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Darius Finch

Windle Thetra's page

287 posts. Alias of John Woodford.



About Windle Thetra

Male human gestalt paladin|swashbuckler 1
LG Medium humanoid (human)
Init +4 Perception +4

Panache Points [ ] [ ] [ ]
Smite evil (1x/day) [ ]

AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield, +4 Dex)
hp 13 (1d10+2+1)
Current hp 13
Fort +4, Ref +5, Will +2

Speed 30 ft.
Melee longsword +6 (1d8+4/19-20/x2) or alch. silver light mace +1 (1d6/x2) or dagger +5 (1d4/19-20/x2)
Ranged longbow +5 (1d8/x3)
Special Attacks Smite evil
Spells Known None

Str 10, Dex 18, Con 14, Int 10, Wis 10 Cha 16
Base Atk +1; CMB +1; CMD 15

Weapon Finesse (swashbuckler bonus) With a light one-handed piercing weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (longsword) (L1) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Slashing Grace (longsword) (human bonus) Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

Acrobatics +8 (+1 ranks, +4 DEX, +3 class skill)
Profession (Soldier) +4 (+1 ranks, +3 class skill)
Knowledge (Religion) +4 (+1 ranks, +3 class skill)
Diplomacy +7 (+1 ranks, +3 CHA, +3 class skill)
Perception +4 (+1 ranks, +3 class skill)
Racial Modifiers +1 skill rank/level

Child of the Crusade: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Disdainful Defender: You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Languages Common (Taldane)
Combat Gear studded leather armor, buckler, longsword, longbow, dagger, light mace, 20 cold iron arrows 0 pp, 171 gp, 0 sp, 0 cp


Favored Class: Swashbuckler

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character
level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her
Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Old Character:
HP 37/40 AC 19/Touch AC 13/FF AC 15 (16 w/buckler); Fort +6, Ref +5, Will +7

Daily Expendables
3rd-level Spells (1/day) [ ]
2nd-level Spells (4/day) [x] [ ] [ ] [ ]
1st-level Spells (5/day) [ ] [ ] [ ] [ ] [ ]
Judgments (3/day) [ ] [ ] [ ]
Bane effect (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Discern lies (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
hp 40 (6d8+6+1)
Current hp

Male Andoren human inquisitor 6
NG Medium humanoid (human)
Init +5 (+3 DEX, +2 WIS for cunning initiative) Perception +11

AC 19 (+5 armor/+3 Dex/+1 buckler), touch 14, flat-footed 15/16
Fort +6, Ref +5, Will +7

Speed 30 ft.
Melee light mace +9 (1d6+2/x2) or dagger +9 (1d4+1/19-20/x2)
Ranged longbow +9 (1d8/x3) or hand crossbow +9 (1d4/19-20/x2)
Special Attacks Bane, judgments

Spells Known (CL 7th)
3rd (1/day)-coordinated effort, righteous vigor
2nd (4/day)-bloodhound, cure moderate wounds, detect thoughts, perceive cues
1st (5/day)-comprehend languages, cure light wounds, detect undead, wrath
0 (at will)-brand, detect magic, disrupt undead, light, read magic, sift

Str 12, Dex 16, Con 13, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +6; CMD 20

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.

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

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


Racial Traits +1 skill rank per level


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).


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.)



Notes & Useful Pastes:
Round :


HP: 40/40 AC: 19 Conditions: None

Expendables used:

L1 spells: 2/5 L2 spells: 1/4 CLW wand: 0/50

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