Investigator Wizard (Human Diviner 4)
Investigator Wizard CR 3
Human Diviner 4
LN Medium humanoid (human)
Init +8; Senses Perception +5
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
Speed 30 ft.
Melee club +1 (1d6–1)
Ranged light crossbow +4 (1d8/19–20)
Arcane School 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)
0th (at will)—dancing lights, detect magic, detect poison, message
Opposition Schools illusion, necromancy
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.
Without mage armor, the wizard's statistics are AC 14, touch 14, flat-footed 11.
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.
Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.