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Goblin TinkererThis goblinoid maker of potions and just wondrous bombs.

Goblin Tinkerer (CR 3)

XP 800
Goblin Chemist 4
NE Small Humanoid (Goblinoid)
Init +3; Senses Low-light vision; Perception +7


AC 14, touch 14; flat-footed 11 (+3 dex, +1 size)
hp 22 [36] (4d8+4)
Fort +5; Ref +7; Will +1


During Combat These tinkerers tends to stay back a bit, using her bombs 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 +4 (1d4/18-20)
Ranged Sling +7 (1d3)
Special Abilities Alchemical Mixture (7/day), Throw Alchemical Item (15 ft.)
Special Attacks Bomb +8 (2d6+6, DC 16 Reflex), Discoveries (Darkness Bomb, Enhance Alchemical Item), Goblin Punch


Str 11, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +2; CMD 15
Feats Point-Blank Shot, Weapon Focus (Bomb)
Skills Appraise +11, Craft (Alchemy) +15, Disable Device +11, Heal +9, Knowledge (arcana) +11, Perception +7, Survival +7, Use Magic Device +6; 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, Craft Alchemical Item, CraftsmanField Medic, Goblin’s Unique Handle on Things, Master TinkerSilver Tongued, Swift Alchemy, Throw AnythingThug life
Gear cure potion (2), Rapier, sling, 10 bullets


Goblin Punch (Su)

1/day, a goblin can launch a wind blast (+6 ranged touch attack) at a single target within 30 feet. If she hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 16) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).