Mutant Goblin
Grants the Mutant trait and choice of one mutation from eight options: Bioelectricity (1d4 shock unarmed attack), Chromatophores (Stealth training and light-based Terrain Stalker v...
Accelerated evolutionary tracks and a love for radiation means that many goblins frequently grow bizarre mutations. You gain the Mutant trait. Select one mutation from the list below. Bioelectricity You gain a bioshock unarmed attack that deals 1d4 electricity damage. Your bioshock attack is in the shock group and has the finesse, nonlethal, and unarmed traits. Chromatophores You become trained in Stealth. If you would automatically become trained in Stealth (from your background or class, for example), you instead become trained in a skill of your choice. You gain the Terrain Stalker skill feat, except instead of a selected difficult terrain, you can use this feat while adjacent to or within areas of bright artificial light, such as a large neon sign or nightclub. Extra Limbs You grow a second pair of arms. You can select the All Hands on Deck and Double Draw standardized ancestry feats. Flight You gain a fly Speed of 20 feet. Gills You gain a swim Speed of 25 feet and can breathe underwater for 1 minute at a time. Limited Telepathy You can communicate mentally with creatures within 15 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and it communicates no more information than normal speech would. Mutant Magic You gain the Ancestral Cantrip (primal; caustic blast ) standardized ancestry feat, except the spell doesn't have the Manipulate trait as you hock the glob of acid from your mouth. Suckers You gain a climb Speed of 20 feet. Feats that require Mutant Goblin... Mutanter Goblin, Nuke Form