SFS Standard Mutant Goblin

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 Requiring Mutant Goblin…

Mutanter Goblin, Nuke Form