Improved Initiative: +4 to initiative
City Born - Magnimar(Bonus): grants +1 Reflex save and +2 Diplomacy checks
Intimidating Strike (from PHB II p79) - intimidate a foe with a melee attack as a standard action
Weapon Focus - longsword (Fighter bonus feat)
Iron Will
Skills:
Spoiler:
25 skill points +5 at 4th Level
Balance (-4) = 1 rank +1 Dex -6 (armour) cc
Bluff (+3) = +3 Cha cc
Climb (-2) =2 ranks + 2 Str -6 (armour)
Diplomacy (+10) = 5 ranks+3Cha+2 (feat)
Disguise (+3) = +3 Cha cc
Escape Artist (-5) = +1 Dex -6 (armour) cc
Forgery (+2) = +2 Int cc
Gather Info (+3) = +3 Cha cc
Heal (0) = Wis cc
Stealth (-5) = +1 Dex -6 (armour) cc
Intimidate (+7) = 4 ranks+3 Cha
Jump (0) = 4 ranks+2 Str-6 armour
Knowledge (nobility and royalty) (+6) =4 ranks+2 Int
Know (religion) (+4) = 2 ranks +2 Int
Ride (+8) = 5 ranks+1 Dex +2 saddle
Search (+2) = +2 Int cc
Perception (+1) = 1 rank+ 0 Wis cc
Saves: Fort +5 (Con); Reflex +2 (Dex + feat); Will +4 (Iron Will)
at 4th Level increase to +9; +5; +7
Initiative: +5 (Feat + Dex)
HP: 25 (1d12[12]+2d10[10]+3[Con]) +5 +1 Con at 4th Level
Current HP: 23
AC: 18, touch 11, flat-footed 17
Speed: 20ft
BAB: +3
Melee: mwk cold iron longsword of doom +7 (1d8+2/19-20) or dagger +5 (1d4+2/19-20) +8 and +6 at 4th Level
Ranged: thrown dagger +4 (1d4/19-20) +5 at 4th Level
Grapple: +4 +5 at 4th Level
SQ:
Spoiler:
Knight's Challenge (4/day) - Fighting Challenge (Ex) As a swift action issue a challenge against a single opponent (target must have Int of 5 or higher, some sort of language, and a CR greater than or equal to Ehlissa's character level -2). If the target meets these conditions, gain +1 morale bonus on Will saves and +1 morale bonus on attack rolls and damage rolls against this target. If chosen foe reduces her to 0 HP or less, she loses 2 uses of this ability for the day. Effect of fighting challenge lasts for 8 rounds
Knight's code - Does not gain bonus when flanking, but can still confer bonus to allies; never strikes a flat-footed opponent; never deals lethal damage against a helpless foe; can strike the foe but only to inflict non-lethal damage. If this code is violated, lose one use of knight's challenge that day. If already used all challenges. take -2 penalty on attack rolls for the day.
Aura of good = 2
detect evil at will
Smite evil 1/day +3 to attack roll, +1 to damage
Divine grace +3 to all saving throws (included)
Lay on hands - 6hp
Equipment: Breastplate, heavy wooden shield, traveler's outfit, longsword, dagger, backpack, belt pouch, signet ring, waterskin, 1 lb soap, small pendant of Iomedae's holy symbol (longsword on sunburst) 175 gp 5 sp, mwk cold iron longsword of doom (enchanted to shed light equiv. to torch, able to cast doom)
Fleetfoot
Light horse w/ military saddle (dapple grey)
Spoiler:
Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Hoof -2 melee (1d4+1*)
Full Attack: 2 hooves -2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Carrying Capacity
A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
Appearance: Almost white blond hair makes her distinct from the typical image of a Chelaxian, which can be a disadvantage as people tend to remember her. Her normal expression is one of intense interest in whomever is speaking to her at the time, as well as a general air of youthful enthusiasm.
Personalty and background: Ehlissa comes from a noble family of eccentrics, of which she could be charitably said to be one of the minor ones. (Her correct title is "The Honourable Ehlissa Briez" but she rarely mentions this). Raised on tales of derring do by an indulgent grandfather, she learned not only the ways of the nobility but also the noble art of swordsmanship. She has come to Sandport (it being just near enough to Magnimar to feel comfortable) to test her mettle against the "foes of civilization", to which end she has learnt some of the Goblin tongue in order to better challenge "the evil ones" to single combat.
Quotes:
"One must lead by example"
"So you know the family too? How exciting!
"Hold, miscreant!"