TEXT: Ancestral Options
  Alex Riggs, Joshua Zaback
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8302 2nd St NE
  Lake Stevens, WA, 98258
  www.necromancers-online.com
  
  2 2
  Introduction
  One of the most iconic races in the Pathfinder Roleplaying 
  Game, goblins have finally taken a place in the core rule-
  book as of second edition. Everyone’s favorite murderous 
  little scamps, goblins are mean, green, and after your spleen. 
  And while there are plenty of exciting options for the goblin 
  ancestry in the Pathfinder Second Edition Core Rulebook, 
  any goblin worth his song knows that you can never have 
  too much of a good thing (especially things like explosives, 
  or knives, or delicious pickled treats). This book presents a 
  variety of new options for goblin characters, including several 
  goblin heritages, new ancestry feats for goblins, and a goblin-
  exclusive archetype that allows you to harness the power of a 
  barghest.
  New Goblin Heritages
  In addition to the heritages found in the Pathfinder Second 
  Edition Core Rulebook, goblin characters can also select from 
  among the following heritages. 
  Bigears Goblin
  Your ears are particularly large, even by goblin standards, 
  the better to hear the sounds of danger and potential prey. 
  You gain a +4 bonus on Perception checks relying primarily 
  on sound, and your Perception DC against checks that rely 
  primarily on sound is increased by +4.
  Fleetfoot Goblin
  While all goblins are quick to charge into battle and just as 
  quick to run away when things turn difficult, your ancestors 
  were particularly adept at moving quickly, relying on their 
  speed not just to find and claim the best pickings when  
  scavenging, but also to escape many a nasty and brutish end. 
  Your Speed is increased to 30 feet.
  Nostink Goblin
  You come from a line of goblins that lost their sense of smell 
  generations ago, possibly due to one too many fiery mishaps, 
  but more likely as a way to adapt to the filthy and disgusting 
  conditions most goblins live in. You have no sense of smell. 
  While this means that you automatically fail scent-based 
  checks and are unable to detect aromas, it also means that 
  you are immune to any effect that relies on aroma or  
  otherwise has the olfactory trait (such as the stench ability of 
  a xulgath).
  Runty Goblin
  Your head is abnormally small for a goblin, your ears  
  unimpressive, and your mouth disgustingly narrow and 
  rounded. In short, you look almost as much like a halfling as 
  you do a goblin. While this makes you terribly ugly by goblin 
  standards, it also means you gain a +4 bonus on Deception 
  checks made to impersonate halflings or human children.
  Goblin Mutant
  You are a freak of nature, even by goblin standards. You have 
  a vestigial third arm growing from somewhere on your torso. 
  This shriveled appendage is too weak to wield a weapon or 
  shield, but it can be used to hold or manipulate objects.
  New Ancestry Feats
  In addition to the ancestry feats found in the Pathfinder 
  Second Edition Core Rulebook, goblin characters can select 
  from among the following ancestry feats.
  Ankle Biter � 
  Feat 1
  Goblin
  Prerequisites Must have a jaws Strike, whether from a goblin 
  heritage or another source.
  You make a debilitating attack against a larger creature’s 
  ankle. Make a jaws Strike against a creature one or two size 
  categories larger than you, with a –2 penalty. If the attack 
  hits, it deals damage as normal, and the target gains the 
  clumsy 1 condition and suffers a –10-foot penalty to any of its 
  Speeds that involve its legs. If the Strike results in a critical 
  hit, this increases to clumsy 2 and a –20-foot penalty, instead. 
  These penalties last for 1 minute or until the damage inflicted 
  by your Strike is healed, whichever comes first.
  Pictograms 
  Feat 1
  Goblin
  Like most goblins, you refuse to write things down, for fear 
  that the words will be stolen from your head by doing so. This 
  taboo has nothing to say about drawing pictures, however, 
  and so you have formed a crude language of pictographs and 
  actual drawings which you can use to convey written ideas. 
  If you use these pictograms to record spells or formulas, they 
  take up twice as many pages as normal, but you must pay 
  only half the normal price. Additionally, the DC for anyone 
  besides you to learn a spell or borrow a spell that you record-
  ed in this way is increased by 10. The pictograms can also be 
  used to convey more mundane messages. The DC to decipher 
  messages written in this way increases by 10 for creatures to 
  whom you have not explained your pictographic language, 
  but for those who are familiar with your pictographic mes-
  sages, the DC to decipher the text is 10 lower than it would 
  otherwise be. 
