<div class="floatright">(https://orig00.deviantart.net/7dfd/f/2014/060/f/5/ice_witch_by_gpzang-d78fqf9.jpg)</div><br/><strong>Character Name</strong>: Nisha Pelrue (the Silvered [-Eyed, -Tongued, -Haired)<br/><strong>Race / Class</strong>: Aasimar/ Enchantress (Manipulator)/Rogue<br/><strong>Age</strong>: 24<br/><strong>Gender</strong>: Female<br/><strong>Sexual Preference</strong>: Bi-sexual<br/><strong>Height:</strong>5’ 2”<strong>Weight:</strong>125<strong>Eyes:</strong>Silver<strong>Hair:</strong>Silver<br/><strong>Big Ons / Big Offs</strong>: ONs: light bondage, groups<br/>OFFs: No underage, no scat, no golden showers, Vore<br/><br/><strong>Personality</strong>: Manipulative and self-absorbed are some of the words that first come to mind with Nisha, till you see her actions don’t always benefit just her. When not working on a particular goal, she is cheerful, flirtatious and even a bit ‘bubbly’ in her manner.<br/><br/><strong>Noteworthy Event</strong>: Nisha had once been Nishawn, a gutter rat made good. He had distant ties to a noble family, the Surtovas, not enough for title or position but enough to be granted a ‘scholarship’ to the  Arcane Academy in Restov. Most likely in preparation of being a consulting wizard for the family back in Port Ice. He was quite happy to remain at the academy and would have remained there for sometime longer but for the accident.<br/>He was unsure of what caused it, a classmates prank, a lingering hex or curse from one of the academy’s many esoteric items, or any mixture of events; whatever it was that happened, he was forced to leave as his changes became more evident despite spells, disguises or misdirection with the help of a classmate.<br/>Not that she minds, the idea of adventure with companions who accept her as she is now is far more appealing than the idea of serving as a wizard to a court ruled by a distant uncle who sees you as another piece on the board.<br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sheet</div><div class="spoiler_body"> Nisha Pelrue The Silver-tongued <br/>Female aasimar unchained rogue 1/gestalt 1/enchanter (manipulator[APG]) 1 (Pathfinder RPG Advanced Player's Guide 146, Pathfinder RPG Bestiary 7, Pathfinder Unchained 20)<br/>NG Medium outsider (native)<br/>Init +4; Senses darkvision 60 ft.; Perception +8<br/>--------------------<br/>Defense<br/>--------------------<br/>AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)<br/>hp 11 (1d8+3)<br/>Fort +3, Ref +6, Will +6<br/>Resist acid 5, cold 5, electricity 5<br/>--------------------<br/>Offense<br/>--------------------<br/>Speed 30 ft.<br/>Melee light mace +4 (1d6+2) or<br/>   short sword +4 (1d6+2/19-20)<br/>Ranged shortbow +4 (1d6/×3)<br/>Special Attacks sneak attack (unchained) +1d6<br/>Spell-Like Abilities (CL 1st; concentration +6)<br/>   2/day—daylight<br/>Enchanter Spells Prepared (CL 1st; concentration +6)<br/>   1st—abundant ammunition[UC], burning hands (DC 16), endure elements, mage armor, magic missile, sleep (DC 17), summon monster I<br/>   0 (at will)—detect magic, prestidigitation, ray of frost<br/>   Opposition Schools Illusion, Necromancy<br/>--------------------<br/>Statistics<br/>--------------------<br/>Str 15, Dex 18, Con 16, Int 20, Wis 19, Cha 21<br/>Base Atk +0; CMB +2; CMD 16<br/>Feats Endurance, Heavenly Radiance[ARG], Scribe Scroll, Spell Focus (enchantment), Weapon Finesse<br/>Traits accelerated drinker, charming, cultivated (any city), noble born - surtova<br/>Skills Acrobatics +8, Appraise +6, Bluff +11 (+12 vs. characters who could be attracted to you), Craft (alchemy) +6, Diplomacy +11 (+12 vs. characters who could be attracted to you), Disable Device +9, Disguise +9, Intimidate +7, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +12, Perception +8, Sense Motive +6, Spellcraft +9, Stealth +8, Use Magic Device +9<br/>Languages Azlanti, Celestial, Common, Goblin, Hallit, Infernal, Kelish, Shoanti, Varisian<br/>SQ arcane bond (ring), beguiling touch, enchanting smile, scion of humanity[ARG], trapfinding +1, truespeaker[ARG]<br/>Combat Gear potion of cure light wounds; Other Gear haramaki[UC], arrows (20), light mace, short sword, shortbow, arcane bond ring, bedroll, belt pouch, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), ink, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], mirror, piton (10), soap, spell component pouch, thieves' tools, torch (10), trail rations (5), waterskin, 6 gp, 5 sp, 1 cp<br/>--------------------<br/>Special Abilities<br/>--------------------<br/>Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).<br/>Beguiling Touch (1  HD maximum, 1 round, 8/day, DC 15) (Sp) Touch charms.<br/>Darkvision (60 feet) You can see in the dark (black and white only).<br/>Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.<br/>Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.<br/>Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.<br/>Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.<br/>Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.<br/>Heavenly Radiance (Flare Burst, 2/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.<br/>Illusion You must spend 2 slots to cast spells from the Illusion school.<br/>Manipulator Assocated School: Enchantment<br/>Necromancy You must spend 2 slots to cast spells from the Necromancy school.<br/>Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.<br/>Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.<br/>Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.<br/>Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.<br/>Truespeaker Learn two languages for each rank you put in Linguistics.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alternative image</div><div class="spoiler_body">(https://i.redd.it/7wr6selp6th11.png)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellbook</div><div class="spoiler_body">Cantrips: All the basic, plus Detect Poison, Scriver’s Chant<br/>1st Level: Abundant Ammo, Burning Hands, Charm Person, Coin shot, Crafter’s Fortune, Disquise Self, Emdure Elements, Heightened Awareness, Mage Armor, Magic Missile, Magic Weapon, Secluded Grimoire, Shield, Sleep, Summon Monster 1<br/></div></div>