Mithral Scarab

Ilysaria Zenderholm's page

116 posts. Alias of KatGrey.


Full Name

Lady Ilysaria Zenderholm

Race

HP 44/44 | AC 20 Touch 16 Flat-Footed 14 | CMB +5 (+8) CMD 21 | Saves: Fort +6 Ref +9 Will +8 | Perception: +10 | Init: +4 (+6) | Status: Normal

Classes/Levels

Spells Prepared:
2nd—protection from evil, communal, weapon of awe | 1st—bless, divine favor, magic weapon, shield of faith

Gender

Female Half-Elf Gestalt Swashbuckler 4/Warpriest of Calistria 4 |

Size

Medium (5'7", 115 lbs)

Age

20

Alignment

Chaotic Good

Deity

Calistria

About Ilysaria Zenderholm

Resource Tracking:
Blessings 5/5
Charmed Life 2/3
Fervor 5/5
Panache 2/2
Sacred Weapon 4/4

Arrows 20/20
Arrows (Cold Iron) 20/20
Potion of barkskin +2 1/1
Potion of cure moderate wounds 1/1
Scroll of magic weapon 2/2
Wand of cure light wounds 35/50

Character Sheet:
Ilysaria Zenderholm
Female Half-elf Swashbuckler 4 / Warpriest of Calistria 4 / Gestalt 4
CG Medium humanoid (elf, human)
Init +4 Senses Perception +10, Low-light Vision
Aura aura of chaos
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Defense
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AC 20 Touch 16 Flat-footed 14 (+3 armor, +4 Dex, +2 dodge, +1 shield)
HP 44 ((4d10)+4)
Fort +6 Ref +9 Will +8 (+2 vs enchantments)
Immune sleep effects
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Offense
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Speed 30 ft.
Melee masterwork whip +10 (1d6+4, 20/x2)
. . dagger +8 (1d4+1, 19-20/x2)
. . heavy flail +6 (1d10+1, 19-20/x2)
Ranged composite longbow +8 (1d8+1, 20/x3)
Special Attacks blessing (DC 15 - 5/day), channel positive energy (1d6, 2 uses of fervor), charmed life (+2, 3/day), fervor (1d6, 5/day), nimble (+1), panache pool (2), sacred weapon (1d6, +1 [4 rounds/day])

Warpriest Spells Prepared (CL 4rd; concentration +7)
. . 2nd (2/day)—protection from evil, communal (DC 15), weapon of awe (DC 15)
. . 1st (4/day)—bless, divine favor, magic weapon (DC 14), shield of faith (DC 14)
. . 0 (at will)—create water, enhanced diplomacy (DC 13), guidance (DC 13), light
Blessings Luck, Trickery
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Statistics
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Str 12 Dex 18 Con 12 Int 11 Wis 16 Cha 15
Base Atk +4 CMB +5 (+8 w/finesse) CMD 21
FCB +1/6 bonus combat feat (x4)
Feats Deft Maneuvers, Dodge, Skill Focus (Diplomacy), Slashing Grace, Spring Attack, Weapon Finesse, Weapon Focus (Flails), Whip Mastery
Traits Fate’s Favored (Faith), Opportunistic (Religion), Outlander - Missionary (Campaign)
Skills Acrobatics +8, Bluff +6, Diplomacy +10, Escape Artist +8, Handle Animal +6, Heal +7, Intimidate +7, Knowledge (Local) +4, Knowledge (Nobility) +7, Knowledge (Religion) +5, Linguistics (Taldane Sign Language) +1, Perception +10, Profession (Courtesan) +10, Ride +8, Sense Motive +8, Stealth +8
Languages Common, Elven, Taldane Sign Language
SQ adaptability, aura, aura of chaos, blessings, bonus feats, bonus languages, charmed life, deeds (derring-do, dodging panache, opportune parry and riposte, kip-up, menacing swordplay, precise strike, swashbuckler initiative), double, elf blood, elven immunities, fervor, focus weapon, keen senses, low-light vision, lucky presence, multitalented, nimble, orisons, panache, spontaneous casting, swashbuckler finesse, weapon and armor proficiency
Combat Gear arrows (20), barbed arrow, cloak of resistance +1, cold iron arrows (20), composite longbow (Str +1), darkwood buckler, heavy flail, magical arrows (4), masterwork studded leather, masterwork whip [weapon cord], pearl-handled dagger, potion of barkskin +2, potion of cure moderate wounds, scroll of magic weapon (2), wand of cure light wounds (50 charges)
Other Gear sleeves of many garments, cleric's vestments, masterwork backpack [everburning torch, fine blue silk gown, grooming kit, mirror (small/steel), perfume, silk rope (50 ft.), trail rations (5), waterskin], reinforced scarf (2), silver holy symbol of Calistria, spell component pouch, horse (light/combat trained), 843gp, 8sp, 5cp
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Special Abilities
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Blessings (Su) A warpriest’s deity influences her alignment, what magic she can perform, her values, and how others see her. Each warpriest can select two blessings from among those granted by her deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a warpriest isn’t devoted to a particular deity, she still selects two blessings to represent her spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of her blessings a number of times per day (in any combination) equal to 3 + 1/2 her warpriest level (to a maximum of 13 times per day at 20th level). Each time she calls upon any one of her blessings, it counts against her daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Bonus Feats At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but she treats her warpriest level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating her warpriest level as her fighter level.

At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of her race.

Channel Energy (Su) At 4th level, a warpriest can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if she chose to spontaneously cast cure spells or negative energy if she chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include herself in this effect.

Charmed Life (Ex) At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex) At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler.

She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Deft Maneuvers You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.