  Racial Hatred 
  Feat 1
  Goblin
  You gain a +2 status bonus on attack and damage rolls against 
  equine creatures, such as horses, pegasi, and unicorns, as well 
  as against canine creatures other than barghests, goblin dogs, 
  and worgs.
  
  3
  3
  5th Level
  Arsonist 
  Feat 5
  Goblin
  You really, really love a good fire. As long as a creature or 
  object of Medium size or larger within sight is on fire (taking 
  persistent fire damage), you gain a +2 status bonus on attack 
  rolls, ability checks, saving throws, and skill checks.
  Goblin Diversion 
  Feat 5
  Goblin
  As a goblin, you are adept at creating diversions and attract-
  ing attention to yourself. When you use Deception to Create a 
  Diversion, you may choose to have another character besides 
  yourself gain the advantage of the diversion, rather than do-
  ing so yourself. If you do, you gain a +4 bonus on the check. 
  Serendipitous Distraction �	
  Feat 5
  Goblin
  Trigger You are the target of a Strike.
  You are suddenly distracted by your surroundings at just the 
  right time to help you avoid the attack. You might stoop down 
  to examine a slug beneath your feet just as an axe swings 
  through the space your head was occupying a moment ago, 
  or you might turn around to investigate a noise, causing an 
  arrow to miss you by inches. The attacker rolls twice for the 
  triggering attack, and must use the worse result. You can’t use 
  Serendipitous Distraction again for 1 hour.
  9th Level
  Frightening Song � 
  Feat 9
  Goblin
  Prerequisites Goblin Song
  You can sing your goblin song in such a way that it is frighten-
  ing, rather than just annoying. 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. 
  Creatures that are immune to Goblin Song are also immune 
  to Frightening Song.
  Critical Success The target gains the frightened 3 condition.
  Success The target gains the frightened 1 condition.
  Critical Failure The target is temporarily immune to at-
  tempts to use Frightening Song for 1 hour, and their Will DC 
  is increased by 5 against attempts to use Goblin Song for 1 
  hour.
  Goblin Dog Companion 
  Feat 9
  Goblin
  Prerequisites Animal Companion
  You may exchange your existing animal companion for a  
  goblin dog animal companion. A goblin dog animal  
  companion functions in all ways as a wolf animal companion, 
  except that it also gains the Goblin Pox and Scratch abilities 
  of the goblin dog.
  Goblin Chorus � 
  Feat 9
  Goblin
  Prerequisites Goblin Song
  You sing a joyous tune about death and dismemberment,  
  inviting your allies to join in and bolstering morale with talk 
  of chopping, slaying, burning, and the like. You gain a +1 
  status bonus on attack and damage rolls for 1 round.  
  Additionally, until the beginning of your next turn, each ally 
  that heard you sing can spend an action on his or her turn 
  to add their own verse to the song, granting themselves a +1 
  status bonus on attack and damage rolls for 1 round, as well.
  13th Level
  “I-Kill-Yees” Bite 
  Feat 13
  Goblin
  Prerequisites Ankle Biter
  Whenever you successfully damage a creature with your An-
  kle Biter feat, you may also choose to sever the major artery in 
  their ankle, causing them to bleed profusely. The Strike also 
  deals an additional 1d6 points of persistent bleed damage.
  Goblin Dogs
  The following abilities of the goblin dog are adapted from 
  those found in the Pathfinder Second Edition Bestiary, al-
  tered to be appropriate for animal companions of any level.
  Goblin Pox 
  Disease
  Goblins and goblin dogs are immune to goblin pox.  
  Saving Throw Fortitude DC 10 + the goblin dog’s  
  master’s level + the goblin dog’s Constitution  
  modifier; Stage 1 sickened 1 (1 round); Stage 2 sickened 
  1 and slowed 1 (1 round); Stage 3 sickened 2 and can’t 
  reduce its sickened value below 1 (1 day).
  Scratch � 
  Manipulate
  The goblin dog vigorously scratches itself, exposing all  
  adjacent creatures to goblin pox.
  
  4 4
  Self-Immolator 
  Feat 13
  Goblin
  Prerequisites Fire resistance 6 or greater
  Thanks to your thick skin and familiarity with flames, being 
  on fire isn’t that bad for you. Halve any persistent fire damage 
  you suffer for being on fire, before applying your resistance. 
