Goblin Racial Feats in Zheng-Kitar | World Anvil

Goblin Racial Feats

Honorary Giant:   Prerequisite: Goblin race, 'The Fire's Gone Out' Alternate Racial Trait   Effect: You may treat your type as Humanoid(Giant) when doing so would be beneficial to you. When dealing cold damage, you can convert a number of dice of cold damage equal to 1/2 your HD into Uttercold damage, and are immune to all snowstorms, blizzards, and cold-weather based environmental effects. You may treat any creature of the Giant Subtype of appropriate size as suited for mounted combat.   Among the Goblins who are taken in by the Dai-Yukai, there are those who find comfort in living beside the titanesses of the frozen north, and quickly develop a bond with them no other race quite claim to have with the nigh-xenophobic giants. Treated as honorary giants for their usefulness to the Dai-Yukai and the bond both races share, these goblins may be small, but they stand tall enough to stand alongside giants.
 
Shadowcap Darktracker:   Prerequisites: Goblin Race, 'Shadowcap Initiate' Alternate Racial Trait or 'Moonlight Stalker' Feat   Effect: You gain blindsense out to 30ft in areas of dim light or darker, and may once per day as a free action teleport as per dimension door to any square linked to your own within 120ft via a contiguous area of dim light or darker. Additionally, as a standard action that does not provoke AoO's, you may shift an area of magical darkness 20ft in any direction.   The first stage of initiation and training in the ranks of the Shadowcaps, the Darktrackers learn to extend their senses through the darkness they project to better find and destroy their enemies.
 
Shadowcap Executioner:   Prerequisites: Goblin race, 'Shadowcap Initiate' Alternate Racial Trait or 'Moonlight Stalker' Feat, Character level 5th   Effect: Any creature you kill in light that is at least dim light or darker automatically has their jaw and tongue destroyed and their head removed from their body via clean decapitation. You may, while in a magically darkened area, automatically absorb and dispel the effect as a move action that provokes Attacks of Opportunity to grant one weapon you are wielding the Bane Enchantment against a type or subtype of your choice for the rest of the combat(Or for 1 hour, whichever comes first) - once used, your racial Darkness SLA becomes unusable for 1 hour after you lose the bane property.   The premier fighting force of the Shadowcap,the Executioners are said to have undertaken extensive training to learn the ways of hunting one's own kin...filled with hatred and trained to be lethal killers, the Banelords are capable of infusing their weapons with the force of their hatred so as to better strike their foes.
 
Shadowcap Night Haunter:   Prerequisites: Goblin race, 'Shadowcap Initiate' Alternate Racial Trait or 'Moonlight Stalker' Feat, Character level 7th   Effect: By losing access to the SLA for 1 minute, you may cast Deeper Darkness instead of Darkness. You can see perfectly in all kinds of darkness, including magical darkness such as Deeper Darkness, as per the Universal Monster See in Darkness. All creatures within an area of darkness take a -2 to all saves and checks made to resist any effect that would result in them becoming panicked, frightened, or shaken. If there would be no such check and would instead be a DC(Such as to demoralize), the DC is lowered by 2 instead. If a creature is normally immune to fear but is within an area of magical darkness, if you exceed the DC or if they fail their save or check by 10 or more, they take the effect regardless.   Trained for months and even years in the ways of hunting in absolute darkness, the Night Haunters are the elite of the elite, their bodies and senses adapted to allow them to function in all kinds of darkness, including magical darkness...with this, they strike their foes with impunity from the darkness and use their training to instill fear in their hearts.
 
Shadowcap Blade of Damnation:   Prerequisites: Goblin race, One or more "-Shadowcap" Racial Feats, Character level 15th   Effect: While in an area of darkness or supernatural darkness, one weapon you wield gains the Vorpal magical weapon quality - any creature killed by this property has their soul broken free of any binding contract or otherworldly grip or claim upon it and sent to the Lifestream to be judged as normal.   The final and most devastating rank of the Shadowcaps, the Blades of Damnation are almost extinct in the modern day as their techniques have almost completely fallen into the forgotten annals of history - few if any remember these most sacred of arts, forged eons ago in the wake of the first advent of the Witch-Kings by renegade Goblin Heroes as a way to deliver their thrice-damned kin from the Witch Kings' Damnable grip. Feared by all who know of them or their techniques, the Blades of Damnation are so inhumanly talented that even more civilized knightly orders have sent expeditions into uncharted territory for even the slightest chance of recover the secrets behind those fabled techniques. None have succeeded. Yet even still - rumors circulate across the continent of severed heads found on moonless nights, hinting at the continued existence of these legendary executioners.
 
