In revising A Lucky Morning, I've realized that one of the NPCs the heroes will meet is someone they won't likely fight. Now, players are a rambunctious lot, and they could pick a fight with anyone; in this case, however, this NPC is entirely helpful and is intended to be a bit endearing. So I elected to remove his combat statistics from the adventure as they won't be needed 95% of the time. 

So they don't go to waste, though, here is Badger (not his real name), a friendly but simple-minded gnome who left his family of backwoods hedge-witches in order to experience the splendor of the "big city." He fell in with the local thieves' guild and, although he's too gregarious to trust with any covert work, he performs odd jobs and patches up wounded guild members when necessary. Here's Badger!

Badger, Thieves’ Guild Dogsbody CR 2

XP 600

Male gnome adept 3/rogue 2

N Small humanoid (gnome)

Init +7; Senses low-light vision; Perception +10

Defense

AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size); +4 dodge vs. giants

hp 35 (5 HD; 2d8+3d6+13)

Fort +3, Ref +9, Will +4; +2 vs. illusions

Defensive Abilities evasion

Offense

Speed 20 ft.

Melee masterwork short sword +7 (1d4–1/19–20)

Ranged dagger +6 (1d3–1/19–20)

Special Attacks sneak attack +1d6, gnome spell-like abilities (dancing lights, ghost sound, prestidigitation, speak with animals), hatred (+1 on attack rolls against goblinoid and reptilian humanoids)

Adept Spells Prepared (CL 3rd; concentration +4)

1st—burning hands, comprehend languages, cure light wounds

0—create water, detect magic, light

Tactics

During Combat Badger opens with burning hands and then hides in order to make sneak attacks, healing himself with his wand of cure light wounds if injured.

Morale Badger surrenders or flees for help if reduced below 20 hit points.

Statistics

Str 8, Dex 16, Con 15, Int 8, Wis 12, Cha 16

Base Atk +2; CMB +0; CMD 13

Feats Alertness, Improved Initiative, Persuasive, Weapon Finesse

Skills Acrobatics +8 (+4 when jumping), Bluff +8, Diplomacy +11, Escape Artist +8, Intimidate +5, Knowledge (local) +3, Knowledge (nature) +3, Perception +10, Profession (herbalist) +7, Sense Motive +3, Sleight of Hand +8, Use Magic Device +7; Racial Modifiers +2 Perception, +2 Profession (herbalist)

Languages Common, Gnome

SQ familiar (weasel named Babbick), gnome magic, rogue talents (fast stealth), trapfinding +1

Combat Gear wand of cure light wounds (44 charges), wand of reduce person (21 charges), smokestick (2); Other Gear masterwork studded leather, masterwork short sword, dagger, antitoxin (2), bark totem (holy symbol), spell component pouch, 8 gp