Goblin

Nubnonk's page

117 posts. Alias of polyfrequencies.


Full Name

Nubnonk Knowerofthings

Classes/Levels

Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Gender

Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival |

Size

Small

Age

30

Alignment

CG

Deity

Sarenrae

Location

Absalom

Languages

Common (Taldane), Goblin

Occupation

Being Very Smart

Strength 0
Dexterity 4
Constitution 4
Intelligence 0
Wisdom 2
Charisma 5

About Nubnonk

Background:
Most goblins alive today don't personally remember the Goblinblood Wars. For them, it's ancient history. But Nubnonk remembers. He fought in them as a young goblin, over 20 years ago. But unlike many goblins, he survived. He convinced the then tribe leader Velkik that he was not violent like the old tribesgoblins had been. And when Velkik decided to move the Crookedtoes tribe away from their ancestral home in Isger, Nubnonk went with them. Someone had to protect the youngobs!

The Crookedtoes tribe traveled over hill and dale and river, trying to talk more than fight (even when they ran into scary horses or dogs or nasty longshanks). But they eventually settled in another forest (hooray) calleld the Fangwood. Seeing that Nubnonk was actually fairly good with people (now that he was no longer trying to chew on their legs), Velkik appointed him to serve as the chief diplomat of the Crookedtoes tribe to the longshanks outside of the forest. It was through this work that he met two longshanks and a shortshanks--Slick, Dramiil, and Billy--who had fought something called a Runelord.

Unfortunately, trying to lie low in Nirmathas was dangerous. Not long after they had escaped from the Runelords, the nastiest longshanks of all time--the Whispering Tyrant--destroyed Lastwall and sent zombies into Nirmathas. The village was no longer safe! Nubnonk encouraged his new friends to join together with a group of Lastwall knights and flee once again--this time to Absalom.

It was here in Absalom that Nubnonk experienced his greatest change. Goblins had had a long cultural fear of reading and writing, often said to stem from a belief that the mere act of writing words steals them from one's head. But Nubnonk was not afraid of books. Nubnonk was a smart goblin who knew lots of things. Like the best way to sort through garbage to find something tasty instead of rotten. Or how to set a fire without burning yourself up in it. Or that iron nails from a dwarf's scrap heap were really good at getting a nasty fey to leave you alone.

Besides, Velkik had declared that books were not evil thought-stealing things. They were still viewed with suspicion and nervousness, but a goblin could now learn to read!

One day Nubnonk found a book in the trash. But the book was empty. He took it with the idea that it was be good for burning--a good sacrifice for Sarenrae!--but then the weirdest thing happened: words started to appear on the pages--about burning itself! Nubnonk screamed--the book was stealing his thoughts! The elders had been right! He should run! But these ideas about burning were things he didn't know! (Imagine: something about fire unknown to a goblin!) Maybe--just maybe--the book was stealing thoughts from someone else's mind. As long as the book didn't steal Nubnonk's thoughts, he wouldn't burn it.

Life hasn't been easy since Nubnonk found the magic book, but he's learned a lot of useful stuff. Sometimes he forgets it after a day or two, but the book always gives it back if he asks nicely. And he's got a collection of stuff like you wouldn't believe! He's stolen some of it, or bargained for it, or won it in games of gambling. There's lots of ways to get the things you need to survive in Absalom, especially when so many longshanks still think you're dumb. But Nubnonk isn't dumb. Nubnonk is gonna show the longshanks and the gods and everyone that goblins are the best!

Nubnonk
Thaumaturge 12
CG Small Goblin Unbreakable Goblin Humanoid
Perception +20; Darkvision
Languages Common, Goblin

Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead.