Stardreamer’s Chosen:   Prerequisites: Goblin race, Character level 5th   Effect: You can hover up to 6 inches above the ground or even above liquid surfaces, as if you were levitating, and take minimum dice on all fall damage. Additionally, for a number of minutes per day equal to your level, you may gain the ability to Fly, as per the spell. This duration does not need to be consecutive, but it must be spent in 1 minute increments. While flying in this manner, you no longer need to breathe. You awake each morning as if you had benefitted from Dream Feast.   Amongst the Goblins who turn to the faith of the Stardreamer for guidance, those that diligently prove their faith to their new eldritch patron find that they begin to not only be pulled upwards towards the sky with such force they can choose to levitate above the ground, but they also gain the ability to soar through the sky for a certain amount of time per day...ecstatic with their newfound freedom, these goblins serve as the fervent priests of the Goblin cult of the Stardreamer. Though, it isn’t uncommon for these goblins to vanish altogether after becoming intent on finding their patron in the skies above…
 
Goblin Skinwalker:   Prerequisites: Goblin race   Effect: You may change your appearance similar to Alter Self as an at-will extraordinary ability, and hide all magical auras on yourself at-will as if you had a constant Magic Aura effect.   Though they are sometimes accepted by their newfound homes despite their somewhat off-putting and brutish appearances, some goblins are so uncomfortable in their own skins that they turn to magic to alleviate their burdens. These goblins prefer to take on any form but their own, and often are indistinguishable from whatever form they happen to be mimicking in that moment.
 
Ankle Biter:   Prerequisites: Goblin race   Benefit: If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your opponent in addition to any attacks of opportunity or other consequences your opponent might incur from attacking you. This bonus natural attack does not provoke an attack of opportunity itself and deals base damage appropriate for a creature of your current size (usually 1d4 for Small creatures), or normal bite damage if you have a bite from another source. If grappled or pinned, you can continue to make this additional bite attack each round as swift action on your turn. You gain a bonus on any attempt to break the grapple equal to the damage you dealt with your bite that round.   Special: You cannot make this bite attack when you are the aggressor, including if you manage to reverse a grapple or make any other attack of opportunity.   Due to their ferocious, savage lifestyles they sometimes lead in lands abroad, some goblins know how take a mouthful out of anyone who tries to overpower them.
 
Battle Singer:   Prerequisites: Goblin race, Bardic Performance class feature   Benefit: When using bardic performance to inspire courage in allies, you can choose to sing in Goblin—allies who do not speak Goblin gain no benefits from this performance. Allies who speak and understand goblin who hear your battle songs become more energetic and brave, and thus add the bonus granted by your inspire courage ability to all saving throws as a morale bonus.   Taking their odd goblin songs and performing talents into battle, the goblins who practice and hone their art find that their battle songs can drive their fellow goblins and goblin-speaking allies to new heights of frenzy.
 
Burn! Burn! Burn!:   Prerequisites: Goblin race, Character level 3rd   Benefit: You deal an extra 1d4 points of fire damage when you deal fire damage from any source either mundane or magical and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to splash damage.   Hearkening back to the truest, purest form that goblins used to possess, some goblins find themselves so obsessed with flame and fire that they take their art of arson and fire play to an entirely new level, and become capable of causing additional damage when wielding flame.
 
Fire Tamer:   Prerequisites: Goblin race, 'Spiritual Imbalance' Racial trait OR ‘The Fire’s Gone Out’ Alternate Racial Trait   Benefit: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, you gain an innate mastery over fire effects - allowing you to decide who your fire spells and effects damage as if they had the selective metamagic feat. Fires you start but do not control are not subject to this ability.   Special: If you possess ‘The Fire’s Gone Out’ instead, all effects given by this feat work against cold rather than fire.   Having mastered fire itself due to the flame that beats within their chests, some goblins take their love of flame and their inner fire to even taller heights and master fire itself, learning how to avoid it and using their newfound scars as a point of pride for their kin...no matter how sophisticated they may be, it's rather unavoidable that goblins find such scars impressive and enjoy them.
 
Flame Heart:   Prerequisites: Goblin race, 'Fire Tamer' Racial Feat, character level 5th   Benefit: You gain fire resistance 10 which stacks with the resistance granted by 'The Fire Inside', which applies even to Godfire. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you were 1 level higher.   Special: If you possess ‘The Fire’s Gone Out’ instead, all effects given by this feat work against cold rather than fire.(Cold Resistance 5, Cold Descriptor, Etc…)   The ultimate level that a goblin can ascend to, the Flame Heart goblins have stoked their inner fires with their devotion, care, self-improvement and a healthy splash of pyromania until the flame within them roars louder than an inferno. Their skin turning red and their veins beating with liquid flame, they become even more innately resistant to flame, and with but a thought can display to all that can see their innately mastery of flame and fire.
 
Tangle Feet:   Prerequisites: Goblin Race   Benefit: When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must roll a flat d20 - on a 10 or less, the creature falls prone, wasting the move action. You can only affect one creature with this effect each round. You gain a +5 to all acrobatics checks to move through a creature's space or threatened area, and always treat acrobatics as a class skill.   Perhaps due to their size or perhaps due to an innate skill for tripping up bigger creatures, some goblins find that they become capable of causing those who cross their path to begin tripping over their own feet, stumbling over themselves and even potentially falling flat on their fact as a result.

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