Konkrud, Space Goblin Tinker 16
N Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +19
DEFENSE
HP 205/205
EAC 30; KAC 33
Fort +8; Ref +12; Will +12
OFFENSE
Speed 35 ft.
Melee dogslicer +17 (6d8+16 S)
Ranged junklaser +20 (6d8+16 F; critical burn 1d4)
Offensive Abilities tinker, unstable junklaser
STATISTICS
Str +2; Dex +5; Con +2; Int +3; Wis +2; Cha +2
Skills Computers +24, Engineering +24, Stealth +24, Survival +20
Languages Common, Goblin
Gear tattered flightsuit, dogslicer, junklaser, makeshift engineering tools, Environmental Field Collar
SPECIAL ABILITIES
Tinker (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).
Unstable Junklaser (Ex) A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material.
A junklaser is similar to a holdout laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a frag grenade I (explode [1d6 P, 15 ft.], Reflex DC 13 half); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.