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Thunder Wizard

Thunder Wizard CR 6

Source NPC Codex pg. 182
XP 2,400
Halfling evoker 7
LN Small humanoid (halfling)
Init +7; Senses Perception +10

Defense

AC 19, touch 15, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 size)
hp 37 (7d6+10)
Fort +5, Ref +7, Will +10; +2 vs. fear
DR 10/magic (ranged weapon attack only; 30 points)

Offense

Speed 20 ft.
Melee dagger +2 (1d3–2/19–20) or quarterstaff +2 (1d4–2)
Ranged dagger +7 (1d3–2/19–20)
Special Attacks intense spells (+3 damage)
Spell-Like Abilities (CL 7th; concentration +10)
6/day—force missile (1d4+3)
Evoker Spells Prepared (CL 7th; concentration +10)
4th—black tentacles, shout (DC 17)
3rd—lightning bolt (2, DC 16), protection from energy, empowered shocking grasp
2nd—darkvision, mirror image, protection from arrows, scorching ray (2)
1st—color spray (DC 14), expeditious retreat, feather fall, mage armor, shocking grasp (2)
0 (at will)—dancing lights, flare (DC 13), mage hand, mending
Opposition Schools divination, necromancy

Tactics

Before Combat The wizard casts mage armor and protection from arrows. If she has an ally who attacks in melee, she casts protection from energy (electricity) on that ally to protect him from her lightning bolt spells; otherwise, she casts it on herself (warding against fire).
During Combat The wizard tries to catch multiple opponents with black tentacles, then follows up with a lightning bolt to hit as many targets as possible. She uses her imp to invisibly deliver shocking grasp and empowered shocking grasp.
Base Statistics Without mage armor, the wizard’s statistics are AC 15, touch 15, flat-footed 12.

Statistics

Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12
Base Atk +3; CMB +0; CMD 14
Feats Combat Casting, Empower Spell, Improved Familiar, Improved Initiative, Iron Will, Scribe Scroll
Skills Acrobatics +5 (+1 when jumping), Bluff +6, Climb +0, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (planes) +8, Perception +10, Spellcraft +13, Stealth +10, Use Magic Device +5
Languages Common, Draconic, Dwarven, Goblin, Halfling, Infernal
SQ arcane bond (imp)
Combat Gear pearl of power (1st), potion of cure moderate wounds, potion of lesser restoration, scroll of black tentacles, scrolls of invisibility (2), scrolls of lightning bolt (2), scrolls of mirror image (2), scroll of protection from energy; Other Gear dagger, quarterstaff, cloak of resistance +1, ring of protection +1, spellbook, 186 gp

The thunder wizard manipulates sound and electricity to destroy her enemies.

Zuket Amaral

Zuket is an unexceptional adventuring wizard with a loud, outgoing personality. She loves visiting new places and exploring, and isn’t embarrassed to stare open-mouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters.

Combat Encounters: Zuket attacks the PCs to drive them away from a halfling village or a cache of noisy magic items she wants.

Roleplaying Suggestions: Zuket doesn’t like bullies, and she might intervene on behalf of a PC, even without being asked, if she sees that the PC is in trouble and thinks he needs help.