Goblin

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

The goblin shakes the plant matter back and forth in his mouth, shaking sap everywhere as he growls.


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

Nubnonk moves up to the final plant, bends down, and wrenches free a healthy-sized bite from one of its nearest leaves. Whether any sap or other plant fluid erupts from the final wound or not, the goblin strikes quite the barbaric picture. Other goblins might be horrified at the sight of a goblin willingly chowing down on vegetation.

Mostly flavor actions.


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

Chaotic Destiny ◇:
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.

Harrow Draw: 1d6 + 1d9 ⇒ (2) + (7) = 9
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

Nubnonk Fort Reroll: 1d20 + 21 ⇒ (20) + 21 = 41

The Juggler:
This is the chaotic good card of dexterity. It represents coordination, destiny, deities, and those who play with the fates of others.

Well that feels appropriate.

The little goblin rejects the trumpeting flowers reality and substitutes his own. Just like with the vrocks previously, he takes a deep breath and yells louder than the plant trying to deafen him.

"NUBNONK NOT FOOD!"

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 5) + 6 + 3 = 17 (Plus weakness)

"NOT FOOD!" he screams as he flails ineffectually at point blank range.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP vs Blue Plant: 1d20 + 22 + 1 - 5 ⇒ (9) + 22 + 1 - 5 = 27
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 5) + 6 + 3 = 18 (Plus weakness)

"NUBNONK TURN YOU INTO SALAD AFTER THIS!"

Most goblins didn't even like salads. But Nubnonk would make an exception.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 - 10 ⇒ (18) + 22 + 1 - 10 = 31
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (6, 1) + 6 + 3 = 16 (Plus weakness)

Maybe!


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

Sorry, this was a tough week for me.

Nubnonk winces and screeches in pain but remains stalwart in the face of this final enemy. "Fire rain down!" he screams, not even caring that the plant could see-hear him. He stokes ash into his boomerang and hurls it once more. "BURN!"

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14 (Plus weakness)

Then a catch, and a throw! Because that's what heroes do.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP, vs Blue Plant: 1d20 + 22 + 1 - 5 ⇒ (8) + 22 + 1 - 5 = 26
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 4) + 6 + 3 = 17 (Plus weakness)

But his efforts are horrifically embarrassing, an arcing bundle of searing flame tumbling hopelessly through the air. Twice. The goblin catches his boomerang and skitters (◆ stride 30 ft) away to regroup and open a good charge lane for Slick.


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

Nubnonk grins as his friends begin to turn the tide on these loud, overgrown weeds. Once more stoking fire into his boomerang, he turns to the northern plant and gets throwing, seeming not to care that another plant looms behind him.

◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (13) + 23 = 36 vs Standard DC for the creature's level, just to get more info

Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Activating mortal weakness.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Red Plant: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 3) + 6 + 3 = 15 Plus weakness

◆ Share Weakness with Slick, just renewing it.


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

In spite of his large ears, Nubnonk--as with all of goblinkind--was made of sturdy stuff. He growls back defiantly before reaching into his bag and thinking of something that would help to destroy these loud, overgrown plants. "Very rude!" he shouts over the cacophony as he gets ready to take do some gardening.

◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (19) + 23 = 42 vs Standard DC for the creature's level

Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Activating mortal weakness if available and I succeed.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Red Plant: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 1) + 6 + 3 = 15 Plus weakness

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.

◆ 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.

If there is no mortal weakness to exploit, Nubnonk will move 30 feet west to get closer to Red and Slick.


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

"Something here," Nubnonk whispers, reaching up to draw up the hood of his cloak and turn invisible. He creeps forward unseen, wondering if the potential threat was in the lake ahead.

◆◆ Interact to activate the Cloak of Elvenkind (Illusion, Invested, Magical), then ◆ Sneak 15 ft while Invisible 1d20+23.


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

Ah, okay. Cool cool.

Nubnonk shares what he knows, mostly with excitement. Fear was not a common thing for a goblin. Death was inevitable, and for most it come very early.

He looks at the two spellcasters. "Got anything to protect from lightning? Cloud dragons big strong with electric attacks."

