More than merely elusive sages and hermetic wizards, academics and intellectuals might be found anywhere secrets wait to be uncovered. From universities of higher learning to the ruins of forgotten civilizations, researchers endlessly pursue new discoveries, either for the sake of scholarship or for their own personal fame. Tenacious mages test the boundaries of magic, risking their lives and sanity for the chance at greater power. No matter the mystery, one can rest assured that somewhere experts wait to test their minds against new challenges.
Hedge Wizard CR 4
Human commoner 2/wizard 3
N Medium humanoid
Init +1; Senses Perception +6
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (5d6+5)
Fort +3, Ref +3, Will +6
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)
Str 10, Dex 13, Con 12, Int 18, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 16
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)
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.
A hedge wizard is a local dabbler in magic, sometimes a hermit or recluse wanting only privacy, but often a local loremaster or apothecary whose studies include both the natural and the supernatural.
Hedge wizards can serve as alchemists, sages, and scholars, or operate a curiosity shop or trading post dealing in magical and mundane items.
A hedge wizard might apprentice with a conjurist or hermit (CR 7) or partner with a medium as mystical advisors to a mayor (CR 9). Two cultists might be found working with a hedge wizard (CR 6), or a hedge wizard may work with a pilgrim and two acolytes to administer to a remote village (CR 6).
Archaeologist CR 6
Human rogue 7
N Medium humanoid
Init +3; Senses Perception +10
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 38 (7d8+7)
Fort +3, Ref +8, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee short sword +8 (1d6–1) or whip +8 (1d3–1 nonlethal)
Ranged hand crossbow +8 (1d4/19–20)
Special Attacks sneak attack +4d6 plus slow reactions
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Str 8, Dex 16, Con 13, Int 16, Wis 12, Cha 10
Base Atk +5; CMB +8 (+10 to trip); CMD 17 (19 vs. trip)
Skills Acrobatics +12, Appraise +12, Climb +5, Disable Device +15, Escape Artist +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (religion) +5, Linguistics +10, Perception +10, Profession (architect) +10, Profession (librarian) +10, Sleight of Hand +7, Spellcraft +7, Stealth +10, Use Magic Device +10
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Terran, Undercommon
SQ rogue talents (ledge walker, slow reactions, trap spotter), trapfinding +3
Combat Gear scrolls of comprehend languages, detect secret doors, erase; Other Gear masterwork studded leather, masterwork buckler, hand crossbow with 10 bolts, short sword, whip, hand of the mage, handy haversack, rope of climbing, unguent of timelessness, everburning torch
Boon An archaeologist can tell PCs secrets of ruins and relics of a specific ancient culture, granting a +2 circumstance bonus on Appraise, Spellcraft, and Use Magic Device checks to identify items relating to that culture, as well as Knowledge (engineering), Perception, and Disable Device checks when dealing with traps or secret doors in a ruin from that culture.
An archaeologist is a cunning scholar and explorer of ancient texts and ruins. She is knowledgeable in a wide range of fields, as quick with a quip or quotation as with a blade, bolt, or lash. An archaeologist might partner with a medium to placate the spirits of the dead disturbed in her explorations (CR 7), or supply a traveling merchant with exotic relics (CR 8).
Sage CR 11
Human abjurer 5/expert 7
N Medium humanoid
Init +0; Senses Perception +10
AC 14, touch 10, flat-footed 14 (+4 mage armor)
hp 61 (12 HD; 7d8+5d6+12)
Fort +5, Ref +4, Will +12
Defensive Abilities protective ward 10/day (+2 deflection, 7 rounds), resistance
Speed 30 ft.
Melee quarterstaff +6/+1 (1d6–1)
Ranged dart +7 (1d4-1)
Wizard Spells Prepared (CL 5th; concentration +12)
Prohibited Schools evocation, necromancy
Str 8, Dex 10, Con 12, Int 24, Wis 14, Cha 13
Base Atk +7; CMB +6; CMD 21
Skills Appraise +14, Diplomacy +6, Heal +6, Knowledge (choose one) +28, Knowledge (all others) +20, Linguistics +22, Perception +10, Profession (scribe) +10, Sense Motive +7, Spellcraft +26, Use Magic Device +26
Languages Common, plus 19 other languages
SQ arcane bond (ring of sustenance)
Combat Gear wands of acid arrow (50 charges), cure light wounds (50 charges), identify (50 charges), light (50 charges); Other Gear quarterstaff, darts (2), brooch of shielding, broom of flying, cloak of resistance +1, headband of vast intelligence +4 (Spellcraft, Use Magic Device), ring of sustenance, magnifying glass, merchant's scale
Boon A sage can translate any foreign language for PCs or make up to five skill checks (including identifying magic items) for PCs. A sage can also craft magic items at a 10% discount.
A sage is an academic of the first order. Both a polyglot and polymath, a sage can be consulted to answer any number of questions by anyone wealthy enough to afford her considerable fees. A sage is often accompanied by a merchant prince who procures all the research materials she desires (CR 12), and together they may sit on the small council of a queen (CR 13) or king (CR 15).