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Vaggas the FanaticCreature 1

Source Pathfinder Society Scenario #3-08: Foundation's Price
Perception +4 (darkvision)
Languages Common, Goblin
Skills Deception +3, Intimidation +3, Lore +8, Occultism +3, Society +4, Stealth +6
Str +4, Dex +3, Con +2, Int +1, Wis -1, Cha +0

AC 17; Fort +7; Reflex +8; Will +4;
HP 20
Speed 25 feet

Dagger One Action +7 (+3, -1) to hit (agile, versatile s) 1d4+4 Piercing
Dagger One Action +6 (+2, -2) to hit (agile, thrown 10, versatile s) 1d4+4 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

+2 to Will Saves vs Higher Ranking Iron Ring MembersFanatical Frenzy One Action

Requirements The fanatic has taken damage and is neither Fatigued nor already in a frenzy

Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is Fatigued.

Effect: Fanatical Frenzy



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.