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    Hedge Wizard (Commoner 2/Wizard 3)


    Hedge Wizard CR 4

    XP 1,200
    Human commoner 2/wizard 3
    N Medium humanoid
    Init +1; Senses Perception +6

    DEFENSE

    AC 11, touch 11, flat-footed 10 (+1 Dex)
    hp 22 (5d6+5)
    Fort +3, Ref +3, Will +6

    OFFENSE

    Speed 30 ft.
    Melee dagger +2 (1d4/19–20)
    Ranged dagger +3 (1d4/19–20)
    Special Attacks hand of the apprentice (7/day)

    Wizard Spells Prepared (CL 3rd; concentration +7)

    2ndblindness/deafness (DC 16), glitterdust (DC 16)
    1stcharm person (DC 15), color spray (DC 15), unseen servant
    0 (at will)—arcane mark, mage hand, mending, prestidigitation

    STATISTICS

    Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 8
    Base Atk +2; CMB +2; CMD 16
    Feats Brew Potion, Combat Casting, Defensive Combat Training, Scribe Scroll, Skill Focus (Craft [alchemy])
    Skills Appraise +12, Craft (alchemy) +15, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Perception +6, Profession (herbalist) +10, Spellcraft +12
    Languages Aquan, Common, Elven, Gnome, Sylvan
    SQ arcane bond (raven familiar)
    Combat Gear potions of alter self, darkvision, expeditious retreat, invisibility, protection from arrows, resist energy; Other Gear dagger, cloak of resistance +1, alchemy kit
    Boon A hedge wizard can make alchemical items, brew potions, or scribe scrolls for the PCs at half cost. a hedge wizard can also share knowledge about the local area, granting a +2 circumstance bonus on Knowledge (geography), Knowledge (history), Knowledge (local), or Profession (herbalist) checks made in the local region.