Esha Meshva CR 4
XP 1,200
Female angel-blooded aasimar (angelkin) bard (sandman) 5 (Pathfinder RPG Advanced Player's Guide 82, Pathfinder RPG Advanced Race Guide 84)
CN Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 33 (5d8+5)
Fort +2, Ref +4, Will +4; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities trap sense +1; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 shortsword +5 (1d6+2/19-20)
Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate [DC 16], stealspell [DC 17]), sneak attack +1d6
Spell-Like Abilities (CL 5th; concentration +9)
1/day—alter self
Bard (Sandman) Spells Known (CL 5th; concentration +9)
2nd (3/day)—heroism, invisibility
1st (5/day)—charm person (DC 16), grease, saving finale[APG] (DC 15), timely inspiration[APG] (DC 15)
0 (at will)—dancing lights, know direction, mage hand, prestidigitation, read magic, summon instrument
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Statistics
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Str 12, Dex 10, Con 12, Int 13, Wis 10, Cha 19
Base Atk +3; CMB +4; CMD 14
Feats Combat Expertise, Improved Feint, Skill Focus (Disguise)
Traits domineering, innocent
Skills Bluff +14, Disguise +15, Heal +2, Knowledge (local) +9, Perform (dance) +12, Perform (string instruments) +12, Sleight of Hand +10, Stealth +10; Racial Modifiers +2 Heal
Languages Celestial, Common, Sylvan
SQ master of deception, masterpieces (pageant of the peacock), sneakspell: spell dc
Other Gear +1 shortsword, 90 gp
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Special Abilities
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Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Domineering (Charm Person) DC of selected spell increases by 1.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Innocent If making a Bluff check to tell a believable/unlikely lie, the target always wants to believe you.
Master of Deception +2 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks.
Pageant of the Peacock As a standard action, +4 to bluff, and can use that skill for Int skills and checks.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneakspell: Spell DC +1 (Ex) Bonus to spell DC if the target is denied DEX bonus.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Esha backstory:
Esha was the name of a thief recently active in the area who had recently angered a client. The client, had promptly sought out Amara’s aid into handling the issue. Interested in the thrill of matching wits with this thief, Amara hunted Esha down herself, the two of them spending many weeks engaged in a cat and mouse game, Esha’s disguise, charm and magical ability almost exceeding Amara’s own. The game was compounded by neither opponent knowing what the other looked like, and due to both parties adopting various disguises, it led to some amusing encounters when both the hunter and the prey simply walked right past each other, without being aware of it at the time. Eventually however, tiring of the game, Amara simply hired Esha through Chloe, one of her valued followers who then set Esha the target of stealing from Amara herself, albeit in a different human form. There finally, Amara successfully drew Esha out into the open, meeting her face to face.
Upon seeing the aasimar thief however, Amara was unable to turn Esha into the authorities, the women reminding her far too much of herself. Fully aware that her own enchantment spells were utterly useless against Esha, Amara presented the aasimar with a stern ultimatum. Either work for her, or face the consequences of the kitsune as an enemy. With obvious reluctance, Esha accepted, and Amara set about teaching her protégé the art of trickery, deception, and manipulation.