Goblin Shaman

Goblin, Beast; Minor; Soul Type (300)

Stats

CharacteristicValueAttributeValueSkillValue
Strength30Hit Points15Combat30
Endurance30Wound Thr.9Magic65
Agility35Magicka70Evade55
Intelligence35Stamina3Observe55
Willpower35Initiative+9Stealth45
Perception35Action Pts.3Knowledge55
Personality15Speed9mSocial15
Morale35SizeSmallPhysical30

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.