Investigator WizardInvestigator Wizard CR 3Source NPC Codex pg. 179 XP 800 Human diviner 4 LN Medium humanoid (human) Init +8; Senses Perception +5DefenseAC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge) hp 22 (4d6+6) Fort +2, Ref +3, Will +5OffenseSpeed 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, necromancyTacticsBefore 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.StatisticsStr 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.
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