(12 Investigator +10 Int +2 Favored Class =24)
Acrobatics +1 (2 Dex -1 Armor)
Appraise +5 (5 Int)
Bluff +2 (1 Rank +3 Class Skill -2 Cha)
Climb -3 (-2 Str -1 Armor)
Craft (Alchemy) +10 (2 Rank +3 Class Skill +5 Int)
Diplomacy +2 (1 Rank +3 Class Skill -2 Cha)
Disable Device +9 (2 Rank +3 Class Skill +5 Int -1 Armor)
Disguise -2 (-2 Cha)
Escape Artist +1 (2 Dex -1 Armor)
Heal +0 (0 Wis)
Intimidate +10 (2 Rank +3 Class Skill +5 Int)
Knowledge
Arcane +10 (2 Rank +3 Class Skill +5 Int)
History +9 (1 Rank +3 Class Skill +5 Int)
Local +10 (1 Rank +3 Class Skill +5 Int +1 Trait)
Nobility +9 (1 Rank +3 Class Skill +5 Int)
Planes +9 (1 Rank +3 Class Skill +5 Int)
Religion +9 (1 Rank +3 Class Skill +5 Int)
Linguistics +9 (1 Rank +3 Class Skill +5 Int)
Perception +12 (2 Rank +3 Class Skill +5 Int +2 RB)
Ride +1 (2 Dex -1 Armor)
Sense Motives +10 (5 Rank +3 Class Skill +5 Int)
Spellcraft +10 (2 Rank +3 Class Skill +5 Int)
Stealth +1 (2 Dex -1 Armor)
Survival +1 (1 Wis)
Swim -1 (0 Str -1 Armor)
Use Magical Device +10 (2 Rank +3 Class Skill +5 Int)
Special Modifiers:
Shadow Whispers: +2 trait bonus on Intimidate checks made to demoralize opponents
Ceaseless Observation: Use Int mod on Diplomacy (gather information) checks
Alchemy: Add Inquisitor Level to Craft checks to create alchemical items
Trapfinding: +1 no Perception and Disable Device checks to find and disarm traps
Inspiration: Add 1d6 to any skill check; knowledge, linguistics, and Spellcraft checks do not use any points, all other skill checks coasts 1 point
Mwk Thieves Tools: +2 on Disable Device Checks
Alchemist’s Lab: +2 on Craft (Alchemy) checks