Gird Medvyed's page

703 posts. Alias of Tharasiph.

Full Name

Gird Medvyed


Aasimar (Garuda - Scion of Humanity) Inquisitor (Sanctified Slayer) 3 HP: 24/24| AC: 18| T:13| FF:15|CMB:+4:CMD:17|Fort:+5|Ref:+4|Will:+6|Init:+6|


Spells 1 - 2/4 Acid/Cold/Elec R5, Racial Detect Invis 1:1


Perc:+9|Stealth:+8|Acro+8|Climb+6/Swim+6|SM+9|Sur+8|Heal+7|KN Rel+5|Intim+4|Diplo+8|Ride+7






Neutral Good




River Lands


Common, Sylvan, Draconic

Strength 14
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 16
Charisma 12

About Gird Medvyed


Plumekith Aasimar Inquisitor (Sanctified Slayer) of Kelinahat 3
CG Medium humanoid
Init +6; Senses Dark Vision; Perception +8

Str 14, Dex 17, Con 14, Int 12, Wis 16, Cha 12
BAB +2; CMB +5; CMD 18

Favoured Class
+3 Skill Points

AC 18 touch 13, flat-footed 15 (+4 armour, +3 Dex, +1 Buckler)
hp 24 (3d8+6)
Fort +5, Ref +4, Will +6

Deity Weapon - Shortsword (Gladius)
Weapon Focus light blades
Weapon finesse

Teamwork Feats
Precise Strike +1d6 dmg flanking

Fate's Favoured +1 to any Luck Bonus
Reckless - Acrobatics (Class +1)
Noble - Medvyed - You gain a +2 trait bonus on all Diplomacy
checks made to deal with fey creatures and a +1 trait bonus
on Will saves made against their spells and supernatural

Skills: 24
*Climb (Str) +6 (1R)
*Swim (Str) +6 (1R)

*Acrobatics(Dex) +10(1R +1 Trait+2 Race)
*Ride (Dex) +7 (1R)
*Stealth(Dex) +9(3R).
Fly(Dex) +6 (0R +2 Race)

*Intimidate(Wis) +9 (2R +Half Class Level)
*Diplomacy(Wis) +8 (2R)
*Perception(Wis) +9 (3R)
*Heal (Wis) +7 (1R)
*Survival (Wis) +8/+9 (2R +Half Level Track)
*Sense Motive (Wis) +9 (2R +Half Class Level)

*Knowledge Arcana(Int) +5(1R)
*Knowledge Planes(Int) +5(1R)
*Knowledge Dungeoneering(Int) +5(1R)
*Knowledge Nature(Int) +5(1R)
*Knowledge Religion(Int) +5(1R)

Background Skills: 6
Linguistics (Int) +2(1R) Draconic
Kn(Nobility) +2 (1R)
Kn (Geography)+3 (2R)
Animal Handling (Cha) +3 (2R)

Languages Common, Sylvan, Draconic

Speed 30 ft.
Mithril Gladius +7 (1d6+2/19-20) (SorP)(Silver)
Cold Iron Dagger +6 (1d4+2/19-20) (SorP)

Darts*2 +5 (1d4+2) 20ft
Composite Longbow(+2 Str) +5 (1d8+2)110ft 20 arrows

Inquisition : Conversion Bluff, Intimidate, Diplomacy use Wis for their stat bonus rather than Cha.
Inquisitor Spells Known 0:6, 1:4
Inquisitor Spells (CL 3rd; DC 13 + Spell Level, Concentration +5)
. . 1st (4/day)(DC 14)—Divine Favour, Cure Light Wounds, Shield of Faith, Ear Piercing Scream .
. . 0 (at will)(DC 13)—Stabilise, Acid Splash, Sift, Create Water, Detect Magic, Guidance,

Cast Defensively - 15 + 2* spell level
Injured while casting - 10 + damage dealt + spell level

