Investigator Wizard
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)
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
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
SQ: arcane bond (ring of protection +1), forewarned
Languages: Common, Draconic, Dwarven, Elven, Orc
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
Description
Human diviner 4
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.
The investigator mage works with city guards to investigate crimes.
Source: NPC Codex, p. 179
