Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny observant eyes.
Hobgoblin (CR 1)
Hobgoblin Fighter 2
LE Medium Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +1
AC 18, touch 12; flat-footed 16 (+5 armor, +2 dex, +1 shield)
hp 17  (2d10+6)
Fort +5, Ref +2, Will +1
Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d8+5/19-20)
Ranged Longbow +4 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds
Special Abilities Martial Flexibility (4/day)
Str 15, Dex 15, Con 16, Int 12, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Skills Disable Device +4, Knowledge (dungeoneering) +4; Racial Modifiers +4 Craft, +1 Disable Device, +1 Knowledge (Engineering), +4 Profession
Languages Common, Goblin
SQ Chosen Weapon +1 (Heavy Blades), Craftsman, Fighter Talent (Melee Power), Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued
Combat Gear longsword, longbow, quiver (10 arrows), scalemail, buckler, 3d10 gil
Hobgoblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.
Engulfing Winds (Su)
Three times per day, a hobgoblin can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 14) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Goblin’s Unique Handle on Things (Ex)
Hobgoblins are proficient with both short swords and hand axes.
Master Tinker (Ex)
Whatever you survive makes you a better tinkerer right? Hobgoblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Hobgoblins are also treated as proficient with any weapon they have personally crafted.
Silver Tongued (Ex)
Unlike moblins or other races, hobgoblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.