Magical Gear

Spare Gladius (15/3)
Masterwork chainshirt(250/25)
Darts*2 (1/1)
Cold Iron Dagger (4/1) (Wrist Sheath)
Masterwork Buckler Shield (155/5)
Mithril Gladius with a silver crescent moon at the hilt which surrounds a dark sapphire (750/1.5lbs)
Composite Longbow (+2 Str) (100gp/ 3lbs)
20 Arrows

Other Gear:
Backpack (2/2)
Iron holy symbol of Kelinahat (5/1)
Chalk * 5
Soap *2 (-/1)
Wandermeal *8 (4lbs)
Trail Rations * 2 (2/2)
Silver and Wood bound Holy Text of Kelinahat (Pressed Black Rose as a bookmark) (2/2)
Flint and Steel (1/-)
Bedroll (-/5)
Grooming Kit (1/2)
Mess Kit (1/1)
Wrist sheath - dagger (2/2)
Spare shirts (2) and pants (1)

Encumbrance:58 is Light

Gold = 750gp 3sp 15cp

Aasimar Garuda Racial Abilities

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Skilled: Plumekith Aasimar have a +2 racial bonus on Acrobatics and Fly checks.

Spell-Like Ability (Sp): Aasimars can use see invisibility once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Class Abilities

Monster Lore(Ex): 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(Ex):An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level

Studied Target (Ex):A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1/5 lvls bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1/5 lvls bonus on weapon attack and damage rolls against it. This ability replaces judgment 1/day.

Sneak Attack (Ex):This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.
Talented Slayer (Ex):At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent

Cunning Initiative (Ex): At 2nd level, an inquisitor adds his Wisdom modifier on initiative checks, in addition to his Dexterity modifier.

Detect Alignment (Sp): 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 (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex)
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.

Conversion Inquisition
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Campaign Notes:

400xp (778)


He tries to look after his appearance, grooming his hair and face, he has not abandoned his noble origins and shows a preference for fine clothes.
Almost 6 feet tall, he is fit but not bulky with hair that is not quite short, but still easy enough to style and maintain. Beneath his jacket is his leather lamellar, generally on his left forearm is his buckler and by his side as always is his deadly efficient gladius. He has relatively few scars on his body and none on his face.

Gird is a product of his noble upbringing and he wishes to give the appearance of well dressed rogue, so he dresses the part. When in a city he wears a stylish jacket, brown trousers and luxurious leather boots (dagger), accoutered by gold earrings and a couple rings.

Age: 20
Height 5'11"
Weight: 206lbs

Happy go lucky, he is a bit vain and tries to look after his face. He is not very outgoing but when you get him to talk he can be hard to stop. He utilises compelling arguments and logic in his discussions about a wide range of subjects as he is quite well read. He reserves his most fervent zeal for discussions on Kelinahat and the revealing of injustices of the world. He will stand by his friends, to the end if necessary or by dragging them out of harms way if that is needed. He is a little suspicious of everybody he meets due to his training but he will help those in need and he wants nothing but to provide the best opportunity for those around him and himself.

Back Story
Gird is the bastard son of a Noble of House Medvyed Lord Tengar Medvyed and the elven woman Talasia.

My birth created quite a scandal for Lord Tengar Medvyed as he was already married and had three sons. Having a elven appearing half-blood bastard around to remind his wife and enemies of his weaknesses was inconvenient and he soon shipped me off away from the politics of Stoneclimb with my elven mother Talasia to a small holding of his in southern Gronzi forest. Here I grew up in the fortified village of Forests Edge, the house and servants provided to us made life comfortable and we were happy after a fashion, although mother needed more than the life of a kept woman.

Girds Aasimar heritage was inherited from a distant ancestor of his mothers and even though he was not of Elven stock he was still a half blood, even if he did look remarkably human.

Lord Tengar would visit sparingly and only then to make sure that the son of his line was strong and healthy. My father ensured that I received a good education, which involved tutors and my religious education being handled by a priest of Abadar. My martial training was taken care of by local armsman in service to my father, the training was basic but useful.

