Pathfinder 1e: Clan Outcast
We are going to be publishing the Book of Beasts: Magus Codex here soon so we are sharing with you some of the NPCs within. Previously we shared the Apprentice Mage. Today we are showing off the Back Ally Avenger.
When we are setting up each entry in the Character Codex series, we name each idea something we want to showcase or the basic concept for it. For some, this is the name of the archetype incorporated, like Spell Dancer. Others we name as a theme, like the Power Attacker. These typically get renamed during the creation process. For example, the Power Attacker became the Weaponbreaker, and the Spell Dancer became the Aerobatic Spellsword.
There is also a third category of names, ones that seldom get renamed. These are the ones with the story already behind them. This is the case of the goblin magus we named the Clan Outcast. Ones like this seldom have their names change during the creation process. Every choice made for this character was made because goblins are generally illiterate, so a goblin that could not only read but one that could turn those words into magic would be thrown out at best. My thought process from there went something like this:
So if the goblin got banished, they’d be smart enough to know that goblins don’t survive long on their own. They would need to join up with something more powerful. Living among humans is too obvious. Dwarves? No. Elves? Hell’s no. Let’s make this one live somewhere interesting, like with a dragon. Yea, the dragon teaches the goblin about magic while the goblin guards the dragon against smaller threats so the dragon can sleep on their pile of gold. Mutually beneficial.
That is the basic story behind the goblin we detailed for the Clan Outcast magus stat block. Blargg Firespitter is a pretty fun goblin, and this one already has a scenario set up for GMs.
Clan Outcast CR 5
Goblin ARG magus 6
CE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +0
AC 21, touch 15, flat-footed 17 (+4 armor, +4 Dex, +2 shield, +1 size)
hp 54 (6d8+24)
Fort +7, Ref +6, Will +5
Speed 30 ft.
Melee +2 flaming short sword +12 (1d4/19–20 plus 4d6 fire)
Special Attacks arcane pool (+2, 7 points), magus arcana (pool strike UM, spell shield UM), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 6th; concentration +8)
2nd—fire breath APG (DC 14), molten orb ACG, scorching ray, web (DC 14)
1st—burning hands (DC 13), long arm ACG, mudball ARG (DC 13), touch of combustion ARG (DC 13), vanish APG (DC 13)
0 (at will)—acid splash, dancing lights, detect magic, mage hand, ray of frost
Before Combat The magus enhances the short sword with arcane pool.
During Combat The magus spends arcane pool points first on spell shield to increase AC, then on pool strike to increase short sword damage, and then targets enemies with ranged spells.
Base Statistics Without arcane pool, pool strike, or spell shield, the magus has the following stats: AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size); Melee +1 short sword +11 (1d4–1/19–20).
Str 6, Dex 19, Con 14, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +1; CMD 15
Feats Extra Arcane Pool UM, Toughness, Weapon Finesse, Weapon Focus (short sword)
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Ride +8, Spellcraft +11, Stealth +18; Racial Modifiers +4 Ride, +4 Stealth
Languages Draconic, Dwarven, Goblin
Combat Gear pearl of power (1st level), potion of cure light wounds, potion of jump, potion of protection from good, potion of remove fear, alchemist’s fire; Other Gear mithral chain shirt, +1 short sword, magus spellbook (contains all 0-level spells and all prepared spells plus 1st—color spray, corrosive touch UM, expeditious retreat, feather fall, shield, true strike), 20 gp