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Investigator Wizard

Investigator Wizard CR 3

Source NPC Codex pg. 179
XP 800
Human diviner 4
LN Medium humanoid (human)
Init +8; Senses Perception +5

Defense

AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 22 (4d6+6)
Fort +2, Ref +3, Will +5

Offense

Speed 30 ft.
Melee club +1 (1d6–1)
Ranged light crossbow +4 (1d8/19–20)
Spell-Like Abilities (CL 4th; concentration +8)
7/day—diviner's fortune (+2)
Diviner Spells Prepared (CL 4th; concentration +8)
2nd—cat’s grace, detect thoughts (DC 16), web (2, DC 16)
1st—comprehend languages, feather fall, mage armor, magic missile (2)
0 (at will)—dancing lights, detect magic, detect poison, message
Opposition Schools illusion, necromancy

Tactics

Before Combat The wizard casts mage armor.
During Combat If surprised, the wizard uses forewarned to cast cat’s grace in the surprise round. He uses web, color spray, or sleep against targets he intends to capture.
Base Statistics Without mage armor, the wizard’s statistics are AC 14, touch 14, flat-footed 11.

Statistics

Str 8, Dex 14, Con 13, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 15
Feats Combat Casting, Dodge, Improved Initiative, Scribe Scroll
Skills Diplomacy +4, Intimidate +4, Knowledge (arcana, local) +10, Knowledge (geography, history, nobility, religion) +8, Perception +5, Sense Motive +5, Spellcraft +11
Languages Common, Draconic, Dwarven, Elven, Orc
SQ arcane bond (ring of protection +1), forewarned
Combat Gear potion of cure moderate wounds, scroll of detect thoughts, scroll of knock, scroll of locate object, scrolls of sleep (2), wand of color spray (20 charges); Other Gear club, light crossbow with 20 bolts, ring of protection +1, manacles, spellbook, 125 gp

The investigator mage works with city guards to investigate crimes.