This goblinoid practices the healing arts of fire to some day become a great healer.
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)
AC 14, touch 14; flat-footed 11 (+3 dex, +1 size)
hp 7  (1d8+2)
Fort +3; Ref +3; Will +5
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.
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
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, Pyromaniac, Silver Tongued, Spell Proficiency, Thug life
Gear cure potion (1), Rapier, sling, 10 bullets
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).