Alger Wodeward

A stern human inquisitor of Iomedae


Alger Wodeward
Male human (Taldan) inquisitor of Iomedae 7 (Pathfinder RPG Advanced Player’s Guide 38)
LN Medium humanoid (human)
Init 2; Senses Perception +11
AC 16, touch 10, flat-footed 16 (
6 armor, 1 deflection, -1 Dex)
hp 50 (7d8
Fort 7, Ref +2, Will +10; +2 trait bonus vs. fear
Speed 30 ft. (20 ft. in armor)
Melee mwk greatsword +10 (2d6
Ranged mwk repeating heavy crossbow 5 (1d10/19-20)
Special Attacks bane (7 rounds/day), judgment 3/day
Domain Spell-Like Abilities (CL 7th; concentration +10)
6/day—battle rage (
Inquisitor Spell-Like Abilities (CL 7th; concentration 10)
At will—detect alignment, discern lies (7 rounds/day)
Inquisitor Spells Known (CL 7th; concentration +10)
3rd (2/day)—cure serious wounds, speak with dead (DC 16)
2nd (4/day)—confess[APG] (DC 15), follow aura[APG], ghostbane dirge[APG] (DC 15), perceive cues[APG]
1st (5/day)—comprehend languages, cure light wounds, detect evil, magic weapon, wrath[APG]
0 (at will)—daze (DC 13), detect magic, guidance, light, read magic, sift[APG]
Domain War
Str 16, Dex 8, Con 13, Int 10, Wis 16, Cha 12
Base Atk +5; CMB +8; CMD 18
Feats Coordinated Defense[APG], Coordinated Maneuvers[APG], Furious Focus[APG], Martial Weapon Proficiency (greatsword), Power Attack, Toughness, Weapon Focus (greatsword)
Traits courageous, indomitable faith
Skills Acrobatics 4 (-8 to jump), Climb +5, Diplomacy +8, Heal +9, Intimidate +12, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Ride +0, Sense Motive +14, Spellcraft +5, Stealth +0, Survival +11, Swim +4
Languages Common
SQ monster lore +3, solo tactics, stern gaze +3, track +3
Other Gear mwk breastplate, mwk greatsword, mwk repeating heavy crossbow, cloak of resistance +1, ring of protection +1, 100 gp
Special Abilities
Bane (
2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Battle Rage 3 (6/day) (Sp) Touch ally to grant +3 to a melee dam for 1 rd.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Courageous +2 save vs. fear.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Inquisitor Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -2/
4 You can subtract from your attack roll to add to your damage.
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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Alger Wodeward

Dylan's Carrion Crown DayTripper