  Additionally, as long as you are on fire, whenever you  
  damage an opponent with a weapon in the brawling group, or 
  a creature damages you with a natural attack (such as claw or 
  jaws Strikes), that creature suffers additional damage equal 
  to the persistent fire damage you suffer for being on fire. The 
  damage suffered by the creature is not halved.
  Stab! Stab! Stab! � 
  Feat 13
  Goblin
  Prerequisites Goblin Weapon Frenzy
  You make three melee Strikes with a goblin weapon, all 
  against the same target. All three attacks suffer a –2 penalty, 
  but none of the attacks count for your multiple attack  
  penalty, nor does that penalty apply to these attacks.
  New Archetype
  The following archetype is thematically linked to goblins, and 
  is available to goblin characters of any class.
  Barghest-Kin
  No ordinary goblin, the blood of mighty barghests runs in 
  your veins, granting you power and abilities enjoyed by those 
  fiends. Such talents are the envy of other goblins, who view 
  you as favored by the heroic progenitors of your race.
  Barghest-Kin Dedication 
  Feat 2
  Uncommon, Archetype, Dedication
  Prerequisites Goblin ancestry. If you have a class feature, 
  feat, or similar that specifies your lineage (such as a sorcerer’s 
  bloodline), that lineage must be applicable to barghests (such 
  as the demonic or diabolic bloodline).
  You can gain strength by devouring the corpses of your slain 
  foes, similar to a barghest’s ability to feed. Once per day, you 
  can spend 1 minute devouring the corpse of a creature that 
  you personally slew (any creature to whom you either dealt 
  the killing blow, or dealt an amount of damage to equal to 
  or greater than half its maximum hit points before it died). 
  If you do, you gain a number of feeding points equal to 1 + 1 
  for every 5 levels the creature had beyond 1st. Whenever you 
  make a melee attack roll, melee damage roll, or saving throw, 
  after the roll is made, but before the result is announced, you 
  can choose to expend one of these feeding points to add a +2 
  circumstance bonus to the roll. Feeding points not expended 
  are lost at the next dawn.
  Special You cannot select another dedication feat until 
  you have gained two other feats from the Barghest-Kin  
  archetype.
  Barghest Nose 
  Feat 4
  Archetype
  Prerequisites Barghest-Kin Dedication
  Your barghest heritage gives you a keen sense of smell, the 
  better to hunt down your next meal. You gain scent to a range 
  of 30 feet. This is an imprecise sense.
  Wolf Form 
  Feat 4
  Archetype
  Prerequisites Barghest-Kin Dedication
  You can transform yourself into a wolf, just as your barghest 
  ancestors can. You gain the wolf form focus spell. If you don’t 
  already have one, you gain a focus pool of 1 Focus Point, 
  which you can Refocus by consuming raw meat.
  Barghest Charm 
  Feat 6
  Archetype
  Prerequisites Barghest-Kin Dedication
  You are able to charm creatures as easily as a barghest. Once 
  per day, you can cast charm as a divine innate spell. This is 
  always cast as a 1st-level spell. You are considered trained in 
  spell DCs for this spell, and your key spellcasting ability for 
  this spell is Charisma.
  Run with the Pack 
  Feat 8
  Archetype
  Prerequisites Barghest-Kin Dedication, Wolf Form
  You are able to remain in wolf form for much longer. If you 
  expend 2 Focus Points when you cast wolf form, its duration 
  increases to 4 hours. If you expend 3 Focus Points when you 
  cast it, it lasts indefinitely: until it is either dispelled, or you 
  spend an action to end it.
  Special Beginning at 12th level, if you also have the 
  Barghest Form feat, you can expend 2 Focus Points when you 
  cast barghest form to increase its duration to 4 hours.  
  Beginning at 16th level, you can expend 3 Focus Points when 
  you cast barghest form to allow it to last indefinitely: until it 
  is dispelled or you end it.
  Barghest Form 
  Feat 8
  Archetype
  Prerequisites Barghest-Kin Dedication, Wolf Form
  You can physically transform into a barghest. You gain the 
  barghest form focus spell. The maximum number of Focus 
  Points you can have in your focus pool increases by 1.
