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Pathfinder 2e - The Goblin Handbook

Last Updated: August 20th, 2019


I will use the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.


Human Racial Traits

  • Hit Points: The least hit points of any race, but at least the Goblin doesn't have a racial Ability Flaw in Constitution like the Elf.
  • Size: Small. Medium and small size have few functional differences in Pathfinder 2e.
  • Speed: 25 ft. is standard.
  • Ability Boosts: The Goblin's ability increases work well for Charisma-based spellcasters, but a Wisdom flaw is hard for many classes and hurts crucial stats like Will saves and Perception.
  • Languages: Racial language plus Common is standard.
  • Senses: Darkvision is always helpful.

Goblin Heritages

  • Charhide Goblin: Fire resistance is fantastic.
  • Irongut Goblin: Amusing, but too situational. As soon as you gain a couple levels you'll have so much gold that food stops being expensive enough to track.
  • Razortooth Goblin: Basically a short sword attached to your face. You can bith with your hands full, but I can't think of a build where this is especially useful.
  • Snow Goblin: Cold resistance probably isn't as widely useful as fire resistance, but it's still really good.
  • Unbreakable Goblin: Too situational. Feather Fall is a 1st-leve spell, and 4 hit points is nothing compared to what other heritages offer.

Goblin Feats

Goblins get an abnormally large number of Ancestry Feat options compared to other races in the core rulebook, and while all of them are thematically great they're also very tempting for Adopted Ancestry.

Level 1
  • Burn It!: A significant addition to your damage output over the course of your life, though it locks you into fire damage somewhat, and fire resistance is common.
  • City Scavenger: Not worth an Ancestry Feat. Maybe a Skill Feat, but not an Ancestry Feat.
  • Goblin Lore: Trained in three skills is good for a single feat.
  • Goblin Scuttle: Bonus movement on your Reaction is neat, but it's only a Step. Possibly helpful for back-line characters, but I'm not certain if it's worth a feat.
  • Goblin Song: The penalty is not significant enough to justify spending an action.
  • Goblin Weapon Familiarity: Dogslicers are great option for rangers, rogues, and other characters who enjoy flanking and making numerous attacks, and this makes them Simple so they're widely available to most classes. Unfortunately, the Horsechopper probably isn't worth your attention.
  • Junk Tinker: Tempting for alchemists and for other characters who spend a lot of time crafting, but not so good that you can build a character around it.
  • Rough Rider: A great option for any goblin seeking an animal companion.
  • Very Sneaky: The ability to move between cover while sneaking is a significant advantage.
Level 5
  • Goblin Weapon Frenzy: The critical specialization on Dogslicer is really good for the Rogue, but otherwise it's nothing tha you desperately need to have.
Level 9
  • Cave Climber: Even at such a low speed, a Climb Speed can still be a significant improvement to your mobility.
  • Skittering Scuttle: Really neat, but I don't think it's worth two feats to get it.
Level 13
  • Goblin Weapon Expertise: Goblin Weapon Familiarity gives you access to two weapons and makes them both Simple, so you're almost certainly getting proficiency improvements to them without this.
  • Very, Very Sneaky: Essentially the ability to hide in plain sight.