This Kobold tinkers with their goodies and other alchemical crafts.
Kobold Tinker (CR 1/2)
XP 200
Kobold Chemist 1
LE Medium Humanoid (Kobold)
Init +3; Senses Low-light vision; Perception +4
DEFENSE
AC 16 (18), touch 12 (14); flat-footed 14 (+2 armor, +3 dex, +1 natural, +2 dodge in caves or rocky terrain)
hp 6 [10] (1d8+2)
Fort +3, Ref +5, Will +0, +4 racial bonus on Constitution and Fortitude saves to avoid fatigue and exhaustion;
Defensive Abilities Bond to the Land, Thick Hide
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee Morningstar -1 (1d8-1)
Ranged Sling +3 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attack Bomb +4 (1d6+3, DC 13 Reflex)
STATISTICS
Str 8, Dex 16, Con 12, Int 17, Wis 10, Cha 11
Base Atk +0; CMB -1; CMD 11
Feats Weapon Focus (Bomb)
Skills Appraise +7, Craft (Alchemy) +7, Disable Device +7, Knowledge (arcana) +7, Perception +4, Spellcraft +7, Use Magic Device +4; Racial Modifiers +2 disable device, +2 Knowledge (dungeoneering), and +2 Survival (underground)
Languages Common, Goblin, Moblin, Terran + one other
SQ Cave Dweller, Craft Alchemical Item, Cave Dweller, Emissary, Master Tinker, Reckless Work, Throw Anything
Gear cure potion (1), Morningstar, sling (10 bullets), leather armor