  
  5
  5
  Fiendskin                                                           Feat 10
  Archetype
  Prerequisites Barghest-Kin Dedication
  Your skin is supernaturally tough. You gain resist 5 to physical 
  damage (except magical). 
  Poison Fangs Mutation 
        Feat 14
  Archetype, Poison
  Prerequisites Barghest Form
  When you cast the barghest form focus spell, you can expend 
  1 additional   Focus Point. If you do, you also gain the benefits 
  of a greater barghest’s fangs mutation. Your jaws Strike deals 
  an additional 1d6 poison damage and 1d6 persistent poison 
  damage.
  Toxic Breath Mutation 
  Feat 14
  Archetype, Divine, Evocation, Poison
  Prerequisites Barghest Form
  When you cast the barghest form focus spell, you can  
  expend one additional Focus Point. If you do, you also gain 
  the benefits of a greater barghest’s toxic breath mutation. 
  Using your toxic breath requires 2 actions, and you can only 
  use it once per time you cast barghest form. Your toxic breath 
  takes the form of a 30-foot cone of toxic gas that deals 8d6 
  poison damage to each creature within. Affected creatures 
  can make a basic Fortitude save to resist the effect.
  Vestigial Arms Mutation 
  Feat 14
  Archetype
  Prerequisites Barghest Form
  When you cast the barghest form focus spell, you can expend 
  one additional Focus Point. If you do, you also gain the  
  benefits of a greater barghest’s vestigial arms mutation. You 
  grow a shriveled third arm somewhere on your torso. As a free 
  action once per round, when you complete a Strike, you can 
  make a claw Strike with this vestigial third arm. This  
  attack doesn’t count for your multiple attack penalty, nor 
  does that penalty apply to the attack. However, it deals only 
  1d8 slashing damage instead of the normal damage for your 
  claw Strike.
  Wings Mutation 
  Feat 14
  Archetype
  Prerequisites Barghest Form
  When you cast the barghest form focus spell, you can expend 
  one additional Focus Point. If you do, you also gain the  
  benefits of a greater barghest’s wings mutation. You grow 
  wings, and gain a  fly Speed of 25 feet.
  Greater Fiendskin                                           Feat 16
  Archetype
  Prerequisites Barghest-Kin Dedication, Fiendskin
  Your resistance to mortal weapons is increased, though you 
  become more vulnerable to the forces of righteousness. Your 
  resistance to physical damage increases to 10 (damage from 
  magical sources still affects you normally). You gain weakness 
  5 to good sources of damage and weakness 5 to lawful sources 
  of damage.
  Barghest-Kin Focus Spells
  Barghest Form 
  Focus 4
  Uncommon, Polymorph, Transmutation
  Cast � somatic, verbal
  Duration 1 minute
  You become a barghest. You gain the effects of animal form, 
  except as outlined here.
  •	
  AC = 18 + your level. Ignore your armor’s check  
  penalty and Speed reduction.
  •	
  15 temporary hit points.
  •	
  Darkvision and imprecise scent 30 feet.
  •	
  Speed 25 feet
  •	
  You gain a jaws melee Strike that deals 2d6 piercing 
  damage on a successful hit, and a claw melee Strike 
  with the agile property that deals 2d6 slashing  
  damage on a successful hit. Your attack bonus is +13, 
  and your damage bonus is +5. If your unarmed attack 
  modifier is higher, you can use it instead.
  •	
  Acrobatics and Stealth modifiers of 6 + your level, 
  unless your own modifier is higher.
  •	
  You gain resist fire 5. If you already have resistance to 
  fire, it increases by 5 instead.
  Wolf Form 
  Focus 2
  Uncommon, Polymorph, Transmutation
  Cast � somatic, verbal
  Duration 1 minute
  You become a wolf. You gain the effects of animal form, 
  except that you can only transform into a canine (specifically, 
  a wolf).
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Ancestral Options: Goblins © 2019, Necromancers of the Northwest; Designers: 
  Alex Riggs, Joshua Zaback.
  END OF LICENSE 
  
  Mean, Green, Killing Machines!
  including Ankle Biter, Goblin Diversion, Stab! Stab! Stab!, and more!
   
  • A new archetype for goblin characters, the barghest-kin, which allows 
  you to tap into hidden ancestral potential and manifest the powers of the 
  fearsome barghest.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Necromancers of the Northwest/Ancestral Options - Goblins.pdf