Sea Goblin Mender

SEA GOBLIN MENDER 

CR 13

Female Goblin Cleric 14

CN Small humanoid (goblinoid) (aquatic)

Init +10; Senses Darkvision (60 ft.), Perception +19,

DEFENSE
AC 29, touch 12, flat-footed 28 (+11 armor, +3 *Amulet of Natural Armor +3, +1 Dex, +3 natural, +1 size, +3 shield, )

hp 126 (14d8)+14

Fort +10, Ref +8, Will +14

DR 3/-

OFFENSE
Speed 20 ft.

Ranged crossbow +2 (light/small/distance) +16/+11 (1d6+2/19-20)

Melee gauntlet +2 (spiked/small) +14/+9 (1d3+3)

Melee shield +1 (heavy/steel/small/adamantine/arrow deflection) +13 (1d3)

Melee sickle +2 (small/wounding) +14/+9 (1d4+3)

Special Attacks Artificer's Touch (8/day),

Prepared Spells

Cleric (CL 14th):

7th - blasphemy (DC 22), wall of iron (DC 22) , word of chaos

6th - find the path, glyph of warding (greater) (DC 21) , heroes' feast , *major creation

5th - fabricate, hallow (2) (DC 20) , scrying (DC 20) , summon monster v

4th - control water, death ward (DC 19) , minor creation , planar ally (lesser) , poison (DC 19) , repel vermin

3rd - contagion (DC 18), magic circle against good (DC 18) , protection from energy (DC 18) , remove disease (DC 18) , searing light , *stone shape

2nd - calm emotions (DC 17), death knell (2) (DC 17) , restoration (lesser) (DC 17) , spiritual weapon , *wood shape (DC 17)

1st - animate rope, command (DC 16) , cure light wounds (DC 16) , curse water (2) (DC 16) , magic stone (DC 16) , obscuring mist

0th - bleed (DC 15), light , read magic (DC ) , stabilize (DC 15)


 * Domain spell.
 * Domain spell.

Deity None; Domains Artifice,

STATISTICS
Str 12, Dex 16, Con 12, Int 17, Wis 20, Cha 14

Base Atk +10; CMB +10; CMD 23

Feats  Armor Proficiency, Heavy, Deflect Arrows, Enlarge Spell, Heighten Spell, Maximize Spell, Pack Attack, Quick Draw, Trapper's Setup

Skills  Acrobatics -4, Appraise +3, Bluff +2, Climb -6, Craft (Traps) +20, Craft (Untrained) +3, Diplomacy +2, Disguise +2, Escape Artist -4, Fly -2, Heal +22, Intimidate +2, Knowledge (Engineering) +17, Knowledge (Religion) +20, Perception +19, Perform (Untrained) +2, Sense Motive +5, Spellcraft +20, Stealth +9, Survival +5, Swim -6,

Languages Draconic, Goblin, Orc, Shadowtongue

Archetypes  Divine Strategist,

SQ Aura, Caster Support, Dancing Weapons (2/day), Domains, Fast, Master Tactician, Orisons, Skilled, Spontaneous Casting, Tactical Expertise, Water Breathing

Possessions  amulet of natural armor +3;  gauntlet +2 (spiked/small);  ring of electricity energy resistance, minor;  ring of force shield;  shield +1 (heavy/steel/small/adamantine/arrow deflection);  full plate +2 (small/adamantine/shadow);  bolts +1 (crossbow/10/small/frost);  figurine of wondrous power, ebony fly;  scroll (aid);  scroll (command);  scroll (delay poison);  scroll (discern lies);  scroll (spell resistance);  scroll (wall of fire);  wand of light;  periapt of wisdom +4 (wis +4);  ring of protection +3;  sickle +2 (small/wounding);  Crossbow +2 (Light/Small/Distance) ;

SPECIAL ABILITIES
Artificer's Touch (Sp)  You can cast Mending at will (CL 14) to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6+7 points of damage. This attack bypasses up to 14 points of damage reduction and hardness. You can use this ability 8 times per day.

Aura (Ex)  A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Caster Support (Su)  A divine strategist can use the aid another action to assist another divine spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the divine strategist's next turn. This bonus increases by +1 at 4th level and every four levels thereafter (to a maximum of +7 at 20th level). The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist arcane spellcasters or characters using magical items, but they gain only half the normal bonus.

Color Thief  Your skin is an odd tint that somehow absorbs background colors. Maybe because your mother drank a lot of potions when you were still inside her belly. Maybe because you've been blessed by the barghests. Maybe because you're just better than the other boring goblins. In any case, you gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.

Dancing Weapons (Su)  You can give a weapon toched the Dancing special weapon quality for 4 rounds. You can use this ability 2 times per day.

Darkvision  Goblins can see in the dark up to 60 feet.

Deft Dodger  Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Domains  A divine strategist gains only a single domain.

Domains

Fast (Ex)  Goblins have a base speed of 30 ft.

Master Tactician  A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat-footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to +7. At 20th level, a divine strategist's initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to +3. This is a language-dependent ability. This ability replaces channel energy.

Orisons  You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Skilled (Ex)  Goblins gain a +4 racial bonus on Ride and Stealth checks.

Spontaneous Casting

Tactical Expertise  A divine strategist knows how to take best advantage of tactical opportunities. Whenever she is flanking or makes an attack of opportunity, she may add her Intelligence bonus (if any) as a bonus on the attack roll. In addition, 4 times per day as a swift action she may add her Intelligence modifier as a bonus on any single d20 roll made as part of a readied action.