Skills
Acrobatics +19 (+2 [circumstance] to tumble through) [T],
Arcana +14 (+1 [circumstance] to Recall Knowledge) [T],
Athletics +12 (+1 [item] to Force Open) [U],
Crafting +12 [U],
Deception +26 [M],
Diplomacy +27 [M],
Intimidation +27 [M],
Lore: Esoteric +23 (+1 [circumstance] to Recall Knowledge; +2 item to Recall Knowledge about dead individuals) [M],
Lore: Goblin +14 (+1 [circumstance] to Recall Knowledge) [T],
Lore: Loremaster +14 (+1 [circumstance] to Recall Knowledge) [T],
Lore: Pathfinder +14 (+1 [circumstance] to Recall Knowledge) [T],
Lore: Urban +14 (+1 [circumstance] to Recall Knowledge) [T],
Medicine +14 [U],
Nature +16 (+1 [circumstance] to Recall Knowledge) [T],
Occultism +14 (+1 [circumstance] to Recall Knowledge) [T],
Performance +17 [U],
Religion +18 (+1 [circumstance] to Recall Knowledge) [E],
Society +12 (+1 [circumstance] to Recall Knowledge; +2 item to Recall Knowledge about dead individuals) [U],
Stealth +19 [T],
Survival +14 [U],
Thievery +18 (+1 [item] to pick locks/disable devices) [T]

Skill Breakdown:
Proficiency + Ability Mod + Item; (+ Circumstance)
Acrobatics [T] 19 = 14 + 4 + 1; (+2 circumstance to tumble through)
Arcana [T] 14 = 14 + 0 + 0; (+1 circumstance to Recall Knowledge)
Athletics [U] 12 = 12 + 0 + 0; (+1 item to Force Open)
Crafting [U] 12 = 12 + 0 + 0
Deception [M] 26 = 18 + 5 + 1; (+2 circumstance to all)
Diplomacy [M] 27 = 18 + 5 + 2; (+2 circumstance to all)
Intimidation [M] 27 = 18 + 5 + 2; (+2 circumstance to all)
Lore: Esoteric [M] 23 = 18 + 5 + 0; (+1 circumstance to Recall Knowledge; ; +2 item to Recall Knowledge about dead individuals)
Lore: Goblin [T] 14 = 14 + 0 + 0; (+1 circumstance to Recall Knowledge)
Lore: Loremaster [T] 14 = 14 + 0 + 0; (+1 circumstance to Recall Knowledge)
Lore: Pathfinder [T] 14 = 14 + 0 + 0; (+1 circumstance to Recall Knowledge)
Lore: Urban [T] 14 = 14 + 0 + 0; (+1 circumstance to Recall Knowledge)
Medicine [U] 14 = 12 + 2 + 0
Nature [T] 16 = 14 + 2 + 0; (+1 circumstance to Recall Knowledge)
Occultism [T] 14 = 14 + 0 + 0; (+1 circumstance to Recall Knowledge)
Performance [U] 17 = 12 + 5 + 0
Religion [E] 18 = 16 + 2 + 0; (+1 circumstance to Recall Knowledge)
Society [U] 12 = 12 + 0 + 0; (+1 circumstance to Recall Knowledge; +2 item to Recall Knowledge about dead individuals)
Stealth [T] 19 = 14 + 4 + 1
Survival [U] 14 = 12 + 2 + 0
Thievery [T] 18 = 14 + 4 + 0; (+1 item to pick locks/disable devices)

Str +0, Dex +4, Con +4, Int +0, Wis +2, Cha +5
Items +1 Resilient Leather, Mask of the Banshee, Messenger's Ring, Cloak of Elvenkind, Boots of Elvenkind, Vaultbreaker's Harness, Ventriloquist's Ring, Disguise Kit, The Empty Throne; 5 gp, 7 sp
AC 32; Fort +21, Ref +21, Will +21; Resolve
HP 166
Roll with ItPrerequisites unbreakable goblin heritage, Bouncy Goblin Trigger A foe hits you with a melee weapon or unarmed attack. When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.
Guiding Star Activate ⟳ envision Frequency once per 10 minutes; Trigger You successfully Strike a creature with a thrown Strike with guiding star; Effect Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune.

---

Speed 30 feet
Melee Guiding Star (+1 Striking Returning Starknife) +21 (Chaotic, Divine, Good, Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Evocation, Magical), Damage 2d4+6 P
Ranged +2 Striking Returning Boomerang +22 (Uncommon, Recovery, Thrown, Evocation, Magical), Damage 2d6+6 B

Actions:
Chaotic Destiny ◇ (fortune) Trigger You fail a saving throw during a combat; Frequency once per day; Effect Chaos intervenes on your behalf at the last instant as you fail a saving throw. Draw a harrow card and reroll the saving throw you failed. You must take the result of the reroll, but if you drew a card from the suit of Crowns, improve the result by one degree of success.

