Jungle Wizard (Elf Transmuter 5)


Jungle Wizard CR 4

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)
Arcane School 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
0th (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

DESCRIPTION

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.


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.