Player > Ancestry > Goblin > Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a goblin, you select from among the following ancestry feats.
Prerequisites unbreakable goblin heritage
You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe’s space.
Fire fascinates you. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.
You know that the greatest treasures often look like refuse, and
you scoff at those who throw away perfectly good scraps. You
gain a +1 circumstance bonus to checks to Subsist, and you can
use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.
Special If you have the irongut goblin heritage, increase the bonuses to +2.
Prerequisites irongut goblin or razortooth goblin heritage
You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you’re an irongut goblin, you gain a jaws unarmed attack that deals 1d4 piercing damage, and if you’re a razortooth goblin, your jaws unarmed attack deals 1d8 piercing damage and loses the finesse trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 persistent bleed damage per weapon damage die.
You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.
Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step.
You sing annoying goblin songs, distracting your foes with
silly and repetitive lyrics. Attempt a Performance check
against the Will DC of a single enemy within 30 feet. This has
all the usual traits and restrictions of a Performance check.
You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency.
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.
Others might look upon them with disdain, but you know that
the weapons of your people are as effective as they are sharp.
You are trained with the dogslicer and horsechopper.
In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons.
Prerequisites tailed goblin heritage
Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals 1d6 bludgeoning damage.
You can make useful tools out of even twisted or rusted scraps.
When using the Crafting skill to Craft, you can make level 0
items, including weapons but not armor, out of junk. This reduces
the Price to one-quarter the usual amount but always results in a
shoddy item. Shoddy items normally give a penalty, but you don’t
take this penalty when using shoddy items you made.
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.
You are especially good at riding traditional goblin mounts. You gain the Ride feat, even if you don’t meet the prerequisites. You gain a +1 circumstance bonus to Nature checks to use Command an Animal on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion’s steed ally.
Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of
this. You can move 5 feet farther when you take the Sneak action, up to your Speed.
In addition, as long as you continue to use Sneak actions and succeed at your Stealth check, you don’t become observed if you don’t have cover or greater cover and aren’t concealed at the end of the Sneak action, as long as you have cover or greater cover or are concealed at the end of your turn.
Prerequisites Fang Sharpener or razortooth goblin heritage
Trigger A foe gives you the grabbed or restrained condition using a part of its body.
Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it’s both satisfying and tasty. Make a jaws Strike against the triggering foe. On a critical hit, you are no longer grabbed. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Prerequisites worshipper of Lamashtu
You bear the favor and blessings of Lamashtu, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage. Choose one goblin heritage that you do not already have; you gain that heritage and its benefits.
Prerequisites Goblin Weapon Familiarity
You know how to wield your people’s vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon’s critical specialization effect.
Prerequisites tailed goblin heritage, Hard Tail
You excel at using your tail as a weapon to upend your foes. Attempt a single Athletics check to Trip up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead.
Prerequisites charhide goblin heritage
You’ve spent enough time on fire that you know how to use it to your advantage. You can light yourself thoroughly on fire with a held torch, a bottle of alchemist’s fire, or a similar incendiary, dealing yourself 1d6 persistent fire damage. As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes 1d6 fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the persistent fire damage each round, as normal.
Prerequisites tailed goblin or treedweller goblin heritage
Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb Speed of 10 feet. If you also have the Cave Climber ancestry feat, your total climb Speed increases to your land Speed when climbing trees.
After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
Prerequisites snow goblin heritage
You are no rime hag or Jadwiga, but the magic of the north has still left a mark on you.
Frigid ice runs through your veins, and you can expel frost from your body to freeze
your foes. Attempt an Athletics check against the Fortitude DC of an adjacent foe.
If you have master proficiency in Athletics, you can affect up to two adjacent foes,
rolling one Athletics check against each foe.
Critical Success The target becomes clumsy 2 for 1 round.
Success The target becomes clumsy 1 for 1 round.
Critical Failure The target is temporarily immune for 1 minute.
Prerequisites Fang Sharpener
You’ll eat anything and anyone. Whenever you inflict persistent bleed damage with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute.
Prerequisites unbreakable goblin heritage, Bouncy Goblin
Trigger A foe hits you with a melee weapon or unarmed attack.
When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.
Prerequisites Torch Goblin
Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking persistent fire damage, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals 1d6 fire damage.
Prerequisites Goblin Scuttle
You can scuttle farther and faster when maneuvering alongside allies. When you use Goblin Scuttle, you can Stride up to half your Speed instead of Stepping.
Prerequisites Goblin Weapon Familiarity
Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the dogslicer, horsechopper, and all goblin weapons in which you are trained.
Prerequisites unbreakable goblin heritage
As hard as most unbreakable goblins are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the Bouncy Goblin feat (page 37), after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet.
Prerequisites Very Sneaky
You can move up to your Speed when you use the Sneak action, and you no longer need to have cover or greater cover or be concealed to Hide or Sneak.