Galenna Icethrone

Liatris Gravedaughter's page

5 posts. Alias of Linnea the Diviner.


Full Name

Liatris Gravedaughter

Race

Duskwalker

Classes/Levels

Inquisitor of Pharasma 6 | HP 45/45 | AC: 21 (tch 14, ff 17) | CMB +7, CMD +21 | F +7, R +6, W +9 | Init +6 | Perc. +12, Sense Motive +15 | Ghost Touch 1/1 | Judgment 2/2 | Disrupt Animation 6/6 | Bane 6/6 | Discern Lies 6/6

Gender

F

Size

M

Age

25

Alignment

NG

Deity

Pharasma

Location

Nerosyan, Mendev

Languages

Common, Abyssal, Necril, Hallit, Varisian

Occupation

Undead hunter

Homepage URL

https://www.myth-weavers.com/sheet.html#id=2519261

Strength 16
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Liatris Gravedaughter

Liatris Gravedaughter
Female duskwalker inquisitor of Pharasma 6
NG Humanoid (duskwalker)
Init +6; Senses darkvision 60 ft; Perception +12

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Defense
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AC 21, touch 14, flat-footed 17
HP 45 (6 HD; 6d8+16)
Fort +7, Ref +6, Will +9
Defensive Abilities: Ward Against Corruption- +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.
Solo Tactics, Lookout- Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

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Offense
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Speed: 30 ft
Melee: +1 adamantine scythe (+8, 2d4+5, crit x4, slashing or piercing, trip), mwk cold iron morningstar (+8, 1d8+3, crit x2, bashing and piercing), or mwk silver dagger (+8, 1d4+2, crit 19-20/x2, slashing or piercing)
Ranged: longbow (+7, 1d8, crit x3, piercing, range 100 ft, ammo arrows x40, cold iron arrows x20, silver arrows x20)
Space: 5 ft, Reach: 5 ft
Special Attacks: Ghost Hunter: A duskwalker’s non-magical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
Disrupt Animation: You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgment 2x/day
Solo Tactics, Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Bane: Give one weapon the bane special ability for one creature type 6 rounds/day. Rounds do not have to be consecutive. Type can be changed as a swift action. Bane only functions as long as the inquisitor holds the weapon, but if the weapon is dropped or taken, will resume once the inquisitor gets the weapon back.

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Statistics
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Str 16, Dex 16, Con 13, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +7; CMD +21
Feats: Martial Weapon Proficiency (scythe), Deft Maneuvers, Dodge
Skills: Craft (Alchemy) +6, Intimidate +12, Knowledge: History +10, Knowledge: Planes +10, Knowledge: Religion +11, Linguistics +3, Perception +12, Sense Motive +15, Survival +12
Languages: Common (Taldane), Abyssal, Necril, Hallit, Varisian
SQ: Skilled (Heal and Knowledge [Religion]), Ghost Hunter, Ward Against Corruption, Orisons, Spells, Inquisition (Final Rest), Judgment 2x/day, Monster Lore, Stern Gaze, Detect Alignment at will, Solo Tactics, Teamwork Feats (Lookout, Outflank), Bane 6 rounds/day, Discern Lies 6 rounds/day
Combat Gear: +1 mithral breastplate, +1 adamantine scythe, mwk cold iron morningstar, mwk silver dagger, longbow (arrows x40, cold iron arrows x20, silver arrows x20), cloak of resistance +1, wand of cure light wounds (50 charges), holy water x4, scrolls of lesser restoration, magic weapon x3, hide from undead, remove fear, and sanctify corpse.
Other Gear: Handy haversack, traveler's any-tool, silver holy symbol of Pharasma, spell component pouch, bandolier, explorer's outfit (worn), cold weather outfit x2, traveler's outfit, waterskin x2, rations x8, bedroll, blanket, mess kit, grooming kit, good quality holy text (The Bones Land In A Spiral), journal, ink, inkpen, scroll case [parchment x10], sealing wax, silver signet ring (Pharasma's holy symbol), grappling hook, silk rope 50 ft, pitons x10, compass, gear maintenance kit, flint & steel, whetstone, chalk x8, antiplague x2, antitoxin x2, twitch tonic x2
Misty, light horse: military saddle, bit & bridle, saddlebags [companion cold weather outfit, rope 50 ft]
Hawthorn, pack mule: pack saddle, bit & bridle, companion cold weather outfit, medium tent, bucket x2, rope 50 ft, feed x16, cooking kit, fishing kit
Coin: 38 gp, 2 sp

