Kwava

Thaliar Medevin's page

184 posts. Alias of Cuàn.


Race

Elf

Classes/Levels

Investigator (Mastermind) 3

Gender

Male

Size

Medium

Age

147

Alignment

Neutral

Deity

Sivanah

Languages

Common, Draconic, Elf, Skald, Sylvan

Strength 10
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Thaliar Medevin

Thaliar Medevin
Male Elf Investigator (Mastermind) 3
N Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+4 Dex, +3 armor)
hp 24 (3d8+6)
Fort +3, Ref +7, Will +3 ; +2 vs Enchantment spells & Effects, +2 vs Poison, +1 Will vs Fey
Immune Sleep
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Offense
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Speed 30 ft.
Melee Elven Branched Spear +6 (1d8/x3, reach), +1 Rapier +7 (1d6+1/18-20), Dagger +6 (1d4/19-20)
Ranged Longbow +6, (1d8/x3, 100 ft)
Spell-Like Abilities (CL 1st; concentration +4)
1/day - Comprehend Language, Detect Magic, Detect Poison, Read Magic
Investigator Extracts Prepared (CL 3rd; concentration +6 )
1st - CLW(inf) (2), Enlarge Person(inf), Long Arm

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Statistics
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Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 16
Feats Phalanx Formation, Weapon Finesse
Traits Heirloom Weapon (prof: Elven branched spear), Noble Born (Medvyed), Pragmatic Activator, Student of Philosophy
Drawback Pride
Skills Acrobatics +10, Craft (Alchemy) +12, Diplomacy +6, Knowledge(Arcana, Nature) +9, Knowledge (Local, Religion) +8, Perception +7, Stealth +10, UMD +9; +2 Diplomacy vs Fey
Languages Common, Draconic, Elf, Skald, Sylvan
SQ A Quiet Word(2/day), Alchemy, Investigator Talent (Infusion), Keen Recollection, Mastermind's Inspiration, Poison Lore, Weapon Familiarity
Other Gear Arrows(57), Explorer's Outfit, Formulae Book, Investigator's Kit, Journal, MW Studded Leather Armor, Potion of Lesser Restoration, Stag Lord Amulet (20 gp), Studded Leather Armor, vial of giant spider poison
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Tracked Resources
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Inspiration 4/4
8 gp
Arrows
57
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Extracts Known
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1st - Anticipate Peril, Blend, Cure Light Wounds, Enlarge Person, Heightened Awareness, Long Arm, Monkey Fish

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Special Abilities
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A Quiet Word(Ex):

A mastermind's reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check.

Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.

At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.

At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally's Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.

Inspiration(Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Poison Lore(Ex):
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Investigator's Kit:
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Background:
Born in the River Kingdom of Cordelon, Thaliar had a quiet youth. Being one of the few remaining full Elves in Cordelon meant that the people respected him and welcomed him wherever he went. This would have probably convinced him to stay if the place hadn´t been so incredibly dull.

When he was only 43 years old, still young by Elven standards, Thaliar left his parents and Cordelon to travel north. He had heard stories about the human swordlords who lived there and, curious as he was, decided he had to see them for himself.

Not quite sure where these swordlords resided Thaliar ended up in the small kingdom of Pitax instead of his actual destination, Mivon. Intrigued by the absurdities of the kingdom Thaliar ended up staying for several years. In this time he fell in with a band of smugglers who smuggled all kinds of goods from Pitax to Brevoy and the other way around. Eventually there was a falling out within the gang and Thaliar ended up on the losing side. Unlike his compatriots who decided to lay low for a while Thaliar decided it was time to move on and journeyed further north and east.

Once more missing Mivon on his route, Thaliar eventually ended in Brevoy, in the lands of House Medvyed. There he once again found the same welcome and respect he had had back home, only this time there were still plenty of things to do. It was not long before Thaliar managed to ingratiate himself with House Medvyed and ended up in their service. While initially working only as a liaison with the various fey of the Gronzi Forest the family eventually requested him to change his work and become a teacher for the younger generations of the House.

Thaliar had been teaching for about 80 years, mentoring several generations of Medvyeds, when he was contacted by smugglers from Pitax. The son of a Dwarven member of his old gang was trying to start fresh, opening new lines of trade with eastern Brevoy, an area untouched by the current gangs. He agreed, slowly getting bored with his teaching job, and started to run the Brevic part of the operation.

For almost two decades Thaliar managed to keep his illicit activities hidden. Recently however one of his old students found out while he himself sought to acquire the services of the smugglers. Yet instead of bringing him in this old student, who happened to be one of the sons of Lord Gurev Medvyed himself, arranged it so that Thaliar could get away while the rest of the gang was mopped up. This was Thaliar could remain free while the family would not have to be ashamed by one of their favorite teachers turning out to be a criminal.

Thaliar accepted without much of a doubt, knowing this was not only his chance to get out but also a chance to move to somewhere new, a change of venues. The next day he was already on his way to the Stolen Lands, charter in hand, ready to forge a new future.