Kobold Gunner 9
LE Medium Humanoid (Kobold)
Init +5; Senses Darkvision 60 ft., low-light vision; Perception +18
AC 21 (23), touch 16 (18); flat-footed 15 (+4 armor, +5 dex, +1 natural, +1 dodge, +2 dodge in caves or rocky terrain)
hp 67  (9d8+27)
Fort +6, Ref +11, Will +6, +4 racial bonus on Constitution and Fortitude saves to avoid fatigue and exhaustion;
Defensive Abilities Bond to the Land, Disengage, Evasion, Nimble +2, Thick Hide, Uncanny Dodge; Resist Earth 5;
Speed 30 ft., burrow 20 ft.
Melee Morningstar +7/+2 (1d8+1)
Ranged +1 Pistol +12/+7 touch (2d4+8/19-20)
Space 5 ft.; Reach 5 ft.
Special Attack Belly Shot (+1d6), Deeds, Grit (5 pts)
Special Abilities Cover Fire (DC 19 Reflex), Magic Hammer
Str 12, Dex 20, Con 16, Int 12, Wis 17, Cha 10
Base Atk +6/+1; CMB +7; CMD 22
Feats Dodge, Extra Grit, Mobility, Point-Blank Shot, Precise Shot
Skills Acrobatics +15, Knowledge (engineering, technology) +13, Perception +18, Sleight of Hand +15; Racial Modifiers +2 disable device, +2 Knowledge (dungeoneering), and +2 Survival (underground)
Languages Common, Goblin, Terran
SQ Cave Dweller, Close Combat Shot, Emissary, Flanking Fire, Gun Training +2 (pistol), Gunner Style (Deft Rapid Reload, Point Blank Master), Gunsmith, Hairtrigger, Master Tinker, Precision Aiming +3, Reckless Work, Speed Loader, Sharp-Shooting
Gear cure potion (4), Morningstar, +1 pistol, pistol ammo (20), +1 studded leather armor
Bond to the Land (Ex)
Kobold gain a +2 dodge bonus to AC when in caves and rocky terrain.
Cave Dweller (Ex)
Kobolds have vast knowledge on dungeons and survival and therefore gain a +2 racial bonus on Knowledge (dungeoneering) and Survival checks made underground.
Kobolds are decent on making trade offers to the once famous pirates of Lominsa and know exactly how to swindle their way into getting precious metals and ores. Once per day, kobolds can roll twice when making a Bluff or Diplomacy check and take the better roll.
Magic Hammer (Su)
Once per day, a kobold can summon a magical hammer and launches (+8 ranged touch attack) it at a single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Master Tinker (Ex)
Like goblins, kobolds are excellent at taking things apart, thought not as much as putting them back together and gain a +2 racial bonus on Disable Device skill checks. Kobolds are also treated as proficient with any weapon they have personally “crafted”.
Reckless Work (Ex)
Kobolds receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Thick Hide (Ex)
Kobolds have thick hair all over them and gain a +1 natural armor bonus to their Armor Class.