Characters

Investigator Wizard

CR: 3 XP: 800


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)


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