This goblinoid is the elite gunblade wielders training to become part of the goblin guard.
Goblin Gunbreaker 7
NE Small Humanoid (Goblinoid)
Init +2; Senses Low-light vision; Perception +11
AC 22, touch 18; flat-footed 20 (+5 armor, +4 shield, +3 dex, +1 size)
hp 55  (7d10+17)
Fort +8; Ref +8; Will +3
Defensive Abilities Keen Edge
During Combat These gunbreakers begins with Brutal Shell on himself and then follows with Danger Zone. He’ll use aurora once he’s below half health and give them hell with fire cross.
Speed 30 ft. (20 ft. in armor)
Melee Gunblade (Std) +10/+5 (1d6+3/19-20)
Special Abilities Aurora (4/day, 1 round), Improved Aurora
Special Attacks Goblin Punch, Gun Arm Techniques (Danger Zone, Fire Cross), Magicked Ammo (5 pts, +4 dmg)
Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 8
Base Atk +7/+2; CMB +8; CMD 20
Feats Point-Blank Shot, Power Attack, Shield Ward, Weapon Focus (Gunblade)
Skills Acrobatics +7, Intimidate +9, Knowledge (technology) +11, Perception +11, Repair +11; 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 (Baring Fangs, Elemental Infuse, Ranged Combat Training), Gunsmith, Gun Arm Mastery (Power Mastery), Heart of Stone, Jugular Rip, Master Tinker, Quick Cartridge, Silver Tongued
Gear cure potion (3), Gunblade (std), gunblade (std) ammo (50), scale mail, light steel shield
Goblin Punch (Su)
1/day, a goblin shaman can launch a wind blast (+10 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 14) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).