Sune'lel (goes by Lel).
Background
Born in the dalelands to a innkeeper and his wife, Sune'lel is named for the goddess Sune as her parents were overjoyed to have a child and noted her striking red hair as a sign of favour from the goddess. Her early life was spend playing and working within her families inn, a bright and bubbly child she took to singing and dancing at an early age.
Her parents however began to worry about her nature - noting oddities in her such as having no concerns regardless of how cold it got in winter, and no issues with darkness. They grew concerned that there child might be affected by something they know nothing about and consulted one of the adventurers that occassionally passed through the inn.
Examining the child and speaking to her parents the bard Elana determined that it was likely that her mother was decended from some celestial being and that some of the power was manifesting within the young girl - this revelation shocked the family and they began to imagine how she might be able to use her blessings to help others in the gods names.
Choosing to apprentice the child to Elana who was happy to take on a hireling to assist with performances, Lel learned her talants well and spend two years serving Elana - though she never adopted a level of cautious cynicism that her mentor thought appropriate for dealing with new people, where the bard believed in trust being earned the girl seemed to trust all she met - which caused her issues on occassion when people might ask for her help on things she should not help with.
If everything had played out normally the girl would likely have become a bard and dedicated herself to Sune as her parents imagined however her trusting nature lead her into a trap for her mentor.
Years before Elana had earned the ire of a being from the lower planes when she had distrupted its plan for a village within the Dales, seeing a method of striking back via targeting her protege the creature masked itself as an traveling merchant and befriended the young girl as she approached her teenage years, after speaking for a time and getting to know one another and the girls love of life the 'merchant' presented her with a ring to remember they were friends.
The ring sat on her finger as ornamentation for some time before but as she came of age a hidden power within it activated and bequeath some power onto the teenage. Elana having not taken note of the girls fashion before was shocked to note her student had now seemingly lost control of her hand which while not obviously malicious was certainly distracting to her occassionally seemingly engaged in harmless pranks against its owner, Elana sought out help from a friend of hers who she had adventured with years before a paladin of the Harmonious Order - Andras.
Whatever was occuring with the girl they were not able to undo - but her good nature did not seem compromised, and so after much discussion it was felt that given the nature of the enemy the carefree life of a bard might be detrimental to her development and so with a heavy heart Elana passed her training over to Andras while she sought to track down her old foe. The young woman who had only just came to puberty adopted something of a crush on the various people she met including her new mentor but these were warded them off as it was explaining that until they knew more about her affliction exploring her changing feelings might be problematic - this annoyed the young woman somewhat but she found solace in song and dance, occassionally using either as minor rebellions. But the Order was dedicated to a god of song after all so as outlets went it was an acceptable one.
Lel took to the training with difficulty - but she was also not as strong or tough as others and somewhat lacking in focus, she made up for these with raw force of personality and oddly enough her affected hand proved to be clear in protecting her guiding her training somewhat, it also helped that she could learn to notice powerful forces of evil when she was shown trials and the observation of justice. While she could still be manipulated she at least now could have some method of defending from the truely malicious. On the other hand her connection with whatever force was in her hand grew somewhat stronger as she did eventually offering advise on topic she knew little about.
Years past as she trained and before she took her oaths but shortly before she did so she had a visit from her old friend Elana who somewhat confirmed Andras warning her against relationships and sexual contact - something she had indicated that Lel may suffer if she gave into base needs. With Andras and Elana preaching to her for this she choose to include it in her paladin oaths to be sure she would stand by the warning.
Since than she has been traveling sometimes with a group and sometimes on her own to experience the world, enjoying music and dance where she can and always somewhat cautious about where she came from and what force might be within her - but without sensing poor intent from it she believes it may be able to be able to be a force for good.
Sexuality: Unexplored - she has been attracted to people based on them as people rather than specifically on appearance.
Sexual Experience: None.
Kinks: None known.
Specific Traits rules for ease of reference:
Intense Artist: Choose two Perform skills (Song, Dance); you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.
Weapon of Peace: When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 attack penalty instead of –4.
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.
Possessed: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
Innocent: When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
Specific Drawback rules for ease of reference:
Naive: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers
Lonely: You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.
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.