Medro de Falle



Medro de Falle
Male human (Garundi) fighter 2/inquisitor 6 (Pathfinder RPG Advanced Player’s Guide 38)
LN Medium humanoid (human)
Init 8; Senses Perception +12
AC 20, touch 11, flat-footed 19 (
5 armor, 1 Dex, +2 natural, +2 shield)
hp 62 (8 HD; 6d8
Fort 11, Ref +8, Will +11 (1 vs. fear); 2 vs. fear, +2 trait bonus vs. fear
Speed 30 ft. (20 ft. in armor)
Melee adamantine dagger +11/
6 (1d4/19-20)
Ranged judgement 12 (1d41 nonlethal/19-20 plus 1d6 non-lethal)
Special Attacks bane (6 rounds/day), judgment 2/day
Domain Spell-Like Abilities (CL 6th; concentration 10)
At will—lore keeper (25), remote viewing (6 rounds/day)
Inquisitor Spell-Like Abilities (CL 6th; concentration +10)
At will—detect alignment, discern lies (6 rounds/day)
Inquisitor Spells Known (CL 6th; concentration +10)
2nd (4/day)—castigate[APG] (DC 16), cure moderate wounds, invisibility, undetectable alignment (DC 16)
1st (5/day)—alarm, bless, cure light wounds, expeditious retreat
0 (at will)—create water, detect magic, detect poison, light, read magic, stabilize
Domain Knowledge
Str 11, Dex 18, Con 12, Int 12, Wis 18, Cha 8
Base Atk +6; CMB +6; CMD 20
Feats Exotic Weapon Proficiency (hand crossbow), Focused Discipline[ISWG], Lookout[APG], Point-blank Shot, Precise Shot, Precise Strike[APG], Scholar[ISWG], Weapon Finesse, Weapon Focus (hand crossbow)
Traits child of the temple, courageous
Skills Acrobatics 2 (-6 to jump), Bluff +3, Climb -1, Craft (traps) +7, Diplomacy +7, Disguise +4, Handle Animal +3, Heal +10, Intimidate +10, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (local) +7, Knowledge (nobility) +8, Knowledge (religion) +10, Perception +12, Ride +3, Sense Motive +16, Spellcraft +7, Stealth +6, Survival +11, Swim -2
Languages Common, Elven, Osiriani
SQ monster lore +4, solo tactics, stern gaze +3, track +3
Combat Gear alchemist’s fire, caltrops, holy water (2), oil (3); Other Gear mistmail, +1 light steel shield, judgement, adamantine dagger, amulet of natural armor +2, bag of holding i, belt of incredible dexterity +2, cloak of resistance +2, defoliant polish, dust of tracelessness, elixir of hiding, headband of inspired wisdom +2, bear trap, belt pouch, blanket, block and tackle, bullseye lantern, chain (10 ft.), crowbar, fishhook, fishing net, flint and steel, grappling hook, hammer, hemp rope (50 ft.), ink, black, inkpen, iron spike, masterwork backpack, masterwork tool, miner’s pick, signal whistle, silver holy symbol of The Discipline, tent, small, trail rations (10), twine (50’), waterskin, winter blanket, 150 gp
Special Abilities
Bane (
2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Courageous +2 save vs. fear.
Defoliant polish This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack or each round they maintain the grapple.

Requirements Craft Wondrous Item, diminish plants; Cost 400 gp
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Inquisitor Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Lookout Not surprised if adj ally with same feat isn’t surprised. Extra actions if both are aware.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 25.
Mistmail (1/day) The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet.

Requirements Craft Magic Arms and Armor, obscuring mist; Cost 1,250 gp
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Remote Viewing (6 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability.
Scholar (Knowledge [history], Knowledge [religion]) +2 bonus on two Knowledge skills
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +3 Add the listed bonus to survival checks made to track.

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Medro de Falle

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