My education is where I found my passion for learning about new places and facts, I would order new books and devour
them soon after they arrived. I managed to arrange several visits with my father and brothers under the pretense of getting to know my family and the proud history of the Medvyed family, mainly so that I could get access to the Medvyed family libraries.

On the visits to my family home I noticed the deprivation of the common folk of Stoneclimb and how the nobles would strut down the streets surrounded by guards and not acknowledging the plight of those around them. This was very different to my own relatively humble village home where all the people would help each other during the lean times and give generously during the times of surplus.

My mother Talasia sought to make sure that I also learned of her elven heritage, she taught me what she knew of woodcraft and how to perceive the world in light of the ancient truths. Mother also helped me understand how to use my agility and taught me the fighting ways of the elves. This suited me much more than the standard techniques that I had been taught by my fathers armsman, the flowing elven style allowed me the freedom to move in combat and put my opponent at a disadvantage or to help a comrade in need.

While in Kyonin I was exposed to the faithful of Kelinahat, the gathering of information via stealth appealed to me as it would allow me to have knowledge of the truths around me be it politics or the cause of deprivations.

I was able to find a tutor Miklos Arathenos cleric of Kelinahat to teach me the tenets of Kelinahats faith, to hear her calling and how to respond and how to be a true servant of the goddess. Miklos directed me to the temple of Iomedae in New Stetven where the Inheritors faithful would allow him to utilise the temples much greater resources, it was here that I was able to determine how I would best be able to utilise my abilities. I was directed into Inquisitorial training, where I would know how to travel the lands and work to further the cause of justice for all, utilising the methods that were necessary.

I was careful to keep my faith and abilities secret while in the populated areas of Brevoy as a follower of the goddess of knowledge and stealth would not be popular in Brevoy in light of the current political tensions with Rostland.

After I had completed my training I journeyed from New Stetven to Stoneclimb and spent some time with my father, I learned more about my family, it's proud history and what it was like to be a true noble. For his part Lord Tengar was having me (his handsome strapping aasimar son) attend various political events, balls and parties so that he could find me a politically advantageous marriage, one that would appeal to those that saw the exotic as desirable. I had several young ladies with equally controlling fathers circling around me, vying with each other to find the best deal.

This was the time that my mother Talasia swept into Stoneclimb, upon seeing the situation that my father was creating she confronted him and vowed that he would not be allowed to carry out his plans.

Having realised what I had almost allowed myself to become, I left with my mother that night we fled, easily evading the men that father sent after us to bring me back. As we trekked the journey back to Forest Edge I told my mother of my new training and the power that my faith had allowed me to access, by Kelinahat's grace.

During my time in Stoneclimb I had heard of the plans to tame the Stolen Lands by sponsoring expeditions, I discussed this with my mother and she agreed with my idea that I should join an expedition. It was an excellent opportunity for me to remove myself from the current situation and be of enough potential benefit for my father to not interfere and for me to do some good in helping the people of the region.

I journeyed to Restov to find those that were assembling the expeditions.

Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. Your family motto is “Endurance Overcomes All.”
The house crest is a black bear with black antlers above its head in front of a red field.


Bandit Camp

7 pp
505 gp
908 sp
1,097 cp
1x vials of alchemist's fire
20 days-trail rations.
camping supplies (food, firewood, tents)

4x leather armor
studded leather armor

2x handaxes-Mw
1x dagger
9x short swords,

1x composite longbow
9x longbows
200x arrows

silver amulet
sliver earrings
wooden music box
silver candelabra w/holy symbol
electrum censer w/silver filigree

unworked rock crystal quartz

3x crates of furs and hides
polished wooden case [ 8x bottles - translucent greenish liquid ]

- white oil
- violet-red potion
- brown potion
- ivory potion

Arcane Scrolls:
- 'red' rune
- 'white' rune
- 'red-orange' rune

- 1x red potion

Sneaking rules:

In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.
Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.