<div class="floatright">(https://i.imgur.com/2aFuvWk.jpg)</div><br/><strong>Iliria Highleaper</strong><br/><strong>Class:</strong>Unchained rogue level 5<br/><strong>Race: </strong>Female human<br/><strong>Alignment:</strong>Chaotic Neutral<br/><strong>Type:</strong>Medium humanoid (human)<br/><strong>Description:</strong>Iliria is tall for a human woman at 5'8".  She is well formed and lithe rather than voluptuous with a seductive form and womanly curves.<br/><strong>Fetishes:</strong>Bondage, piercings, tattoos, branding, body modification, slavery, noncon, rape, monster/tentacle sex<br/><strong>Dislikes:</strong>Water sports, scat, vore and gory mutilation<br/><strong>Backstory:</strong>Iliria grew up on the rough streets as an orphan.  She ran with gangs until she reached puberty and started to develop curves at which point she was taken in by a madam of a brothel that was connected to the worship of Calistria.  Iliria found that the birthmark of three daggers together on her mons was the blessing of Calistria and that she had been chosen to serve as a prostitute and thief in the Guild of Thieves.  Happy to be off the streets Iliria learned the ways of the brothel and thievery as she specialized in cat burglary and infiltration using her beauty and disguise skills.  She prospered for many years until she grew bold and crossed a major player in the Guild by stealing a valuable gem out from under his own people.  Not a month later she was set up and captured on a job in revenge.  Now she finds herself bound into slavery...<br/><hr/><br/>-------------------<br/><strong>Summary</strong><br/>--------------------<br/>Init +11; Senses Perception +12<br/>--------------------<br/><strong>Defense</strong><br/>--------------------<br/>AC 15, touch 15, flat-footed 10 (+5 Dex)<br/>hp 38 (5d8+10)<br/>Fort +2, Ref +9, Will +3; +2 trait bonus vs. charm and compulsion<br/>Defensive Abilities danger sense +1, evasion, uncanny dodge<br/>--------------------<br/><strong>Offense</strong><br/>--------------------<br/>Speed 30 ft.<br/>Special Attacks sneak attack (unchained) +3d6<br/>--------------------<br/><strong>Statistics</strong><br/>--------------------<br/><strong>Str 10, Dex 20, Con 12, Int 10, Wis 14, Cha 14</strong><br/>Base Atk +3; CMB +3; CMD 18<br/><strong>Feats</strong>Alertness, Deceitful, Deft Hands, Improved Initiative, Weapon Finesse<br/><strong>Traits</strong>birthmark, charming, reactionary<br/><strong>Skills</strong>Acrobatics +11, Appraise +5, Bluff +12 (+10 for 24 hours when you fail an opposed Charisma based check, +13 vs. characters who could be attracted to you), Climb +8, Diplomacy +6 (+4 for 24 hours when you fail an opposed Charisma based check, +7 vs. characters who could be attracted to you), Disable Device +15, Disguise +9 (+7 for 24 hours when you fail an opposed Charisma based check), Escape Artist +9, Intimidate +7 (+5 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +4, Perception +12, Profession (courtesan) +7, Sense Motive +12, Sleight of Hand +15, Stealth +13, Swim +4, Use Magic Device +6 (+4 for 24 hours when you fail an opposed Charisma based check)<br/><strong>Languages</strong>Common, Elven<br/>SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (coax information, trap spotter), trapfinding +2, vain<br/>--------------------<br/><strong>Special Abilities</strong><br/>--------------------<br/>Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.<br/>Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.<br/>Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.<br/>Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.<br/>Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.<br/>Evasion (Ex) If succeed on Reflex save for half dam, take none instead.<br/>Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.<br/>Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.<br/>Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.<br/>Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.<br/>Vain -2 to Cha checks for 24h after failing an opposed Cha check