Goblin Shaman"Iz got the da godz wiv me. Whoz you gotz?"
- Inky Skulltalka, Orc Goblin Shaman
A Goblin Shaman's spells are weedy and irritating, but dangerous – just like the Goblins themselves. While Orc Shamans tend to be seen as trance-addled buffoons, Goblin Shamans are cagey and cunning, if no less odd. They often use their magics to barter for tribal influence. Many Goblin Shamans work their way into a top position, either advising the Warboss or even taking the command role themselves. Any greenskin that opposes a Goblin Shaman is apt to suffer nasty rashes, mysterious beetle infestation, or some other wicked malady. In battle, Goblin Shamans turn their spiteful spells toward slaying, or at least annoying, the foe. These spells are more subtle than their larger kin's, but no less effective. When an enemy fails to charge because they have doubled up with itchy hives, or the weapons of the greenskins seem to dart unerringly for weak spots in a foe's armour, it is often due to the magics of a Goblin Shaman.Making a Goblin Shaman
Shaman exemplify the Goblin tribe to which they belong. For instance, the Shamans of many tribes of Wolf Riders are a feral lot, draped in skins and laden with wolf skulls. Like their comrades, these Shaman are bent, wind-gnarled and bow-legged from their life crossing the plains on wolfback. Shamans of the Red Cloud tribe ritually use their magics to turn themselves at least half red depending on the cycle of the moon. There are bandage-covered Dust-Goblins from the deserts of Araby, shrewd fortune-teller mystics of the nomadic Goblin trader tribes, and more.Abilities:
Goblin Shaman appear only the goblin races.Alignment:
Goblin Shaman are usually non-good, but not entirely so.Table 1: The Goblin Shaman
Level BAB Ref Fort Will Abilities
1 +0 +2 +0 +2 Horde, Supreme Cowardice, Sneaky Stabbin' (+1, 0d6)
2 +1 +3 +1 +3 Find the Dark Places
3 +2 +3 +1 +3 Escape Plan, Sneaky Stabbin' (+1, 1d6)
4 +3 +4 +2 +4 Sneaker's Magic, Its Your Turn
5 +3 +4 +2 +4 Speed of Fear, Sneaky Stabbin' (+2, 1d6)
6 +4 +5 +3 +5 Get Aways From Them!
7 +5 +5 +3 +5 Bigger Hording, Sneaky Stabbin' (+2, 2d6)
8 +6 +6 +2 +6 Bigga Designs, Its Your Turn
9 +6 +6 +3 +6 Send in Da Gitz, Sneaky Stabbin' (+3, 2d6)
10 +7 +7 +3 +7 Mind Above Matter
11 +8 +7 +3 +7 Armour? What's That?, Sneaky Stabbin' (+3, 3d6)
12 +9 +8 +4 +8 Sneaker's Magic, We Is Many
13 +9 +8 +4 +8 Circle Magic, Sneaky Stabbin' (+4, 3d6)
14 +10 +9 +4 +9 Huge Horde
15 +11 +9 +5 +9 Bigga Designs, Sneaky Stabbin' (+4, 4d6)
16 +12 +10 +5 +10 Just Making Sure
17 +12 +10 +5 +10 We Own The Dark, Sneaky Stabbin' (+5, 4d6)
18 +13 +11 +6 +11 Inspirational Magic
19 +14 +11 +6 +11 'Eez Not Bad, Sneaky Stabbin' (+5, 5d6)
20 +15 +12 +6 +12 Biggest Horde, Energy ReservesTable 2: Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1 1 — — — — —
2 1 — — — — —
3 2 — — — — —
4 2 1 — — — —
5 3 1 — — — —
6 3 2 — — — —
7 3 2 1 — — —
8 3 3 1 — — —
9 4 3 2 — — —
10 4 3 2 1 — —
11 4 3 3 1 — —
12 4 3 3 2 — —
13 4 4 3 2 1 —
14 4 4 3 3 1 —
15 4 4 3 3 2 —
16 4 4 4 3 2 1
17 4 4 4 3 3 1
18 4 4 4 4 3 2
19 4 4 4 4 4 3
20 4 4 4 4 4 4Game Rule Information
Goblin Shaman have the following game statistics.Alignment
: AnyHit Die
: Race must be goblinStarting Gold
: As clericStarting Age
: As clericClass skills (6 + Int modifier):
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Class Features
All the following are class features of the Goblin Shaman class.
