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!
Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead.
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
Speed 30 feet
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.
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
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.
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)
The Empty Throne
Critical Success The target is unaffected.
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.
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 Etude ◇ Range 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.
Feats and Features:
Ancestry Feats and Abilities
Class Feats and Abilities