Exploit Vulnerability ◆ (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Intensify Vulnerability ◆ (Concentrate, Divination, Esoterica, Magic) Prerequisites Exploit Vulnerability Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.

Trick Magic Item ◆ (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

Share Weakness ◆ (Esoterica, Manipulate, Thaumaturge) Prerequisites Exploit Vulnerability, mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.

Item Actions:
Mask of the Banshee ◆◆ (Auditory, Invested, Magical, Necromancy, Negative) Activate envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting of wail of the banshee.

Cloak of Elvenkind ◆◆ (Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.

Boots of Elvenkind ◇ (Invested, Magical, Transmutation) Activate envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

Vaultbreaker's Harness ◆ (Invested, Magical, Transmutation) Activate Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.

Ventriloquist's Ring ◆◆ (Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19)

Messenger's Ring
Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.

The Empty Throne
Activate ◆ envision; Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC.

Critical Success The target is unaffected.
Success The target can't benefit from circumstance or status bonuses for 1 round.
Failure The target can't benefit from circumstance or status bonuses for 1 day, and the target's allies are unable to benefit from circumstance or status bonuses while within 15 feet of the target.
Critical Failure As failure, except the duration is 1 week.

Enveloping Light Activate ◆◆ command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 4th-level light spell. At the end of each of your turns during this time, you regain 2d8 Hit Points.

Spells:
Occult Innate Spells DC 29, attack +19; 3rd Secret Page; 2nd Comprehend Language; 1st Mindlink; Cantrips Message, Guidance, Sigil
Focus Spells (1 points) Loremaster's EtudeRange 30 feet; Targets you or the triggering ally You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the better result.

Arcane Innate Spells DC 29, attack +19; Cantrips: Ghost Sound, Message

Item Based Spells
2/day--Invisibility
1/day--Ventriloquism (DC 19)
1/day--Animal Messenger

Rituals

  • Heartbond
  • Guardian's Aegis
  • Lucky Month
  • Call Spirit
  • Resurrect
  • Feats and Features:
    Ancestry Feats and Abilities
  • Heritage: Unbreakable Goblin
  • Goblin Lore (1)
  • Bouncy Goblin (5)
  • Roll With It (9)

    Skill Feats

  • Charming Liar (1, Background)
  • Dubious Knowledge (1, Class)
  • Trick Magic Item (2)
  • Intimidating Glare (4)
  • Terrifying Resistance (6)
  • Shameless Request (8)
  • Battle Cry (10)
  • Terrified Retreat (12)

    General Feats

  • Toughness (3)
  • Fleet (7)
  • A Home in Every Port (11)

    Class Feats and Abilities

  • Esoteric Lore (Feature, 1)
  • First Implement and Esoterica (Feature, 1)
  • Tome Initiate Benefit (Implement, 1)
  • Exploit Vulnerability (Feature, 1)
  • Implement's Empowerment (Feature, 1)
  • Diverse Lore (Feat, 1)
  • Talisman Esoterica (Feat, 2)
  • Lightning Reflexes (Feature, 3)
  • Breached Defenses (Feat, 4)
  • Second Implement (Feature, 5)
  • Regalia Initiate Benefit (Implement, 5)
  • Thaumaturgic Weapon Expertise (Feature 5)
  • Thaumaturgic Ritualist (Feat, 6)
  • Tome Adept Benefit (Implement, 7)
  • Resolve (Feature, 7)
  • Weapon Specialization (Feature, 7)
  • Know-It-All (Feat, 8)
  • Intensify Vulnerability (Feature, 9)
  • Regalia Intensify Vulnerability (Implement, 9)
  • Tome Intensify Vulnerability (Implement, 9)
  • Thaumaturgic Expertise (Feature, 9)
  • Vigilant Senses (Feature, 9)
  • Share Weakness (Feat, 10)
  • Medium Armor Expertise (Feature, 11)
  • Regalia Adept Benefit (Implement, 11)
  • Intensify Investiture (Feat, 12)

    Free Archetype

  • Loremaster Dedication (2)
  • Magical Edification (4)
  • Loremaster's Etude (6)
  • Pathfinder Agent Dedication (8)
  • Greater Magical Edification (10)
  • Swap Investment (12)