Dodge Your training and reflexes allow you to react swiftly to avoid an opponent's attack. You gain a +1 dodge bonus to your AC. You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Fervor (Su) At 2nd level, a warpriest can draw upon the power of her faith to heal wounds or harm foes. She can also use this ability to quickly cast spells that aid in her struggles. This ability can be used a number of times per day equal to 1/2 her warpriest level + her Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage. Using this ability is a standard action (unless the warpriest targets herself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage she would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if she chose to spontaneously cast cure spells or as an evil warpriest if she chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell she has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (she can choose any weapon, not just her deity's favored weapon).

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Luck Blessing

Lucky Presence (Su) You can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Swashbuckler, Warpriest)

Nimble (Ex) A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the swashbuckler to lose this dodge bonus.

Opportunistic (Calistria) You have learned to recognize openings that your foes leave, and you know how to take advantage of them. You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip.

Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Outlander (Missionary) You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia-what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list (divine favor, divine power, shield of faith). You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds, and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Sacred Weapon (Su) Sacred weapons (including her deity's favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. At 1st level, weapons wielded by a warpriest are charged with the power of her faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with her sacred weapon, the weapon damage is based on her level and not the weapon type. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage-this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of her sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, she can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to her warpriest level, but these rounds don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, she can also add anarchic or vicious. If she is evil, she can also add mighty cleaving or unholy. If she is good, she can also add ghost touch or holy. If she is lawful, she can also add axiomatic or merciful. If she is neutral (with no other alignment components), she can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier. Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Slashing Grace Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.

You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Spontaneous Casting A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether she can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy.

Spring Attack You can deftly move up to a foe, strike, and withdraw before he can react. As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Swashbuckler Finesse (Ex) A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Trickery Blessing

Double (Su): As a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for 3 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of her deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Whip Mastery You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Description:
At a height of 5’7”, Ilysaria stands taller than most human women, and her slender, even delicate build hints at her elven blood. The pointed tips of her ears can been seen peeking out from a crown of glossy black hair - hair which contrasts strikingly with her alabaster skin and leaves little doubt of her Chelish heritage. Her willowy frame, large, stormy grey eyes and plush lips would give her the look of a fragile, innocent beauty if not for the glint of teasing mirth that frequently dances in her gaze. Further dispelling any notions of innocence, the woman's reverence of the goddess Calistria is evident in her style of dress, as well as by the silver holy symbol of The Savored Sting which hangs about her slender neck. Lys often prefers to be dressed in flowing gowns of deep crimson or burgundy (forgoing the traditional black and gold colors common to most Calistrians) which tend to reveal more than they cover.

Quite the study in contrasts, Ilysaria is at once both a proper noblewoman of Korvosa and a hedonistic follower of The Unquenchable Fire. Her highborn upbringing shows in her mannerisms, in her choice of words (even when laced with innuendo) and in the way she carries herself. At the same time, Lys embraces and seeks to emulate those qualities she finds so appealing in Calistria. The half-elf is not afraid to pursue her desires and can easily come across as incredibly forward to those who are more reserved. Lys is also a terrible flirt, and derives a peculiar type of enjoyment from making those she considers “repressed” blush due to her attentions - attentions which are more often than not rather short-lived thanks to her capriciousness.

Background:
The dalliances between the bored, unwed noblewomen of Korvosa and the exotic elven ambassadors from Mierani had long since become a common occurrence before Ilysaria came along, and most of the Great Houses were no longer scandalized by these trysts or the resulting progeny. Unfortunately for Ilysaria, the Zenderholms were not one such house, at least not behind closed doors. Whether to save face or prevent spreading animosity among Korvosa's new elven allies, Lys’ birth was celebrated with all pomp and fanfare due to her as a noble child, and she was given all the same titles, privileges and opportunities as were bestowed upon the other scions of House Zenderholm.

It wasn't until the young girl became a young woman that she noticed the cool treatment she received from her family was because of the circumstances of her birth. Even Ismena, who initially doted upon the girl as any first-time mother would, began to grow distant as the years passed, a byproduct of her regret over her juvenile indiscretion and the bitterness she felt over Lyriandur’s casual regard for her feelings. Despite this, Lys tried to live up to her family's expectations, feigning interest whenever politics or policymaking was brought up and pretending to be a faithful adherent of Abadar.

Whether due to her own mother's rebellious nature or the blood of the freedom-loving Fair Ones running through her veins, Ilysaria's desire to live her own love would soon outweigh her desire to please her family. The breaking point for the half-elf was overhearing the discussion between her mother and the matriarch of House Zenderholm discussing marriage prospects for her. Although never a particularly devout person, Lys eventually found her way to the Pantheon of the Many. There, among the small congregation of worshippers of the Savored Sting, she discovered all the pleasures and passions she had found to be lacking in her otherwise privileged life.

Forsaking her family and their (in her opinion) impossible expectations, Lys began her novitiate with the Church of Calistria, and, as part of her training, has been sent to witness the consecration of the new Sandpoint Cathedral with the acolytes of the Pantheon's other faiths.

Suitor, Light Horse:
Suitor
Male Horse animal 2
TN Large animal
Init +2 Senses low-light vision; scent, Perception +6
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Defense
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AC 11 touch 11 flat-footed 9 (+2 Dex, -1 size )
hp 15 ((2d8)+6)
Fort +6 Ref +5 Will +1
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Offense
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Speed 50 ft.
Space 10 ft. Reach 10 ft.
Melee hoof +3/+3 (1d4+3)
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Statistics
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Str 16 Dex 14 Con 17 Int 2 Wis 13 Cha 7
Base Atk +1 CMB +5 CMD 17 (21 vs trip)
Feats Endurance, Run
Skills Perception +6
SQ low-light vision, scent
Other Gear bit and bridle, riding saddle, saddlebags [blanket (2), bedroll, mess kit, small tent]
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Special Abilities
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Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.