<div class="floatright">(https://cdn.discordapp.com/attachments/665299663938650135/746330841000444015/image1.png)</div><span class="bbc_size" style="font-size: 14pt;"><strong>N’dara the Velvet-tongued</strong></span><br/><span class="bbc_size" style="font-size: 12pt;"><strong>Vital Statistics</strong></span><br/>Age: 114 (26 Apparent)<br/>Race: Elf Gender: Female<br/>Height: 5’6” Weight: 129 lbsj<br/>Skin: Pale Hair: Black  Eyes: Silver/Blue<br/><br/><span class="bbc_size" style="font-size: 12pt;"><strong>Introduction/Backstory</strong></span><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). She still thinks of herself as Darren, though the crush of her alternate self's life and the Warden's creative use of curses is wearing N'Dara down as thirty years of Darren fights to hold a century of N'dara back. It is like dropping a shot of whiskey into a pint of mead. The weight of her alternate has been wearing on her, and the drugs and curses inflicted by the warden has wearing effect.<br/><br/><span class="bbc_size" style="font-size: 12pt;"><strong>Personality</strong></span>: Either as Darren or N'Darra, she is a sneaky manipulative fighter. Now, instead of using a blade she uses her wiles and magic, as well as her newly acquired knowledge of Trad'ath Nor (Arts of Passion) though she is reluctant to try it. Her curses though are making it harder and harder not to consider it as she looks for any avenue for escape.<br/><br/><strong><span class="bbc_size" style="font-size: 12pt;">Curses</span></strong>: Heat, Improved Orgasms, Increased Libido (x3), Pheromones (Humans)<br/><br/><div class="floatright">(https://cdn.discordapp.com/attachments/665299663938650135/746330841306890350/image2.png)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Stat Block</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 12pt;"><strong>Character Sheet</strong></span><br/>Female elf enchanting courtesan 2/enchanter 5 <br/>CG Medium humanoid (elf)<br/>Init +2; Senses low-light vision; Perception +6<br/>--------------------<br/>Defense<br/>--------------------<br/>AC 16, touch 14, flat-footed 14 (+2 armor, +2 deflection, +2 Dex)<br/>hp 33 (7d6+3)<br/>Fort +2, Ref +4, Will +5; +2 vs. enchantments<br/>Immune sleep<br/>Curses: Heat, Improved Orgasms, Increased Libido (x3), Pheromones (Humans)<br/>--------------------<br/>Offense<br/>--------------------<br/>Speed 30 ft.<br/>Melee quarterstaff +2 (1d6-1) or<br/>   silver dagger +2 (1d4-2/19-20)<br/>Ranged light crossbow +5 (1d8/19-20)<br/>Arcane School Spell-Like Abilities (CL 6th; concentration +12)<br/>   9/day—dazing touch<br/>Enchanter Spells Prepared (CL 6th; concentration +12)<br/>   3rd—gullibility (DC 20), reckless infatuation[UM] (DC 20), <del>silent unnatural lust[UM] (2, DC 19)</del><br/>   2nd—demand offering[OA] (DC 19), <del>hoodwink (2, DC 19),</del> seducer's eyes<br/>   1st—charm person (2, DC 18), endure elements, fastidiousness, secluded grimoire<br/>   0 (at will)—detect magic, light, ray of frost, read magic<br/>--------------------<br/>Statistics<br/>--------------------<br/>Str 8, Dex 14, Con 10, Int 22, Wis 10, Cha 14 App:16<br/>Base Atk +3; CMB +2; CMD 16<br/>Feats Cunning, Favored Prestige Class, Scribe Scroll, Silent Spell, Skill Focus (Bluff), Spell Focus (enchantment), Still Spell<br/>Traits charming, cunning liar (any city)<br/>Skills Appraise +6 (+8 for small or highly detailed items when using a magnifying glass), Bluff +23 (+24 vs. characters who could be attracted to you), Craft (alchemy) +11, Craft (tattoo) +14, Diplomacy +18 (+20 to gather information, +19 vs. characters who could be attracted to you), Disable Device +6, Disguise +12, Intimidate +5, Knowledge (arcana) +16, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nobility) +11, Linguistics +13, Perception +6, Perform (dance) +7, Perform (sing) +7, Profession (courtesan) +10, Sense Motive +10 (+12 to read a social situation), Sleight of Hand +8, Spellcraft +15, Stealth +6, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel), Use Magic Device +9<br/>Languages Aquan, Auran, Azlanti, Common, Draconic, Elven, Ignan, Kelish, Osiriani, Terran, Thassilonian, Undercommon<br/>SQ arcane bond (ring of protection +2), covert spells, enchanting smile, enchanting touch, poison use, seducer's leverage, seductive intuition, urbanite[ARG]<br/>Combat Gear : lesser extend metamagic rod, pearl of power (1st 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, wand of mage armor (16 charges), acid (2), alchemist's fire (3), antitoxin, chelish deathapple (3), tanglefoot bag, thunderstone (2); Other Gear crossbow bolts (20), light crossbow, quarterstaff, silver dagger,(bracelets) bracers of armor +2, efficient quiver, handy haversack, (Earring) headband of vast intelligence +2, ioun torch ioun stone[APG], pathfinder pouch, (navel) ring of protection +2, 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, 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), wizard starting spellbook, 55 gp, 6 sp, 1 cp<br/>--------------------<br/>Special Abilities<br/>--------------------<br/>Arcane Bond (Ring of protection +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).<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/>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/>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/>Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.<br/>Seducer's Leverage (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/></div></div>