- Weapon and Armour Proficiency: Goblin Shaman are proficient with all simple weapons and light armour, as well as shields (except tower).
- Spells: A Goblin Shaman casts spells as a cleric of his class level, except as follows: his spells per day are given in Table 2, he does not get domains, and at each class level, he can choose one illusion spell not on the cleric spell list and add it to his spells known. He must be able to cast the spell in question in order to add it.
- Horde (Ex): A Goblin Shaman is permanently surrounded by his horde, those goblins and orcs that have chosen to follow him to glory and riches. This is represented by the Goblin Shaman permanently controlling a total number of hit dice of goblins and orcs equal to his class level times two. No creature controlled through this ability can have a CR more than 1/3rd the class level of the Goblin Shaman. Thus at 1st level, the Goblin Shaman could have two 1/3rd CR goblins as his horde. As the Goblin Shaman only has goblins and orcs available to him to make up his horde, it is sometimes necessary to advance them as the Goblin Shaman gains levels (a Goblin Shaman can choose to have a large number of much lower CR creatures, if desired). Orcs advance as fighters or barbarians, while goblins advance as fighters, shamans (clerics), or rogues. Creatures come equipped with gear appropriate to an NPC of their level and class, and use the normal array. Any creatures lost from this total are replenished one week later. Horde members act on the Goblin Shaman's initiative. No more than one in five creatures can be a cleric (minimum one).
- Supreme Cowardice (Ex): If the horde (excluding the Goblin Shaman) takes damage equal to or greater than a quarter of its hit points (this is the sum of hit points for all creatures in the horde), every creature in the horde must make a Will save against Fear at 10 + encounter CR or become shaken. This effect lasts until the encounter ends, or the horde is healed above the total at which it was forced to save. Every quarter of the horde's hit points (so at 75%, 50%, 25%), every creature must save again. If the horde goes past two points from one attack or action (say, drops from 80% to 45% of their total hit points) they save twice. In addition, the first time any member of the horde is struck during an encounter, they must save against the DC described above or become panicked for one round. The effects of multiple failed saves stack.
- Sneaky Stabbin' (Ex): Goblins and their shamans see absolutely no point in a fair fight, and want to be as far away from one as possible. At 1st level, he gains a +1 dodge bonus to his armour class. At 3rd level this ability adds 1d6 Sneak Attack (with all attendant rules and restrictions) damage to the Goblin Shaman's attacks. For every four levels after 1st this ability grants a further +1 dodge bonus to armour class. For every four levels after 3rd this ability adds 1d6 additional Sneak Attack damage to the Goblin Shaman's attacks. Members of the horde also get Sneaky Stabbin', using their hit dice in place of the Goblin Shaman's character level.
- Find the Dark Places (Ex): It's no good being in the shadows if you can't hide there. All members of the horde, Goblin Shaman included, get a +4 bonus to hide and move silently for every point of armour class provided by sneaky stabbin'.
- Escape Plan (Ex): Sometimes, it's best to sneak away under cover of a spell or two. If the goblin shaman is within 10 feet of an enemy, immediately after casting an illusion spell, the goblin shaman may use the restricted withdraw action for free.
- Sneaker's Magic (Ex): Goblin shamans get just as excited by combat as do the rest of the horde, they just go about entering it differently. A goblin shaman gains a +1 bonus to caster level for each point of armour class bonus provided by Sneaky Stabbin' when under the effects of Sneaky Stabbin'. This replaces the bonuses granted by Sneaky Stabbin'. At 12th level, this bonus also applies to spell DCs.
