| Race | Goblin | 
			
			
				
					| Classes/Levels | Rogue/4 | AC 21/17/15 | F+3, R+9, W+2 | Per +8, Init +9 | HP 21/33 | 
			
			
				
					| Gender | M | 
			
			
				
					| Size | S | 
			
			
			
			
				
					| Alignment | NE | 
			
			
			
			
			
				
					| Occupation | Stabber | 
			
			
			
				
					| Strength | 8 | 
			
			
				
					| Dexterity | 20 | 
			
			
				
					| Constitution | 14 | 
			
			
				
					| Intelligence | 12 | 
			
			
				
					| Wisdom | 13 | 
			
			
				
					| Charisma | 6 | 
			
		
	 
	
		About Chuffy Lickwound, The Rogue
		NE Small humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, 
+1 size) 
hp 33 (4d8+12)
Fort +3, Ref +9, Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 dogslicer +10 (1d4/19–20)
Ranged mwk hand crossbow +10 (1d3/19–20)
Special Attacks sneak attack +2d6
STATISTICS
Base Atk +3; CMB +1; CMD 17
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +12, Bluff +5, Disable Device +14, Escape 
Artist +12, Knowledge (local) +8, Perception +8, Ride +13, 
Sleight of Hand +12, Stealth +20
Languages Common, Goblin
SQ rogue talents (bleeding attack +2, combat trick), 
trapfinding +2
Combat Gear +1 flaming bolts (3), potions of cure moderate wounds (2), potion of invisibility, Medium spider venom (4 doses); Other Gear +1 studded leather, +1 dogslicer, mwk hand crossbow with 10 bolts, cowbell (worn), curved sewing needle, grappling hook with 30 feet of rope, jar of pickled crickets (equivalent to 1 day’s trail rations), lock of hair tied around a dog’s paw (worn on a thong about Chuffy’s neck), metal skewers (3), mwk thieves’ tools, stuffed raven, tindertwigs (4), wire cage containing pet spider named Stankrush
Goblin Trait: Pustular
Your face is covered in unpleasant pimples and outright boils that have a tendency to pop at inopportune moments. Although this makes you particularly ugly, you’re also used to discomfort. Whenever you’re subjected to an effect that causes the sickened condition, you may make two saving throws to avoid the effect (if a saving throw is allowed), taking the better of the two results as your actual saving throw.