This is the goblin I played 2 weeks ago
CORNHOLIO
Male Goblin Sorcerer (Crossblooded, Wildblooded) 1
NE Small Humanoid (Goblinoid)
Hero Points 1
Init +6; Senses Darkvision (60 feet); Perception +2
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DEFENSE
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +4, Will -2
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OFFENSE
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Spd 30 ft.
Melee Dagger -1 (1d3-2/19-20/x2)
Ranged Crossbow, Light +5 (1d6/19-20/x2)
Special Attacks Elemental Ray (6/day)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1, -1 melee touch, +5 ranged touch):
1 (4/day) Burning Hands (DC 14)
0 (at will) Detect Magic, Jolt, Spark (DC 13)
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STATISTICS
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Str 7, Dex 18, Con 12, Int 7, Wis 7, Cha 16
Base Atk +0; CMB -3; CMD 11
Feats Elemental Focus: Fire, Eschew Materials
Traits Foul Belch (1/day), Reactionary
Skills Fly +6, Perception +2, Ride +8, Spellcraft +2, Stealth +12
Languages Goblin
SQ Elemental Spit (1d4 Fire damage), Hero Points (1), Linnorm: Fire, Primal: Fire
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Alchemist's fire (flask) (6), Backpack (empty), Blanket, Pouch, belt (empty), TP For My Bunghole, Waterskin
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Focus: Fire +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Fire damage
Elemental Spit (1d4 Fire damage) Starting at 1st level, you can fire an elemental ray that matches your linnorm bloodline's energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer leve
Eschew Materials Cast without materials, if material cost is <= 1gp.
Foul Belch (1/day) Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Linnorm: Fire Gain a natural armor bonus when casting [Fire] spells.
Primal: Fire +1 damage per die for [Fire] spells.
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SONG
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Fire, Fire, Burning Bright,
Fire, Fire, In The Night,
Fire, Fire, Makes Things Right....
ARE YOU THREATENING ME ???
Side note - The DM's wife played a gunslinger named Glock, but don't
have the stats for it...lol