Feats
Spell Focus (Conjuration)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Child of the Wastelands(Goblin Wastes)
Your time in the wastelands has taught you to think before
acting.
Benefit: Three times per day, if you fail a skill check, you can
make a second roll. You must use the result of the second roll.
Traits
In the Great Gods’ Shadow(Great Old Ones)
You serve and bask in the shadow of a Great Old One and
benefit from its generous gifts.
Benefit: You gain a +1 trait bonus to one of the following skills:
Knowledge (History), Knowledge (the Planes), Perception, or
Survival. (Pick Perception)
Wild-Touched (The Goblin Wastes)
Due to being born so close to the Wastelands, you can feel its
ebb and flow.
Benefit: You gain a +2 trait bonus to Survival checks. When you
are in the Goblin Wastes, you gain a +4 trait bonus to avoid
getting lost, avoid natural hazards, or predict the weather for the
next 24 hours. Survival is always a class skill for you.