About Nessa Meretrix
female tiefling (pitborn) sorceress 3
CN medium outsider (native)
Init +2; Senses darkvision 60 ft, Perception +0
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 23 (3d6+6)
Fort +3, Ref +3, Will +3
Speed 30 ft.
Melee 2 claws +1 (1d4)
Ranged varies +3
Special Attacks serpent's fang (7/7 per day),
Spells (CL 3; concentration +7):
1st (6/day)—sleep (dc 15), magic missile, charm person (dc 16), hypnotism (dc 16) (bs)
0 (at will)—detect magic, prestidigitate, acid splash, mage hand, mending
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +1;CMD 13
Feats skill focus profession (calistrian abbess), eschew materials (bf), spell focus (enchantment)
Traits charming, calistrian courtesan, looking for work (dance), hedonistic
knowledge (local) +3=+0+3+0
sense motive +7 =+0+3+3+1
profession (Callistrian Abbess) +9=+0+3+3+3
perform (dance) +11=+4+3+3+1
Languages abyssal, common
SQ maw or claws, prehensile tail, beguiling liar, darkvision 60 ft, cantrips, spells, bloodline (serpentine)
Combat Gear none; Other Gear
Misc Gear sorcerers kit (backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin.), spell component pouch, courtessan's outfit (entertainer's), 256 gp, 5 sp
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.
Calistrian Courtessan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to f latter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. (sense motive class skill)
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.
Hedonistic Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Looking for Work: Perform (dance) You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
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.
Bloodline Arcana Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Serpent's Fang (Ex) At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Blood Intensity Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level.
This ability replaces the sorcerer’s 3rd-level bloodline power or the bloodrager’s 8th-level bloodline power.
Nessa is a sinfully beautiful woman standing short 5' 2" tall and weighing 125 lbs with blonde hair in a heavy fall to her lower back, full breasts, and luscious curves that beg to be touched. Her head sports a pair of short red horns, and she has a long, flexible, and strong tail that she uses for more than just balance, and a pair of great bat like wings that are flightless, a fact that is a huge sore point for her. She wears revealing clothing at all times, allowing her ample cleavage to be barely concealed, and invariably short skirts that barely cover anything, especially when she bends over. Most often she can be found wearing a leather body harness of black and red with fingerless gloves reaching almost to her shoulders and boots that reach just above her knees with very high heels and hoof-like toes.
Nessa has a very hedonistic personality, she works as a priestess at the House of the Silken Veil and is very good at what she does. She is passionate and sometimes destructive, but it all hides what amounts to a good heart, even if she doesn't show it that often through the darkness of her nature.
Nessa was born as the child of a rape. Her mother was a vishkanya woman who became the victim of a serial rapist, a man who chose exotic women as his victims. The monster of a man was backed by a succubus who often assisted in his endeavors and was an active participant in the ravishing of Nessa's mother. In the end, the man was betrayed by his mistress and the woman he had abducted and impregnated were kept until they gave birth to the succubus new batch of minions. Nessa was one of these children, born with her mothers death as she clawed her way out.
Before the succubus could collect all of her children, the Calistrian church found her and…dispatched her… They couldn't take all of her children from her as most of them had been taken to her abode in the abyss already but Nessa, being the last one, was rescued and taken in by the House of the Silken Veil. Raised by the courtesans of the temple, Nessa grew up around the hedonism and debauchery of the temple and reveled in it. She helped the abbesses with their makeup and clothing, and learned all that she could over the next sixty-four years.
Overtime, she developed magical abilities as she reached adulthood, magic that made her life easier in various ways. She learned to detect magical auras, bring small objects to her and clean things with a gesture. She could charm people with a few gestures and words, throw a small glob of acid, and use a spray of colors to stop those who became too friendly without her permission. Recently, she has taken to doing some outside contracting for a little extra spending money and has been hired as a personal escort for one of the participants of a new gambling tournament at the Gold Goblin.