This goblinoid wields the fire arts and a fire power staff to attack from far range.
Goblin Mage (CR 6)
XP 2,400
Goblin Black Mage 7
NE Small Humanoid (Goblinoid)
Init +3; Senses Low-light vision; Perception +0
DEFENSE
AC 15, touch 15; flat-footed 12 (+3 dex, +1 size, +1 deflect)
hp 32 [50] (7d6+8)
mp 32
Fort +3, Ref +5, Will +5
OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d3-2/19-20)
Ranged Fire Power Staff +7 (1d6+4 fire dmg)
Space 5 ft.; Reach 5 ft.
Special Abilities Counter Magic (1/day), Elemental Shield 6 (7/day), Elemental Seal (1/day), Metamagic Enhancement (3/day)
Special Attacks Goblin Punch
Spells Known (Black Mage CL 7th, Concentration +11) [+3 fire dmg]
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) – Blaze Spikes, Fire IV (DC 19)
STATISTICS
Str 6, Dex 16, Con 12, Int 18, Wis 10, Cha 13
Base Atk +3; CMB +6; 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, +2 Heal, +1 Knowledge (engineering), +2 Profession;
Languages Common, Dwarven, Goblin, Orc, Terran + 1 other
SQ Black Magery (Increased Damage +2), Clear Mind, Craftsman, Dark Affliction, Field Medic, Goblin’s Unique Handle on Things, 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), Fire Power Staff, Dagger, Ring of Protection +1
SPECIAL ABILITIES
Goblin Punch (Su)
1/day, a goblin 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 17) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).