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.
1st Level Feats
Burn It! (Feat 1)
Goblin
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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.
City Scavenger (Feat 1)
Goblin
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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.
Cringe [R] (Feat 1)
Goblin |
Trigger A creature you are aware of critically succeeds on a Strike against you and would deal damage to you.
With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.
Extra Squishy (Feat 1)
Goblin
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Prerequisites bouncy goblin heritage
Your rubbery physique allows you to survive blows you shouldn't and more difficult for your enemies to dislodge you. You gain 10 hit points from your ancestry instead of 6. You gain a +2 circumstance bonus to your Fortitude or Reflex DCs against attempts to Shove you or otherwise move you from your space.
Fang Sharpener (Feat 1)
Goblin
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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.
Goblin Lore (Feat 1)
Goblin
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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.
Goblin Scamper [R] (Feat 1)
Goblin |
Trigger You are adjacent to at least one enemy.
You instinctively know how to flee danger. You Stride up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy.
Goblin Scuttle [R] (Feat 1)
Goblin
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Trigger An ally ends a move action adjacent to you.
You take advantage of your ally’s movement to adjust your position. You Step.
Goblin Song [A] (Feat 1)
Goblin
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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 60 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.
Goblin Weapon Familiarity (Feat 1)
Goblin
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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.
Junk Tinker (Feat 1)
Goblin
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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.
Rough Rider (Feat 1)
Goblin
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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.
Scamper Underfoot (Feat 1)
Goblin |
You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain.
Very Sneaky (Feat 1)
Goblin
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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.
5th Level Feats
Ankle Bite [R] (Feat 5)
Goblin
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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.
Goblin Weapon Frenzy (Feat 5)
Goblin
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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.
Grovel [A] (Feat 5)
Goblin
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Auditory
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Concentrate
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Emotion
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Mental
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Prerequisites trained in Deception
With obsequious words and begging gestures, you convince your foe you're less of a threat. You attempt to Feint against a creature. Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.
Kneecap [A] (Feat 5)
Goblin
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You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a Strike with one of your melee weapons or melee unarmed attacks. This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed or a –15-foot status penalty on a critical hit until the end of it's next turn. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet.
Torch Goblin [A] (Feat 5)
Goblin
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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.
Tough Tumbler (Feat 5)
Goblin |
Prerequisites Scamper Underfoot
You’ve taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers. Your movement ends only when you critically fail an Acrobatics check to Tumble Through an enemy’s space (or when you don’t have enough Speed to move all the way through its space). You still trigger reactions on a failure to Tumble Through, but you gain a +1 circumstance bonus to AC against attacks that you trigger in this way.
Tree Climber (Feat 5)
Goblin
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Prerequisites 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.
9th Level Feats
Cave Climber (Feat 9)
Goblin
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After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet.
Cling [A] (Feat 9)
Goblin
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Requirements Your last action was a successful Strike.
You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target Escapes. Attempts to Escape from a Cling follow the rules for Escape, but use your Acrobatics DC and end the Cling instead of the conditions normally ended by the Escape action.
Special You can use this action without a free hand if your preceding Strike was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack.
Freeze It! [A] (Feat 9)
Goblin
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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.
Hungry Goblin (Feat 9)
Goblin
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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.
Roll with It [R] (Feat 9)
Goblin
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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.
Skittering Scuttle (Feat 9)
Goblin
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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.
13th Level Feats
Goblin Weapon Expertise (Feat 13)
Goblin
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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.
Unbreakable Goblin (Feat 13)
Goblin
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Prerequisites bouncy goblin heritage, Extra Squishy
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, reduce the falling damage you take as though you had fallen half the distance. Additionally, 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.
Very, Very Sneaky (Feat 13)
Goblin
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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.
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