STATISTICS Str 12, Dex 16, Con 13, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +6; CMD 20
Feats Persuasive (bonus feat) +2 on Diplomacy and Intimidate checks.
Point-Blank Shot +1 to hit and to damage with ranged attacks against targets within 30'.
Precise Shot (human bonus feat) Can fire into melee with ranged attacks at no penalty.
Precise Strike (bonus teamwork feat, fixed) When flanking an opponent with an ally who also has this feat, inflict +1d6 precision damage.
Weapon Finesse Uses DEX bonus instead of STR bonus to hit with light weapons and other weapons as noted in their descriptions.
Rapid Shot Can fire one additional time per round when making a full attack with a ranged weapon, at a penalty of -2 to hit with all attacks that round.
Outflank (bonus teamwork feat) 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.
Deadly Aim (L7) Subtract 2 from attack rolls with missile weapons to add 4 to weapon damage rolls.
Skills Diplomacy +14 (7 ranks, +2 CHA, +3 class skill, +2 feat)
Healing +7 (2 ranks, +2 WIS, +3 class skill)
Intimidate +17 (7 ranks, +2 CHA, +3 class skill, +2 feat, +3 stern gaze)
Knowledge (Dungeoneering) +10/+12 (6 ranks, +1 INT, +3 class skill, +2 for monster identification only)
Knowledge (History) +5 (1 rank, +1 INT, +3 class skill)
Knowledge (Nature) +5/+7 (1 rank, +1 INT, +3 class skill, +2 for monster identification only)
Knowledge (Planes) +5/+7 (1 rank, +1 INT, +3 class skill, +2 for monster identification only)
Knowledge (Religion) +10/+12 (6 ranks, +1 INT, +3 class skill, +2 for monster identification only)
Linguistics +4 (3 ranks, +1 INT)
Perception +12 (7 ranks, +2 WIS, +3 class skill)
Profession (Scribe) +7 (2 ranks, +2 WIS, +3 class skill)
Sense Motive +15 (7 ranks, +2 WIS, +3 class skill, +3 stern gaze)
Spellcraft +6 (2 ranks, +1 INT, +3 class skill)
Stealth +8/+7 in armor (2 ranks, +3 DEX, +3 class skill)
Survival +12/+15 (7 ranks, +2 WIS, +3 class skill, +3 tracking)
Racial Modifiers None
Note: +5 skill ranks for favored class (inquisitor)
Languages Common (Taldane), Varisian, Elvish, Undercommon, Aklo
SQ
Combat Gear +1 mw chain shirt, +1 mw alchemical silver light mace (also serves as a walking stick), mw buckler, mw longbow, 20 arrows, mw cold iron dagger, mw hand crossbow, 5 cold iron bolts, 5 alchemical silver bolts, ring of sustenance, scroll of remove disease, scroll of remove curse, scroll of lesser restoration, wand of cure light wounds (50 charges), mw backpack, bedroll, belt pouch (2), traveler's outfit, flint & steel, 5 torches, healer's kit, 3 flasks alchemist's fire, 2 flasks holy water, 20 pcs rice paper, ink, pen, sack (2), trail rations (2 days), 2 potions cure moderate wounds, 1 potion lesser restoration 40 pp, 2043 gp, 0 sp, 5 cp
SPECIAL ABILITIES
Racial Traits +1 skill rank per level
Spells
Favored Class: Inquisitor +1 SR 1st-5th levels, +1 HP 6th-7th levels.
Domain Knowledge
Granted Powers All Knowledge skills are class skills.
Lore Keeper With a successful melee touch attack, can learn about a creature's abilities & weaknesses, as if the appropriate Knowledge skill check had been made with a result equal to 15 + inquisitor level + WIS modifier (24 at present).
Judgment
Monster Lore Add WIS modifier to Knowledge skill checks to identify the abilities & weaknesses of creatures, in addition to INT modifier.
Stern Gaze Add half inquisitor level to Intimidate and Sense motive skill checks.
Cunning Initiative Add WIS modifier to initiative checks, in addition to DEX modifier.
Detect Alignment At will, can use detect chaos, detect evil, detect good, or detect law. Only one can be used at a time.
Track Add half inquisitor level to Survival skill checks to follow or identify tracks.
Solo Tactics 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 teamwork feats known. The allies do not receive any benefit themselves unless they also possess the feat(s) themselves. Their position and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Bane Can imbue one weapon with the bane special ability as a swift action, choosing the type of foe to target at the time of imbuing. That is, attacks with that weapon against the stated type of foe are at +2 to hit, and inflict +2d6 damage on a successful hit. Creature type can be changed as a swift action. The effect lasts for one round per inquisitor level per day, which do not have to be consecutive.
Discern Lies Can discern lies, as per the spell, for up to one round per inquisitor level per day. The rounds do not have to be consecutive. Activating the ability is an immediate action.
Appearance: In appearance Windle looks rather like a young Peter Cushing--tall and thin with angular features, grey hair combed back from a widow's peak, and eyes that can go from watery to piercing with no warning. He dresses in black with silver trim, as befits his office, but still wears the simple wooden spiral one of the midwives left for him when he was born. (He has had the holy symbol all his life, and has made a private vow that he'll keep it until he dies. So far he's only had to have it mended once; by an odd coincidence, he has died once and been raised.)