Ancestry Feats:
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.
Background Feats:
Virtuosic Performance (Wind Instruments)
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
Class Feats:
Inspire Competence - Your encouragement inspires your ally to succeed at a task. This counts as having taken sufflcient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.
Multifarious Muse - Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
* Versatile Performance (Polymath Muse): You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.
General Feats:
Canny Acumen (Fortitude Save) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Skill Feats:
Intimidating Glare - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Cat Fall - Treat falls as if they are 10' shorter
Other Abilities: Radiant Oath Champion
Equipment:
Combat Gear: Dagger, Shortsword, Throwing Knife(8)
Containers:
Backpack - chalk (10), flint and steel, rations (2 weeks), rope 50', soap, bedroll
Satchel - Thieves Tools
Scroll Case - Scrolls of Soothe
Belt Pouch 1 - Lesser/Minor Healing Potions
Belt Pouch 2 - Minor Elixir of Life
Other Gear: Waterskin,
Magic Items: Scroll of Soothe(2 x Lvl 2), Wayfinder, Pendant of the Occult
Wayfinder: Dusty Rose Prism Aeon Stone (Shield)
Consumables: Minor Healing Potion(2), Lesser Healing Potion(2), Minor Elixir of Life
Bulk: 4 (Encumbered at: 6; Maximum at: 11)
Coins: 35.68 gp