Brakknap
CREATURE 4Male goblin oracle
+11; darkvision
Common, Goblin
Chitterwood Lore +10, Diplomacy +12, Medicine +10, Nature +10, Occultism +10, Religion +12, Society +12
Str +0, Dex +3, Con +1, Int +1, Wis +2, Cha +5
AC 20; Fort +8, Ref +11, Will +14
HP 55
Goblin Scuttle
A goblin ally ends a move action adjacent to Brakknap
Brakknap Steps.
25 feet
Melee Light Mace +12 (agile, finesse, shove), Damage 1d4+4 bludgeoning
Ranged Hand Crossbow +12 (reload 1, range increment 60 feet), Damage 1d6+4 piercing
Divine Spontaneous Spells DC 21, attack +13; 2nd (4 slots) Augury, Ghostly Carrier, Noise Blast, Share Life; 1st (4 slots) Heal, Ill Omen, Protection, Spirit Link; Cantrips (2nd) Daze, Guidance, Shield, Stabilize, Vitality Lash
Evoke Fault (concentrate, divine)
The spirits of his ancestors tell Brakknap of a weakness of a foe within 30 feet. Until the end of his turn, Brakknap gains a +1 status bonus to the attack roll of his next Strike against that target, and that Strike deals an extra 1d6 precision damage. At the end of his turn, Brakknap becomes Clumsy 1 for 1 minute. If Brakknap uses Evoke Fault while clumsy, he increases the value of his clumsy condition by 1, to a maximum of Clumsy 3.
Vision of Goblins' Fall (concentrate, divine, emotion, fear, mental)
once per 10 minutes
Brakknap touches a foe, making them experience the pain suffered by Chitterwood goblins during the Goblinblood Wars. The target takes 3d6 mental damage (DC 21 basic Will save). A creature that fails the save is also Frightened 1 (Frightened 2 on a critical failure).
Pathfinder Adventure Path: HellbreakersORC