“People who claim that they're evil are usually no worse than the rest of us... It's people who claim that they're good, or any way better than the rest of us, that you have to be wary of.”

Redeemers are Half-Goblins dedicated to fighting Evil, particularly Evil Humanoids. But they fight in less of a "kill em all and let the Gods sort em out" aense, and more from a sincere belief that anyone can be reformed given enough time.

A Half-Goblin Fighter will do.

Race: Half-Goblin
Class Abilities: Armored Versatility
Feats: Devout, Redeemer, Weapon Focus

Class Skills
The Redeemer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Foe of Evil +4
2. +2    +3     +0     +0    Uncanny Dodge
3. +3    +3     +1     +1    Harrier
4. +4    +4     +1     +1    Foe of Evil +6
5. +5    +4     +1     +1    Improved Uncanny Dodge
6. +6    +5     +2     +2    Harrier
7. +7    +5     +2     +2    Foe of Evil +8
8. +8    +6     +2     +2    Superior Uncanny Dodge
9. +9    +6     +3     +3    Harrier
10.+10   +7     +3     +3   Foe of Evil +10
Weapon Proficiencies: A Redeemer gains no new weapon or armor proficiencies.

Foe of Evil (Ex): Your Bonuses from the Redeemer, Devout, and Partisan Feats increase to +4 against Evil opponents only. They increase again at 4th Level (+6), 7th Level (+8), and 10th Level (+10).

Uncanny Dodge (Ex): Identical to the Rogue ability of the same name listed in the PHB.

Harrier (Ex): Choose one weapon you have the Weapon Focus Feat for. The critical threat range for that weapon improves by 1 against Evil foes (i.e. if it normally criticals on a natural 20, it now does so on a critical 19-20).

At 6th Level the critical threat range increases by 2 (i.e. now would critical on an 18-20), and by 9th level it increases by 3 (17-20).

Improved Uncanny Dodge (Ex): Identical to the Rogue ability of the same name listed in the PHB.

Superior Uncanny Dodge (Ex): You do not lose your Dexterity Bonus to AC, and are immune to being flanked.

You work to save the Goblinoids from themselves, and from their evil gods most of all. You feel certain if you could turn the races from Maglubiyet you could bring them around to a better life.
Combat: You are dedicated to fighting Evil. It is literally your life's work.
Advancement: Your advancement is largely left to the winds of chance. You train in whats available, when it's needed.
Resources: Unless you can find a fairly liberal patron, you're reduced to whatever scraps you can find.

"HEY (beeeeeeeep)!"
Redeemers are always the focus of controversy. Goblins and other primarily evil humanoids see you as opponents trying to bring down their religion. Other humanoid see you as apologists for those races because you insist not all of them are Evil. And then there's the racists. It's like some days when you just can't win.
Daily Life: Your days are busy. There's barely even enough time for training.
Organizations: The Redeemers are a social organization attempting to become something like an Order of Knights. Their focus is on social justice and stopping both bigotry, and the excesses of the Goblinoid religion that presses for war.

NPC Reaction
You're the low guy on the totem pole no matter where you go. The Goblins hate you, the non-Goblins hate you. Any day you aren't the target of a mob is a good day.

This class assumes the PC is a member of a hated minority, which may be triggery for some.
Adaptation: This assumes Goblins are evil, and are prolific enough to have mixed race children. Your campaign may not fit thiis.
Encounters: Redeemers are encountered where ever Goblins or anti-goblinoid prejudice occur.

Sample Encounter
EL 12: The PC's encounter a group of Goblins fighting some sort of warrior, and intervene on his half. Turns out he's somewhat Goblin-ish himeslf.

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Redeemer gains a Bonus Feat every 2 levels higher than 20th