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Traits
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Scholar of the Great Beyond: +1 Knowledge: History and Knowledge: Planes, one of these (History) is always a class skill
Corpse Hunter (Pharasma): +1 trait bonus on attacks vs. undead

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Special Abilities
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Darkvision 60 ft.
Ghost Hunter: A duskwalker’s non-magical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
Ward Against Corruption: Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.
Orisons: 6 known
Spells: 1st level- 4 known, 5x/day. 2nd level- 4 known, 4x/day.
Inquisition (Final Rest): Disrupt Animation- You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unravel Animation: At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.
Judgment: 2x/day
Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze: An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feats:
-Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
-Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Bane: Give one weapon the bane special ability for one creature type 6 rounds/day. Rounds do not have to be consecutive. Type can be changed as a swift action. Bane only functions as long as the inquisitor holds the weapon, but if the weapon is dropped or taken, will resume once the inquisitor gets the weapon back.
Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

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Spells Known
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Orisons:
Light
Detect Magic
Stabilize
Create Water
Guidance
Read Magic

1st level:
Cure Light Wounds
Divine Favor
Shield of Faith
Detect Undead

2nd level:
Communal Protection From Evil
Align Weapon
Force Anchor
Aid

Judgments:
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Background:
Duskwalkers are one of the few races that are not born. The psychopomp scions manifest on the Material Plane as young children, in a place consecrated to Pharasma. Every duskwalker is the reincarnated soul of someone who helped maintain the balance of life and death, one who died before their time and caught the attention of powerful psychopomps. As such, they manifest with the knowledge that the undead and those who would raise them are their enemies. Liatris was no exception. She manifested at the temple of Our Lady of Lanterns in the city of Ardis, once the capital of Ustalav before a prince's whim moved his seat of government to Caliphas.

Ustalav's church of Pharasma is more familiar with duskwalkers than most, given the country's widespread reverence of the goddess of death. The arrival of a duskwalker child is considered both a blessing and an omen of trouble to come. After all, why would the psychopomps send one of their scions to a place that didn't need them? In this case, though, Ardis was already beset by angry ghosts and other undead in the abandoned sections of the city, so everyone thought they knew why she was there. Father Ossmander welcomed the girl with open arms, adopting her as his own and giving her the last name 'Gravedaughter' in honor of his divine patron. Liatris chose her own first name after a heroine of the church who fought against the Whispering Tyrant.

From an early age, Liatris was determined to follow the path of the inquisitor. Something about it just felt right. She suspects that her prior incarnation might have been an inquisitor, but she doesn't remember much of anything from that life. Father Ossmander was a busy parent, often preoccupied with his duties to the church, but he did his best to give her a good upbringing in the Pharasmin Penitence. The Penitence is a uniquely Ustalavic sect of Pharasma that teaches suffering in life will bring lenience from the Lady of Graves when they go to be judged. At first Liatris obediently participated in her father's rituals of self-denial (being too young for self-mortification) and listened to his lectures on the holiness of suffering.

But once she finished her training as an inquisitor and was anointed a servant of the church, the duskwalker revealed her true allegiance in dramatic fashion. She asked her father for the opportunity to preach a sermon. Delighted with her faith, he gladly agreed- only to watch in horror as Liatris told his congregation that Mother Kavapesta, the prophet who originally taught the Penitence, was mistaken! Pharasma is a dispassionate goddess, she argued. The Lady of Graves doesn't care about your suffering and your self-mortification is for nothing. She only cares about your deeds in life. Those who are kind, who help their neighbors and fight against evil, go to the celestial planes to live in bliss. The wicked, those who take pleasure in others' pain and hurt the innocent for their own gain, go to the lower planes to suffer for eternity. If you want to go to Heaven, your time will be better spent in acts of charity and kindness than in prayer and self-denial.

Had Liatris been anyone else, she might have faced a riot and even excommunication. But everyone knew that she was blessed by the psychopomps, Pharasma's favored servants, and feared their wrath if they hurt her. This was, of course, exactly according to plan. Liatris wasn't the only one in Our Lady of Lanterns to follow the old ways, but until she became an adult the rest of the movement feared being censured or excommunicated if they spoke up. Her childhood friend Sarabeth Verne, a lower-ranking cleric, was the unofficial leader of the movement and recruited Liatris early on. Just like being an inquisitor felt right, following the old forms of Pharasma's worship felt right too. Her connection to the psychopomps was exactly what the rebellious priests needed in a spokesperson.

