This goblinoid wields healing powers of fiery temper to aid her allies into battle.
Goblin Priest (CR 6)
XP 2,400
Goblin Cleric 7
NE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +2
Aura of Resolve (+2 profane bonus to Will saves, 20-ft.-radius)
DEFENSE
AC 19, touch 13; flat-footed 17 (+5 armor, +1 shield, +2 dex, +1 size)
hp 45 [70] (7d8+14)
mp 23
Fort +6; Ref +4; Will +10
Resist Fire 10;
OFFENSE
Speed 20 ft. (10 ft. in armor)
Melee Rapier +6 (1d4+1/18-20)
Ranged Sling +7 (1d3+1)
Special Abilities Battle Rage (5/day), Blessing of the Faithful, Channel Energy (5/day, 2d6 shadow dmg), Prayer
Special Attacks Fire Bolt (5/day), Goblin Punch, Inferno Powers (6/day, Ifrit’s Nails, Burning Passion, Inner Flame)
Spells Known (Cleric CL 7th, concentration +9)
At-will (DC 12) – Bleed, Daze, Dark Orb, Elemental Orb
1st (DC 13) – Blind, Charm, Detonate (DC 14), Enfeeblement, Fire (DC 14), Flame Breath (DC 14), Mage Armor, Ruin
2nd (DC 14) – Burning Arc (DC 15), Detonate II (DC 15), Fire II (DC 15), Flaming Sphere (DC 15), Silence
3rd (DC 15) – Fira (DC 16), Fire III (DC 16)
STATISTICS
Str 12, Dex 15, Con 13, Int 12, Wis 14, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Combat Casting, Elemental Focus (Fire), Extra MP, Weapon Focus (Rapier)
Skills Diplomacy +13, Heal +12, Knowledge (history, nobility) +11, Spellcraft +11; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin
SQ Armored Mage (Medium), Clear Mind, Craftsman, Deific Order (Infernian [Fire, War]), Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued, Spell Proficiency
Gear cure potion (3), Rapier, sling, 10 bullets, scale mail, light wooden shield
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 shaman can launch a wind blast (+7 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 15) 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.
