Goblin Shaman
Goblin, Beast; Minor; Soul Type (300)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 30 | Hit Points | 15 | Combat | 30 |
| Endurance | 30 | Wound Thr. | 9 | Magic | 65 |
| Agility | 35 | Magicka | 70 | Evade | 55 |
| Intelligence | 35 | Stamina | 3 | Observe | 55 |
| Willpower | 35 | Initiative | +9 | Stealth | 45 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 55 |
| Personality | 15 | Speed | 9m | Social | 15 |
| Morale | 35 | Size | Small | Physical | 30 |
Weapons & Armor
- • Totem Staff: 1d6; Crushing, Focus, Magic; Reach 2m; 2H
- ▪ Innate Spell: The wielder of the Totem Staff is able to
- use it to cast an Innate Spell. An Innate Spell costs no
- Magicka to cast, and always counts as passing its casting
- test with 1 DoS. It stores one spell from below:
- ◦ Fire Bolt (1d4, 100m) (2 MP)
- ◦ Frost Bolt (1d4, 100m) (2 MP)
- ◦ Shock Bolt (1d4, 100m) (2 MP)
- ◦ Poison Bolt (1d4, 100m) (2 MP)
- ◦ Heal Bolt (1d4, 100m) (2 MP)
- • Goblin Shaman Garb: Clothing
- • Talons: 1d4; Slashing, Exploit Weakness; Reach 1m T
Special Abilities
- • Refresh (1 AP + 1 SP): The Goblin Shaman can perform a
- tribal dance which either refreshes their MP to full or regain
- all of the casts for their Spellcaster trait as a Secondary Action
- • Earth’s Harsh Embrace (1 SP): Instead of dealing damage o
- on a successful hit in melee with its Talons against a Medium s
- or smaller target, the Harpy can spend a Stamina Point to t
- grab them and soar upwards 6m without spending move- u
- ment. The Harpy can then immediately spend another t
- Stamina Point and Action point to continue flying upwards. t
- If multiple Harpies are carrying the same target, only one p
- needs to spend a Stamina Point per 6m of height. This is t
- treated as a Grapple for the purposes of breaking free, and s
- the Harpy can choose to drop the target at any point, which
- will suffer falling damage as normal. H
- d
Traits
- • Crawler: This creature is not slowed by difficult terrain.
- • Dark Sight
- “Goblin tribes are notoriously insular and wary of outsiders, not s
- be at the point of swords.”
- Harpy
- Fierce, carnivorous, feminine humanoids with the colourful wings
- of a bird.
- Minor; White Soul (150)
- Strength 30 Hit Points 18 Combat 65
- Endurance 35 Wound Thr. 9 Magic 35
- Agility 55 Magicka 20 Evade 75
- Intelligence 20 Stamina 3 Observe 50
- Willpower 35 Initiative +11 Stealth 55
- Perception 40 Action Pts. 3 Knowledge 30
- Personality 5 Speed 6m Social 5 E
- Morale 45 Size Std. Physical 40 H
- f
- • Bestial t
- • Flyer (13m)
- • Resistance (Normal Weapons, 2) L
- •
- •
- •
- Horker
- Horkers are sea animals, similar in appearance to a walrus, that
Encountering Goblin Shaman
32 Spells • [Type] Cone 2: 11MP; 1d6 [Type]; AoE (5m, cone), Attack, Overload • [Type] Ball 1: 8 MP; 1d4 [Type]; AoE (2m, sphere), Attack, Overload • [Type] Bolt 2: 6 MP; 1d6 [Type]; Ranged (100m), Attack, Overload • Chain Lightning 2: 11 MP; 1d6 Shock; Ranged (50m), Attack, Overload; Deals damage to target within 50m, then jumps to another target within 10m of the first. Repeats for a third target. • Heal 3: 7 MP; Instant; Caster regains 6 HP. • Fatigue 3: 10 MP; Direct, Attack, Upkeep; Target within 50m tests End at +0 test or loses 1 SP. • Drain Magicka 2: 8 MP; Upkeep, Direct; Target within 50m tests Wp or loses 8 MP. Goblin shamans serve as the high priests and religious leaders of the goblin clans, who worship Muluk, the goblins’ version of Malacath. They practice primitive elemental hedge-magic and concoct simple brews and poisons for their clans. The most interesting feature of the goblin shaman is their Totem Staff, a brutal, bladed staff enchanted with primal magics that allow the casting of a single damaging cantrip at will. Goblin totem staves are passed down generation to generation, and date back to time unknown. The Totem Staff of a clan has profound spiritual importance to the tribe, and they will relentlessly hunt for their Totem Staff if stolen, either by a rival clan or by adventurers. Goblin scouts will range for miles and burn villages to the ground in night raids, and sack other goblin . dens in their search.
Loot
- A goblin shaman has on its person what it is equipped with,
- in addition to about d12 drakes worth of fetishes and
- baubles weighing about 1 ENC. Goblin Totem Staves are
- able to always cast their innate spell. A goblin clan will stop
- at nothing to retrieve a stolen Totem Staff, and their gener-
- ations breed quickly. Taking the Totem Staff will likely result
- in increased goblin raids in the coming weeks and months
- as they search for their ancestral totem.
- A character can make a +0 Alchemy test to harvest a goblin
- ear, which is an Uncommon Destruction ingredient. If the
- character succeeds with more than 1 DoS, they harvest two
- ears instead.
- Goblins are likely to have treasure stashed somewhere in
- their den. At the GM’s discretion, the characters can make
- a number of rolls on the Treasure table the GM feels appro-
- priate for the den.
- 33
- urprising considering their only interactions with people tend to
-
- Landal Gevont, Scholar of Goblins
- ncountering Harpies
- arpies are found in places with rocky cliffs and crags suitable
- or their nests, where they live in small matriarchal groups that
- ave in rare cases been known to communicate with mortals.
- hey are a common nuisance around the Iliac Bay.
- hey are usually encountered when they leave their nests in
- rder to kidnap, mate with and kill human males, or to keep
- trangers away from their nests. When threatened, harpies use
- heir flight to their advantage, making hit and run attacks and
- sing their powerful legs to heave characters into the air, either
- o drop them to break their bones, or to separate the party so
- hey can focus their savage attacks on one target at a time. They
- refer to fight in the open, where they can take advantage of
- heir flight to its best, and high places are preferred ambush
- ites.
- arpy feathers are treasured for their vibrance, ranging from
- eep blues and greens to bright electric pinks and yellows. Their
- eathers are said to be imbued with magical properties that are
- he envy of crafters and trophy seekers.
- oot
- On a +30 Survival test over a Short Rest, a character can
- strip the harpy’s feather hides, which are worth 150 drakes.
- Failing this test spoils the feathers, halving their worth.
- On a +10 Survival test over a Long Rest, a character can use
- 5 harpy feather hides to create a Harpy Feather Cloak. A
- Harpy Feather cloak can be worn on the back, and weighs
- 1 ENC when carried. Any time the wearer succeeds on a
- Defense Test roll, regardless of whether or not they win the
- Opposed Combat Roll, the wearer gains the Resist Normal
- Weapons 2 trait for the duration of the attack. Failing this
- test spoils the feathered hides, halving their worth and ren-
- dering them useless.
- On a +0 Alchemy test, a character can harvest harpy talons
- over a Short Rest. The character harvests DoS doses of harpy
- talons, which are an Uncommon Restoration ingredient.