Goblin Firetamer
Goblin Firetamer (CR 2)
These high priests of the goblin clans have gained a mystical control over fire, much to the awe of their tribe. They wield powerful alchemies and provide leadership buffs to their allies. They are, if anything, even more in love with fire than regular goblins, and many have been known to burn themselves to death with their own experiments, enraptured throughout the process.
GENERAL
CR 2 Hit Dice 3
XP 600
NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 natural, +0 deflection)
hp 22
Fort +2, Ref +2, Will +5
Aura: -
SR: -
Special Defenses: Immune to own bombs while fetish is unbroken; see Fetish
Immunities: -
Weaknesses: vulnerable to Cold Iron
OFFENSE
Speed 30 ft.
Single Melee cleaver +4 (1d8/19-20x2)
Full Melee 2x cleaver +4 (1d6/19-20x2)
Ranged alchemist bomb +4 touch (1d8+3/x2) fire damage, plus 4 points splash damage, range increment 20 feet
Special Attacks Alchemist Bombs, Fetish, Incite Mob
Action Points 0
STATISTICS
Str 9, Dex 15, Con 12, Int 16, Wis 11, Cha 6
Base Atk +2; CMB +4; CMD 15
Feats Throw Anything
Skills Spellcraft +5, Intimidate +8
Languages goblin, common
SPECIAL ABILITIES
- Alchemist Bomb (Sp)
Once per round, the Firetamer may throw a splash weapon for 1d6+3 fire damage, and splash damage in all adjacent squares of 4 points (splash targets may make a Reflex save, DC 12, for half damage). Bombs cannot critically hit. Range increment is 10, and throwing the bombs provokes attacks of opportunity from threatening enemies. Firetamers have as many bombs as they need, which is nearly always three.
- Fetish (Su)
Once per encounter as a swift, the Firetamer may break his fetish, granting him a free standard action. This behaves in all ways as an action point, but is cooler. While unbroken, the fetish protects the Firetamer from his own bombs completely. This is rough on his fellow goblins.
- Incite Mob (Su)
Once per round, as a standard action, the Firetamer may cavort and shout at his allies within 30 feet, granting them a bonus of +1 to hit, +1 to AC and +1 to all saving throws. This effect lasts until the start of the Firetamer's next turn.
TREASURE
sell value of approximately 500 gp
COMBAT TACTICS
Firetamers stay behind their tribe-mates and use their incite power nearly every round. If their enemies bunch up enticingly, they will break their fetish and throw a bomb. Once they start throwing bombs, they get excited from all the fire around, and keep hucking bombs to best effect.
Their throw anything feat allows them to throw rocks or anything else, if the fire isn't working out (though obviously, fire always works out. It's FIRE!)