This goblinoid wields the fire arts and a fire power staff to attack from far range.
Goblin Mage (CR 6)
Goblin Black Mage 7
NE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +2
AC 14, touch 14; flat-footed 12 (+2 dex, +1 size, +1 deflect)
hp 39  (7d6+15)
Fort +4, Ref +4, Will +7
Resist Fire 5
Speed 30 ft.
Melee Dagger +4 (1d3+1/19-20)
Ranged Fire Power Staff +5 (1d6+4 fire dmg)
Space 5 ft.; Reach 5 ft.
Special Abilities Elemental Shield 6 (7/day), Elemental Seal (1/day), Metamagic Enhancement (4/day), Innate Spells (1/day each) [Mage Armor]
Special Attacks Goblin Punch
Spells Known (Black Mage CL 7th, Concentration +11)
At-will (DC 14) – Bleed, Dark Orb, Daze, Elemental Orb, Ignite, Mending
1st (DC 15) – Blind, Charm, Detonate (DC 16), Fire (DC 16), Flame Breath (DC 16), Mage Armor, Sleep, Swim, Wind Armor
2nd (DC 16) – Burning Arc (DC 17), Detonate II (DC 17), Fire II (DC 17), Flaming Sphere (DC 17)
3rd (DC 17) – Detonate III (DC 18), Dispel, Fira (DC 18), Fire III (DC 18)
4th (DC 18) – Comet (DC 19), Fire IV (DC 19)
Str 12, Dex 14, Con 14, Int 18, Wis 14, Cha 6
Base Atk +3; CMB +7; CMD 19
Feats Combat Casting, Elemental Focus (fire), Extra MP, Spell Penetration
Skills Appraise +14, Knowledge (arcana, dungeoneering, local, nature, planes) +17, Knowledge (enginerring) +18, Spellcraft +14; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession;
Languages Common, Dwarven, Goblin, Moblin, Orc, Terran
SQ Black Magery (Increased Damage +2), Clear Mind, Craftsman, Focused Caster, Goblin’s Unique Handle on Things, Mage Talent (Empowered Magic, Knowledge is Power, Silent Magic), Master Tinker, Silver Tongued, Spell Proficiency
Combat Gear cure potion (3), 4th-lvl black mage scroll, Fire Power Staff, Dagger, Ring of Protection +1
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 (+5 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.