About Lantressa Darksong
female tiefling (demon-spawn) Sorcerer 9
CG Medium outsider (native)
Init +2; Senses darkvision 60 Ft, Perception +0
AC 15 , touch 12, flat-footed 13  (+2 armor [+4 mage armor], +2 Dex, +1 nat arm)
hp 56 (9d6+18)
Fort +7, Ref +7, Will +8
Speed 30 ft.
Melee 2 claws +6 (1d4)
Ranged varies +6
Special Attacks Beguiling Voice (dc 17) (8/day), Fascinate (dc 20) (2/day)
Spells (CL 8; concentration +13):
4th (5/5) —charm monster (dc 20), acid pit, shout (dc 20)
3rd (7/7) —slow (dc 18), fireball (dc 19), succubae’s (nixie’s) lure (dc 20), suggestion (dc 20) (bls)
2nd (7/7 per day)—scorching ray, invisibility, glitterdust (dc 17), unnatural lust (dc 18), hideous laughter (dc 18) (bs)
1st (8/8 per day)—mage armor, charm person (dc 17), grease (dc 16), magic missile, feather fall, ventriloquism (bls)
0 (at will)—read magic, detect magic, prestidigitate, mage hand, acid splash, ghost sound (dc 15), disrupt undead, message
Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Base Atk +4; CMB +4;CMD 16
Feats WP: simple; eschew material (bf), weapon finesse (1st), spell focus (enchantment) (3rd), silent spell (5th), still spell (blf), spell penetration (7th), spell focus (evocation) (9th)
Traits charming, volatile conduit
bluff +10=5+2+3 (+4 if lying)
knowledge (arcana) +6=1+2+3
knowledge (local) +5=1+4+0
perform (sing) +16=5+8+3
perform (dance) +10=+5+2+3
profession (Courtesan) +11=0+6+5
Languages abyssal, common
Combat Gear none; Other Gear headband of alluring charisma +2, cloak of resistance +2, bracers of armor +2, amulet of natural armor +1, boots of the cat
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (6 days), and a waterskin, spell component pouch, courtessan's outfit, 31 gp, 2 sp, 9 cp, 250 gp in gems
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Charming You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Maw and Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Volatile Conduit Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
Bloodline Arcana Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.
Beguiling Voice (Ex) At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fascinate (Ex) At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
Perfect Voice (Su) At 9th level, you understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. The save DCs of language-dependent spells you cast increase by +1.
Lantressa is a tall woman standing 5'8" tall and weights in at a slim 155 lbs. She has smooth, lightly tanned skin, long black hair with a pair of sort horns coming from her temple. She wears slightly revealing robes that show a modest amount of cleavage, and walks with a sensuous gait, her long, flexible, tail, moving at counterpoint to her swaying hips. Her eyes are a dull red glow, and her fingers are tipped with sharp glasslike nails the right hand ones are red, and the left ones black, that she can use as weapons when needed.
Lantressa is a woman of conflicting desires, she strives to be a good person but finds herself invariably drawn into her darker nature when she least expects it. She can be violent and temperamental but also quit affectionate and caring and craves acceptance and physical pleasure far more than riches or power, though she has a habit of ruining them when she has them. She is loyal to her friends and patrons, has a soft spot for children, and loves cats.
Madam Halvara: When Lantressa first moved to Korvosa, she found employment at the House of Clouds for the last year serving as a prostitute.
Lantressa was born in one of the crusader barracks near the worldwound to a crusader (Gregor) and his wife (Nessa). Lantressa was born looking human but as she aged slower than expected, they quickly determined that they were wrong. They hoped that she would turn out to be an aasimar and it wasn't until she was thirty years old that they discovered how wrong they were when Lantressa became cocooned for a few months. When she emerged, much to her parents horror, she came out looking like a wingless succubus, it was then that they realized that she was a tiefling.
Though they wanted to reject her, Gregor and Nessa couldn't do that to their little girl, even when she began to show more signs of her taint. She began to have a very lustful nature, even for one so young, and very destructive when angered. Still, they all did their best and life continued. Ten years later, her father was killed by demons during an excursion into the wound, and her relationship with her mother quickly soured in the resulting vacuum of despair. It was about this time that Lantressa developed sorcerous abilities and a penchant for singing.
Over the next twenty-four years, Lantressa studied and honed her powers and quickly found a way to assuage the demands of her darker nature. She spent time serving as a courtesan for the legionnaires, gaining some physical pleasure in exchange for protection, in addition to fighting the demons and singing. Eventually even this deal fell through as a change in the guard attempting to root out "corruption" forced her to flee for her life before they could burn her at the stake.
She made her way to the city of Korvosa and has become one of Madam Halvara's "girls". She had been hired by a merchant to stay for a while as his mistress when the man's wife was away and was there when the quarantine went into effect. She now finds herself stuck in this section of the city, an area she is not at all familiar with, and about to be put out as the man's wife is supposed to be returning today.