Heritage
Unbreakable - You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.
Ancestry Feats|Level
1st – Goblin Lore - 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.
Skill Feats|Level
Background – Pickpocket - You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects)
2nd - Titan Wrestler - You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
General Feats|Level
Weapon Proficiencies
Simple|Unarmed
Class Feats and Features|Level
1st – Powerful Fist
1st – Flurry of Blows
1st – Wolf Stance - These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
2nd – Dancing Leaf - When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.