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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 +3; Senses Low-light vision; Perception +2
Aura of Resolve (+1 profane bonus to Will saves, 20-ft.-radius)

DEFENSE

AC 14, touch 14; flat-footed 11 (+3 dex, +1 size)
hp 7 [10] (1d8+2)
mp 5
Fort +3; Ref +3; Will +5

TACTICS

During Combat This goblin will stay back and cast fire or ruin for single targets and flame breath if a group gets near her. She’ll only use dark orb when she runs out of MP. If all else fails she will use her trusty rapier.

OFFENSE

Speed 20 ft.
Melee Rapier -1 (1d4-2/18-20)
Ranged Sling +4 (1d3-2)
Special Abilities Battle Rage (4/day), Burst of light (1/day), Faith (2 points)
Special Attacks Fire Bolt (4/day), Goblin Punch, Inferno Powers (5/day, Ifrit’s Nails)
Spells Known (Cleric CL 1st, concentration +3) [+1 spell DC to fire related spells]

At-will (DC 12) – Daze, Dark Orb
1st (DC 13) – Detonate, Fire, Flame Breath, Ruin, Saber

STATISTICS

Str 6, Dex 16, Con 12, Int 12, Wis 15, Cha 13
Base Atk +0; CMB -3; CMD 10
Feats Extra MP
Skills Diplomacy +7, Heal +6, Knowledge (history, nobility) +5, Spellcraft +5; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +2 Profession
Languages Common, Goblin, Moblin
SQ Craftsman, Deific Order (Infernian [Fire, War]), Field Medic, PyromaniacSilver Tongued, Spell Proficiency, Thug life
Gear cure potion (1), Rapier, sling, 10 bullets

SPECIAL ABILITIES

Goblin Punch (Su)

1/day, a goblin can launch a wind blast (+3 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 12) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).