This goblinoid crafts many mysterious of potion making and most importantly bombs.
Goblin Chemist 9
NE Small Humanoid (Goblinoid)
Init +3; Senses Low-Light vision; Perception +12
AC 17, touch 14; flat-footed 14 (+3 armor, +3 dex, +1 size)
hp 50  (9d8+10)
Fort +7; Ref +9; Will +3
During Combat These bombers tends to stay back a bit, using her bombs or her pistol as her main offense. When threatened at melee range, she uses her rapier. If the situation calls for it, she will use her Alchemical Mixture ability to craft an item in a pinch to fit the situation.
Speed 30 ft.
Melee Rapier +8/+3 (1d4+1/18-20)
Ranged +1 Pistol +11/+6 (2d3+1/19-20)
Special Abilities Alchemical Mixture (7/day), Alchemical Savant (2/day), Throw Alchemical Item (30 ft.)
Special Attacks Bomb +11 (5d6+8, DC 18 Reflex), Discoveries (Alchemical Bullet, Bombard, Darkness Bomb, Enhance Alchemical Item), Goblin Punch
Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +6/+1; CMB +6; CMD 19
Feats Deadly Aim, Far Shot, Point-Blank Shot, Precise Shot, Weapon Focus (Bomb)
Skills Appraise +16, Craft (Alchemy) +20, Disable Device +16, Heal +20, Knowledge (arcana) +16, Perception +12, Survival +12, Use Magic Device +11; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +2 Heal, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, + 4 others
SQ Alchemical Touch, Anesthetic, Craft Alchemical Item, Craftsman, Field Medic, Goblin’s Unique Handle on Things, Improved Quaff Potion, Item Lore, Master Tinker, Mix, Silver Tongued, Swift Alchemy, Throw Anything, Thug life
Gear cure potion (4), Rapier, +1 pistol, pistol ammo (10), studded leather armor
Goblin Punch (Su)
1/day, a goblin can launch a wind blast (+9 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 18) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).