- Its Your Turn (Ex): Beginning at 4th level, once per round, whenever a Goblin Shaman is hit by an attack, the Goblin Shaman may make a DC 15 Reflex save to have that attack affect an adjacent horde creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Goblin Shaman, regardless of the bodyguard's Armor Class or any other defensive effects. A horde creature may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. At 8th level, the Goblin Shaman, by making a DC 20 Will save, may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.
- Speed of Fear (Ex): A fear of the bigger, badder, enemies leads the horde away from combat. They gain a movement speed increase equal to 5' for every point of armour class provided by sneaky stabbin'.
- Get Aways From Them! (Ex): The horde has figured out that as long as the bad guys can't reach you, you're safe. Hopefully. Horde members gain Shot on the Run as a bonus feat.
- Bigger Hording (Ex): The horde now has a total number of hit dice of equal to his class level times three, and the maximum CR is 1/2 the class level of the Goblin Shaman.
- Bigga Designs (Ex): The area of effect of any illusion cast by the goblin shaman is increased by 50%. At 15th level, this applies to any spell he casts on a member of his horde.
- Send In Da Gitz (Ex): A goblin shaman is not the kind of leader who will be the point of the spear. Instead, he'll be down the haft. Way down the haft. He can cast personal range spells on members of his horde.
- Mind Above Matter (Ex): Shamans amongst the horde have finally learned how not to hurt their allies. Took 'em long enough. The Goblin Shaman and horde members in the area of effect of a horde member's spell can ignore the effects of the spell if they desire.
- Armour? What's That? (Ex): The horde has figured out that sometimes, being big and tough just makes you easier to hit. All attacks from horde members ignore damage reduction and hardness.
- Fight in the Shadows (Ex): All members of the horde gain Hide in Plain Sight, as per the Shadowdancer ability.
- We Is Many (Ex): All members of an Goblin Shaman's horde now pool their hitpoints into a single great mass. None of them die until the pool is emptied, at which point they all die.
- Circle Magic (Ex): The Goblin Shaman has realized that maybe he can get a little bit more out of his shamans if he sticks them all in a big group. So he does. Shamans in the horde can now use circle magic, with the goblin shaman or the highest hit dice shaman in the horde treated as the circle leader.
- Huge Horde (Ex): The horde now has a total number of hit dice equal to his class level times four, and the maximum CR is 1/2 the class level of the Goblin Shaman.
- Just Making Sure (Ex): A Goblin Shaman might be a coward, but he's a smart coward. Whenever he or a member of his horde successfully sneak attacks an enemy, they can cast a single spell against that enemy as a free action that does not generate attacks of opportunity.
- We Own The Dark (Ex): All members of the horde, goblin shaman included can sneak attack creatures otherwise immune to it.
- Inspirational Magic (Ex): It's always good to get a spell in early, pumps up the rest of the horde. If the Goblin Shaman or another member of his horde is able to affect the enemy with a spell in the first round of an encounter, all members of the horde (goblin shaman included) gain a +5 bonus against fear for the duration of the encounter and can take a single move action immediately upon the spell successfully affecting the target. The horde creatures must be able to see and hear the creature that was affected by the spell.
- 'Eez Not Bad (Ex): Belief (or fear) in the goblin shaman is at an all time high. Which is pretty bad for everyone else. Any horde member whom the goblin shaman casts a spell on gets a +5 bonus on his next d20 roll. If a spell affects multiple creatures, they each get the benefit.
- Biggest Horde (Ex): The horde now has a total number of hit dice equal to his class level times five, and the maximum CR is 1/2 the class level of the Goblin Shaman.
- Energy Reserves (Ex): There's always a little something extra coming from a goblin shaman. The first spell he casts in an encounter is not expended.