This goblinoid practices the healing arts of fire to some day become a great healer.
Goblin Acolyte (CR 1/2)
XP 200
Goblin Cleric 1
NE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +1
Aura of Resolve (+1 profane bonus to Will saves, 20-ft.-radius)
DEFENSE
AC 13, touch 13; flat-footed 11 (+2 dex, +1 size)
hp 6 [9] (1d8+1)
mp 5
Fort +3; Ref +2; Will +5
Resist Fire 5;
OFFENSE
Speed 20 ft.
Melee Rapier +2 (1d4+1/18-20)
Ranged Sling +3 (1d3+1)
Special Abilities Battle Rage (4/day)
Special Attacks Fire Bolt (4/day), Goblin Punch, Inferno Powers (5/day, Ifrit’s Nails)
Spells Known (Cleric CL 1st, concentration +2)
At-will (DC 11) – Daze, Dark Orb
1st (DC 12) – Detonate, Fire, Flame Breath, Ruin
STATISTICS
Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Extra MP
Skills Diplomacy +6, Heal +5, Knowledge (history, nobility) +5, Spellcraft +5; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin
SQ Craftsman, Deific Order (Infernian [Fire, War]), Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued, Spell Proficiency
Gear cure potion (1), Rapier, sling, 10 bullets
SPECIAL ABILITIES
Craftsman (Ex)
Goblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.
Goblin Punch (Su)
1/day, a goblin can launch a wind blast (+2 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 11) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Goblin’s Unique Handle on Things (Ex)
Goblins are proficient with both short swords and hand axes.
Master Tinker (Ex)
Whatever you survive makes you a better tinkerer right? Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with any weapon they have personally crafted.
Silver Tongued (Ex)
Unlike moblins or other races, goblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