Father Ossmander was furious. He and his daughter fought for hours after her heretical sermon, neither willing to back down. In the end Liatris stormed out and moved in with her friend Sarabeth. Father Ossmander began assigning her jobs that were difficult and dirty even by Pharasmin inquisitor standards, hoping that suffering would turn her back to the Penitence. But Liatris overcame everything he threw at her, even when he began giving her solo assignments where he would normally send two or more agents.

One such assignment was to exorcise a dangerous ghost in an abandoned warehouse. The merchant who owned it had killed himself in despair over his declining fortunes after the capital was moved to Ustalav, and rose as an angry ghost. Liatris knew she couldn't take on such an enemy herself, but what was she to do? She prayed to Pharasma, then to several psychopomp ushers in case Pharasma was too busy to listen. Salvation came in the form of an ahmuuth psychopomp. Ahmuuths are the psychopomps responsible for helping mortals fight the undead. The ahmuuth, Kaveth, went with Liatris to fight the ghost and find out what it needed to move on. (As it turned out, the ghost wanted his cash box to be filled with gold and his ledger to record the amount.) It was a hard fight and both were badly wounded, but with a loan from the temple the pair managed to convince the ghost to move on.

Kaveth was impressed with Liatris' faith and fighting ability. "We have been watching you since you manifested, Liatris Gravedaughter. In time, you may be worthy of greater blessings- and greater responsibilities." They refused to elaborate before returning to the Boneyard. She reported the ahmuuth's assistance to her father, but decided to keep their parting words to herself. After all, they said 'may', not 'will'.

Shortly after her encounter with Kaveth, the temple received a letter from Queen Galfrey of Mendev. She was sending missives to every major temple of Pharasma in Ustalav, asking for aid in fighting a cult of Orcus that had become entrenched while the Mendevian government was distracted by the Worldwound. Everyone knows that Ustalav is home to some of the best undead hunters in all Avistan. Father Ossmander decided that this was a golden opportunity to get his daughter and her heretical opinions out of the country for a while. Liatris knows what he's doing and isn't exactly thrilled, but at the same time this is a real problem that needs solving. A queen wouldn't humble herself to ask for help from abroad unless the situation was truly dire. So she read everything she could find on Orcus and his followers (which wasn't much, Ustalavic necromancers typically prefer the Whispering Way or Urgathoa) and set off for Nerosyan.

Appearance:
Liatris is a tall, muscular woman with pale gray skin, blue eyes, and long white hair usually worn in a high bun. Her features are too severe for classic beauty, with sharp cheekbones and thin lips. She usually wears a polished mithral breastplate over a shirt, trousers, and boots in shades of blue and gray. A gray leather bandolier and a silver holy symbol of Pharasma sit over the breastplate. The ensemble is completed by a navy blue cloak flecked with silver, a silver dagger and cold iron morningstar on her belt, and a longbow and quiver on her back. She carries an adamantine scythe, the blade etched with feather patterns.

When not expecting trouble (which is rare), Liatris prefers simple, comfortable clothing in shades of blue, white, gray, and purple. She always wears her holy symbol and at least one weapon.

Personality:
Liatris is a serious woman who is devoted to her duty as an inquisitor of Pharasma. She does enjoy the occasional day off or evening with friends, often spent listening to music at a tavern or poetry readings at a teahouse. Unlike some Ustalavic Pharasmins, Liatris believes that leisure and happiness are important parts of a balanced life. Most of her days are spent in work though, either researching her next assignment, traveling, or fighting the undead.

The duskwalker considers Pharasma her patron deity, but she also prays to various psychopomp ushers on occasion. After all, Pharasma is a busy goddess. Liatris sees praying to the ushers like leaving a message with a count rather than a prince; the count has more limited authority and ultimately answers to the prince, but they can get things done within their domain and are often able to do it faster than a ruler who has to consider the whole principality.

The inquisitor has no interest in romance or physical intimacy. She is content to have friendship with mortals and communion with her goddess, and finds other people's obsession with pairing up both baffling and amusing. Liatris has a dry, often morbid sense of humor, and considers death merely another stage of life. That doesn't mean she seeks death though. She still has lots of work to do on the Material Plane.