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Jungle Wizard

Jungle Wizard CR 4

Source NPC Codex pg. 180
XP 1,200
Elf transmuter 5
NE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +7

Defense

AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 28 (5d6+8)
Fort +2, Ref +6, Will +5; +2 vs. enchantments
Immune sleep

Offense

Speed 30 ft.
Melee mwk longsword +3 (1d8/19–20)
Ranged shortbow +5 (1d6/×3)
Spell-Like Abilities (CL 5th; concentration +9)
7/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 5th; concentration +9)
3rd—beast shape I, empowered burning hands (DC 16), displacement
2nd—invisibility, spider climb, summon swarm, web (DC 16)
1st—burning hands (DC 16), feather fall, grease, mage armor, obscuring mist
0 (at will)—dancing lights, ghost sound (DC 14), mage hand, touch of fatigue (DC 14)
Opposition Schools divination, enchantment

Tactics

Before Combat The wizard casts mage armor. When she prepares spells, she uses physical enhancement to increase her Constitution. She studies the combat area for the best places to use spells like grease and web, then hides in ambush.
During Combat The wizard casts web on her opponents or in their path (especially if there is a pit or ravine present). She casts summon swarm into the web. If trapped opponents are escaping from the web, she casts empowered burning hands on them.
Base Statistics Without mage armor, the wizard’s statistics are AC 14, touch 13, flat-footed 11.

Statistics

Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Empower Spell, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (evocation)
Skills Acrobatics +7, Climb +3, Fly +7, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (nature) +11, Perception +7, Spellcraft +12 (+14 to identify magic item properties), Survival +4, Swim +1
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ arcane bond (monkey), elven magic, physical enhancement +2, weapon familiarity
Combat Gear potion of cure moderate wounds, potions of pass without trace (2), scroll of cat’s grace, scroll of pyrotechnics, scroll of stinking cloud, scroll of web; Other Gear masterwork longsword, shortbow with 20 arrows, amulet of natural armor +1, spellbook, 104 gp

Jungle wizards live in harmony with nature. They’re frequently mistaken for druids, and often use such misunderstandings to their advantage. Many jungle wizards use natural materials for their magical gear, such as large leaves or hides for spellbooks and scrolls, unworked tree branches for wands, or grasses that can be knotted into the shapes of rings.

Mandar Tamarice

Mandar is a hermit living in the jungle, content to go for weeks without speaking to anyone. When dealing with strangers, she deliberately acts savage and bestial so they underestimate her power and knowledge. She sometimes obtains valuable spell components or minor magic items by treating them like trinkets, thereby keeping anyone from realizing how valuable they actually are. Some assume that since Mandar lives in the wild she has a grudge against civilization, like many druids do. This isn’t the case; she simply prefers solitude. In fact, she loves some creature comforts, and might trade spellcasting services or information to nearby villages in exchange for food, clothing, or sweets for both herself and her familiar, Eink. This monkey follows her everywhere, and usually shows better street smarts than his master.

Combat Encounters: Mandar attacks the PCs—or leads villagers to attack them—in order to protect her territory or a magical site. She has allies among both arcane scholars and the druids, and could appear alongside adventurers of either type (though both sides find her a little strange).

Roleplaying Suggestions: Mandar might spy on the PCs using beast shape or her monkey familiar before crossing their path to question them. If they notice her savagery is an act, she drops the pretense right away and shows the true depth of her knowledge.