This goblinoid is the gunblade wielder in training.
Goblin Gunbreaker 4
NE Small Humanoid (Goblinoid)
Init +2; Senses Low-light vision; Perception +9
AC 19, touch 13; flat-footed 17 (+3 armor, +3 shield, +2 dex, +1 size)
hp 30  (4d10+8)
Fort +7; Ref +6; Will +2
Defensive Abilities Keen Edge
During Combat These gunbreakers begins with Brutal Shell on himself and then follows with Fire Cross. He’ll use aurora once he’s below half health.
Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +5; CMD 17
Feats Point-Blank Shot, Weapon Focus (Gunblade)
Skills Acrobatics +9, Intimidate +6, Knowledge (technology) +8, Perception +9, Repair +8; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +2 Heal, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin
SQ Armor Training (+1), Craftsman, Field Medic, Goblin’s Unique Handle on Things, Gunbreaker Talents (Elemental Infuse, Ranged Combat Training), Gunsmith, Heart of Stone, Jugular Rip, Master Tinker, Quick Cartridge, Silver Tongued
Gear cure potion (2), Gunblade (std), gunblade (std) ammo (50), studded leather, light steel shield
Goblin Punch (Su)
1/day, a goblin can launch a wind blast (+7 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 13) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).