| Full Name |
Liotierri Magravi |
| Race |
Human (Varisian) |
| Classes/Levels |
Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10 |
| Strength |
10 |
| Dexterity |
18 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
13 |
About Liotierri Magravi "Gravi"
[Lioterri Magravi
Human (Varisian) inquisitor (sanctified slayer) of Calistria 1/unchained rogue 3 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 31 (4d8+8)
Fort +5, Ref +7, Will +6
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cestus +5 (1d4/19-20 plus 2d6 sneak attack) or
. . mwk scorpion whip +7 (1d4+4 plus 2d6 sneak attack) or
. . rapier +5 (1d6/18-20 plus 2d6 sneak attack) or
. . whip +6 (1d3+4 nonlethal plus 2d6 sneak attack)
Ranged light crossbow +6 (1d8/19-20 plus 2d6 sneak attack)
Space 5 ft.; Reach 5 ft. (15 ft. with whip, 10 ft. with masterwork scorpion whip)
Special Attacks sneak attack (unchained) +2d6, studied target +1 (1st, move action)
Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, divine favor
. . 0 (at will)—daze (DC 13), detect magic, guidance, light, stabilize
. . Domain Heresy inquisition[UM]
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 13
Base Atk +2; CMB +2; CMD 16
Feats Accomplished Sneak Attacker, Dazzling Display, Enforcer[APG], Weapon Finesse, Weapon Focus (whip)
Traits extremely fashionable, holy schemer
Skills Acrobatics +7 (+3 to jump), Appraise +4, Bluff +11, Climb +2, Craft (calligraphy) +2, Diplomacy +6, Disable Device +11, Escape Artist +5, Intimidate +12, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (religion) +4, Linguistics +5, Perception +10, Profession (courtesan) +7, Sense Motive +12, Sleight of Hand +7, Stealth +7
Languages Common, Shoanti, Tien, Varisian
SQ monster lore +3, rogue talent (combat trick), stern gaze +1, trapfinding +1
Combat Gear gravelly tonic[ACG] (2); Other Gear mithral chain shirt, buckler, cestus[APG], light crossbow, mwk scorpion whip[UC], rapier, whip, elixir of thundering voice[ACG] (2), ioun torch ioun stone[APG], belt pouch, candle (10), flint and steel, holy text[UE], jewelry[UE], manacles, masterwork backpack[APG], masterwork thieves' tools, spell component pouch, wooden holy symbol, light horse (combat trained), bedroll, bit and bridle, blanket, explorer's outfit, feed (per day), hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 375 gp
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Special Abilities
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Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Dazzling Display (Whip) Intimidate check to demoralize can affect those within 30' who see you.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Inquisitor (Sanctified Slayer) Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Horse, light (combat trained) CR –
Horse (Pathfinder RPG Bestiary 177)
N 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.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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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
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bedroll, bit and bridle, blanket[APG], explorer's outfit, feed (per day) (2), hemp rope (50 ft.), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.