This goblinoid sneaks around and steals minor trinkets.
Goblin Thug (CR 1/2)
XP 200
Goblin Thief 1
NE Small Humanoid (Goblinoid)
Init +3; Senses Low-light vision; Perception +4
DEFENSE
AC 17, touch 15; flat-footed 13 (+2 armor, +3 dex, +1 dodge, +1 size)
hp 7 [11] (1d8+3)
Fort +2; Ref +5; Will +0
TACTICS
During Combat This thug makes Sneak Attacks on his foes to maximize the damage of his shortsword and short bow.
OFFENSE
Speed 30 ft.
Melee Shortsword +4 (1d4/19-20)
Ranged Short bow +4 (1d4/x3)
Special Attacks Goblin Punch, Sneak Attack (+1d6)
Special Abilities Mark
STATISTICS
Str 11, Dex 17, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 13
Feats Dodge
Skills Acrobatics +7, Bluff +5, Disable Device +8, Disguise +5, Escape Artist +7, Knowledge (local) +6, Perception +4 (+5 Traps), Sense Motive +4, Sleight of Hand +7, Stealth +11; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +2 Heal, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, + 2 others
SQ Finesse Training, Craftsman, Field Medic, Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued, Trapfinding (+1)
Gear cure potion (1), Shortsword, shortbow, quiver (10 arrows), leather armor
SPECIAL ABILITIES
Goblin Punch (Su)
1/day, a goblin can launch a wind blast (+4 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 12) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).