diaglo said:
i got confuzzled with the "rob them, blow them a kiss..." part.
Hehe... sorry

. Anyway... it should be a fun little encounter. It's mostly a way to introduce a love interest to one of the PC's.
Here is her datasheet for those interested... Talaxian Duelist is a school from the Path of the Sword books by Fantasy Flight Games.
Elini “Namarra” Cassalanter; CG, Rogue 4; hp 21
Init +4; Speed 30; AC 17 (touch 15, flat 12)
Base Attack +3; Grapple +4
Standard Attack: Namarra +10 1d6+3 17-20x2; or MW Dagger +8 1d4+1 19-20x2
Full Attack: Namarra +10 1d6+3 17-20x2;
or MW Dagger +8 1d4+1 19-20x2
Saves: Fort +1, Ref +8, Will +1/+3
Str 12, Dex 18, Con 10, Int 12, Wis 10, Cha 16
Skills: Appraise +6 (+5 Rank, +1 Int), Balance +11 (+7 Rank, +4 Dex), Bluff +10 (+5 Rank, +3 Cha, +2 Cosmopolitan), Climb +8 (+7 Rank, +1 Str), Concentration +0 (+0 Wis), Craft +1 (+1 Int), Decipher Script +1 (+1 Int), Disguise +6 (+3 Rank, +3 Cha), Diplomacy +7 (+4 Rank, +3 Cha), Disable Device +1 (+1 Int), Escape Artist +4 (+4 Dex), Forgery +1 (+1 Int), Gather Information +11 (+6 Rank, +3 Cha, +2 Cosmopolitan), Handle Animal +3 (+3 Cha), Heal +0 (+0 Wis), Hide +5 (+1 Rank, +4 Dex), Intimidate +3 (+3 Cha), Jump +8 (+7 Rank, +1 Str), Knowledge: Local +4 (+3 Rank, +1 Int), Knowledge: Nobility +3 (+2 Rank, +1 Int), Listen +0 (+0 Wis), Move Silently +5 (+1 Rank, +4 Dex), Open Lock +4 (+4 Dex), Perform (Sing) +7 (+4 Rank, +3 Cha), Profession +0 (+0 Wis), Ride +4 (+4 Dex), Search +6 (+1 Int, +5 Goggles), Sense Motive +4 (+2 Rank, +0 Wis, +2 Cosmopolitan), Sleight of Hand +6 (+2 Rank, +4 Dex), Spellcraft +1 (+1 Int), Spot +1 (+1 Rank, +0 Wis), Survival +0 (+0 Wis), Swim +1 (+1 Str), Tumble +10 (+6 Tumble, +4 Dex), Use Magic Device +3 (+3 Cha), Use Rope +4 (+4 Dex). Languages: Damaran, Chondathan, Thorass
Powers:
Evasion (Ex): If a rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogues is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Sneak Attack (+2d6)
Trapfinding: Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Talaxian Duelist (Calm Demeanor): Concentration is always a class skill and gives a +2 to Will saves against mind-affecting spells if she is in melee combat.
Talaxian Duelist (Weapon Mastery): Weapon Focus (Short Sword)
Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): A rogue retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Feats: Cosmopolitan, Dodge, Weapon Finesse
Combat Items:
2 sets of Caltrops (2 gp, 4 lbs), Hat of Disguise (1,800 gp), 2 Smokesticks (40 gp, _ lb), Potion of Cure Light Wounds (50 gp), 5 Tindertwigs (5 gp), Namarra (30,315 gp, 2 lbs), Goggles of Minute Seeing (1,250 gp), Bracers of Armor +2 (4,000 gp, 1 lb)
Caltrops: One 2-pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Hat of Disguise: On command, for 10 minutes, she can seem 1 foot shorter or taller, thin, fat, or in between. She cannot change her body type. Otherwise, the extent of the apparent change is up to her. She could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile or audible properties of her or her equipment. If she use this spell to create a disguise, she get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save (DC 11) to recognize it as an illusion.
Namarra: +2 keen shortsword. Glows pale mauve when drawn. Carved on one side of the blade, in Thorass, is the word “Namarra”, and on the other is “Never sleeps.” When the weapon strikes metal, it spits white sparks. Floats: The sword floats on water as if it were wood. Silence: On command, for 10 minutes in a 20’ radius centered on sword, all sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object (the effect radiates and moves as it moves). This spell provides a defense against sonic or language-based attacks. Effect ends if wielder sheathes or looses contact with the weapon.
Smokestick: When ignited it instantly creates thick, opaque smoke which fills a 10- foot cube. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Mundane items:
Readied: leather gloves, signet ring (5 gp)