7 (1d4/19-20) or<br/>   quarterstaff +5/+0 (1d6-1)<br/>Ranged +1 light crossbow +11 (1d8+1/19-20)<br/>Arcane School Spell-Like Abilities (CL 12th; concentration +20)<br/>   11/day—dazing touch<br/>Enchanter Spells Prepared (CL 12th; concentration +20)<br/>   6th—chain lightning (DC 24), silent still charm monster (2, DC 23), sign of wrath (DC 24), summon monster VI<br/>   5th—befuddled combatant (DC 24), dominate person (2, DC 24), feeblemind (DC 24), fire snake[APG] (DC 23), hold monster (DC 24)<br/>   4th—apparent treachery (DC 23), charm monster (2, DC 23), controlled fireball[UI] (DC 22), greater flaming sphere[ACG] (DC 22), fool's teleport, greater invisibility<br/>   3rd—aqueous orb[APG] (DC 21), gullibility (DC 22), heroism (2), pillow talk (DC 22), reckless infatuation[UM] (DC 22), silent unnatural lust[UM] (2, DC 21)<br/>   2nd—demand offering[OA] (DC 21), hidden presence[UI] (DC 21), hoodwink (2, DC 21), mirror image, raiment of command (DC 20), scorching ray, seducer's eyes<br/>   1st—charm person (2, DC 20), comprehend languages, deja vu[OA], <del>endure elements, fastidiousness</del>, secluded grimoire, snowball[UW]<br/>   0 (at will)—detect magic, light, ray of frost, read magic<br/>--------------------<br/>Statistics<br/>--------------------<br/>Str 8, Dex 18, Con 12, Int 26, Wis 10, Cha 18<br/>Base Atk +6; CMB +10; CMD 22<br/>Feats Ability Mastery, Agile Maneuvers, Combat Expertise, Craft Permanent Item, Cunning, Deadly Aim, Favored Prestige Class, Power Attack, Prodigy[UM],  Consumable Crafting, Silent Spell, Skill Focus (Bluff), Spell Focus (enchantment), Still Spell<br/>Traits charming, cunning liar (any city)<br/>Skills Appraise +8 (+10 for small or highly detailed items when using a magnifying glass), Bluff +37 (+38 vs. characters who could be attracted to you), Craft (alchemy) +16 (+20 when working with poison), Craft (tattoo) +16, Diplomacy +31 (+33 to gather information, +32 vs. characters who could be attracted to you), Disable Device +8, Disguise +20, Intimidate +7, Knowledge (arcana) +24, Knowledge (dungeoneering) +15, Knowledge (history) +13, Knowledge (local) +24, Knowledge (nobility) +23, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +24, Perception +13, Perform (dance) +15, Perform (sing) +13, Profession (courtesan) +20, Sense Motive +20 (+22 to read a social situation), Sleight of Hand +24, Spellcraft +24, Stealth +8, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel), Use Magic Device +17<br/>Languages Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Ignan, Infernal, Kelish, Osiriani, Polyglot, Shadowtongue, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian<br/>SQ arcane bond (ring of protection +3), contact poison wielder, covert spells, enchanting smile, enchanting touch, finesse weapon attack attribute, hidden spell, informative liasons, master poisoner, overwhelming touch, poison use, seducer's leverage, seductive intuition, urbanite[ARG]<br/>Combat Gear lesser extend metamagic rod, pearl of power (1st level) (5), pearl of power (2nd level) (2), potion of cure light wounds (2), potion of protection from evil, scroll of comprehend languages (2), scroll of detect secret doors, scroll of glitterdust, scroll of identify (2), scroll of mount, scroll of rope trick, acid (2), alchemist's fire (3), antitoxin, chelish deathapple (3), tanglefoot bag, thunderstone (2); Other Gear +1 light crossbow, +2 silver dagger, crossbow bolts (20), quarterstaff, amulet of natural armor +2, belt of incredible dexterity +4, bracers of armor +5, cloak of resistance +3, efficient quiver, handy haversack, headband of mental prowess +4 (Int, Cha), ioun torch ioun stone[APG], pathfinder pouch, ring of force shield, ring of protection +3, bandolier[UE], bedroll, belt pouch, candle (10), chalk (10), chewing stick, comb (0.2 lb), courtesan's kit[ACG], ethereal plane (secluded grimoire), everburning torch, flint and steel, grappling hook, hairbrush (0.3 lb), ink, inkpen (2), journal[UE] (3), magnifying glass, mapmaker's kit[APG], masterwork thieves' tools, mess kit[UE], mirror, n’dara’s tome, n’dara’s tome vol 2, nail file (0.1 lb), sack, scissors (0.3 lb), silk rope (50 ft.), skeleton key[UE] (2), soap, spell component pouch, sponge, tooth powder (0.1 lb), trail rations (10), waterskin (2),44 ,425 gp, 6 sp, 1 cp<br/>--------------------<br/>Special Abilities<br/>--------------------<br/>Ability Mastery (Constitution, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.<br/>Agile Maneuvers Use DEX instead of STR for CMB<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/>Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.<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 (11/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD &lt;= wizard level.<br/>Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.<br/>Elven Immunities - Sleep You are immune to magic sleep effects.<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/>Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.<br/>Hidden Spell +2/+1 (Su) Bonus to spell DC vs. foes unaware of you or considering you an ally.<br/>Informative Liasons (1/week) (Ex) Take 20 to gather information with no time increase if you've spent a month in a settlement.<br/>Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.<br/>Lust (Enchantment) The enchanter uses magic to control and manipulate the minds of his victims.<br/>Master Poisoner +4 (Ex) Use Craft (alchemy) for 1 hr to change poison type (failure ruins). +4 Craft (Alchemy) for poisons.<br/>Overwhelming Touch (Su) Targets of enchanting touch must roll twice and ttace worse result.<br/>Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.<br/>Power Attack -2/+4 You can subtract from your attack roll to add to your damage.<br/>Prodigy (Perform [dance], Profession [courtesan]) Gain a +2 bonus on two Craft, Perform, or Profession skills.<br/>Seducer's Leverage (2 edges, 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/>Silent Spell Cast a spell with no verbal components. +1 Level.<br/>Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.<br/>Still Spell You can cast a spell with no somatic components. +1 Level.<br/>Urbanite +2 Diplomacy to gather information &amp; Sense Motive to read a social situation.<br/>--------------------<br/></div></div><div class="floatright">(https://cdn.discordapp.com/attachments/665299663938650135/746330841306890350/image2.png)</div><br/><strong>House of Silken Delights</strong><br/>Type: Social Club/Bordello<br/>Building(s): Medium Business (Prof: Courtesan +12 w/Masterwork tools)  +15,000<br/>- Manor   +10,000<br/>Employees:  7 employees<br/>5 Courtesans<br/>1  Guard<br/>1 Barmaid<br/><br/>Skill Check:  1d20+ 12 (skill) + 2 (MW tools) - 7 (Profit factor)<br/>