He also grips his starknife with the knowledge that the dragon would be more likely to knock his boomerang away. Would he be able to get in close enough to do some damage before getting destroyed? Or perhaps Belngkennu was wrong and they would be able to have a conversation first.


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

I assumed that we were rolling about cloud dragons more generally...in my Wednesday post I specified "cloud dragons," not "Sessiderax." It looked to me like Billy and Dramiil did the same.

Esoteric Lore, Cloud Dragons: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Loremaster's Etude: 1d20 + 23 + 1 ⇒ (20) + 23 + 1 = 44

But I'm happy to keep crushing Recall Knowledge rolls.

"Charm one of my middle names!" Nubnonk says. He had taken to expanding his name as many goblins did, but with Taldane words rather than Goblin wordplay.

Any additional preparations are kind of dependent on what we already know about cloud dragons.

Exploration Mode: Investigate (as listed in my header)


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

Ah, I had been intending for the Esoteric Lore that I requested to be rolled above to be towards the Key and the Juggler, not about goblins' relationship with dwarves. Otherwise I wouldn't have used Loremaster's Etude on it. But if it's not a secret roll, then here we go.

A dragon! And a cloud dragon at that! What tremendous wonder that might be! Focusing deeply, the goblin considers what he knows about such creatures--or what memories might have been stolen from his head by this glorious, wonderful tome of his.

"Tomey tomey on the floor, tell me what I know and more!"

Esoteric Lore, Cloud Dragons: 1d20 + 23 + 1 ⇒ (9) + 23 + 1 = 33
Loremaster's Etude: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41

So a 41!


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

Nubnonk decides that he rather likes Blengkennu almost immediately. Surely there had been some historical animosity between dwarves and goblins (not nearly as much between dwarves and orcs, or dwarves and giants, or dwarves and other dwarves), but Nubnonk was happy to move past that if this (presumably) Mbe'ke dwarf was!

Nubnonk plops down on the ground and brings out his glorious book, thinking hard on the subject. "Might be key. Might be something else. Harrow Key like agility and balance, yes? Or trouble, children, and entertainment. Or for Juggler, maybe even destiny."

The goblin hopes that his book will show him something interesting if he thinks hard enough about it.

Please roll a secret Recall Knowledge check for Nubnonk using his Esoteric Lore with his tome bonus: 1d20+23+1. He'll also use Loremaster's Etude to roll twice and take the better.
+2 item to Recall Knowledge about dead individuals
-2 if it's not about a haunt, curses, or creature (diverse lore)

Regardless of whether the book shows him anything useful, Nubnonk gets an idea and throws his boomerang at the card, wondering if a dexterous display might be more useful than a strength-based one.

+2 Striking Returning Boomerang: 1d20 + 22 ⇒ (2) + 22 = 24

No, no, not like that. Like this!

Try again, MAP: 1d20 + 22 - 5 ⇒ (15) + 22 - 5 = 32


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

Nubnonk notices that Billy has not introduced himself in quite the same fashion as he has done in other corners of the world. Maybe he's learning? Or maybe he's becoming demoralized that he is not well-known in every place on Golarion.

The goblin would have to tell him later that it was okay not to be known everywhere immediately: he was developing his reputation now, by traipsing the globe and the planes alike.

"Like Billy say," Nubnonk says, grabbing an enormous biscuit and accepting a cup of Billy's favorite alcohol, "We travel, meet people, fight evil, and make Golarion better!" He grins, trying to think of how to fit the entire biscuit in his mouth at once.

⟳ Aid (Diplomacy, Master: 1d20 + 27 ⇒ (16) + 27 = 43 Aid, critical success, +3 to Billy's check

I also want to Sense Motive on the fellow, Perception +20 secret check.


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

Reconsidering his pranks against Mr. Baines, Nubnonk instead resolves to find Mrs. Baines and her paramour to exact more deserving pranks. He would have to join Mr. Baines in his cups one of these evenings.

But for now, the Mountain awaits! Nubnonk slaps on a pair of glasses and pulls out tools that makes him look like he is ready to go spelunking and follows Slick into the cave.


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

Nubnonk smiles and nods. "Okay. I give oils to Baines for cooking then."


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

Fair enough. I would probably like rituals better if they didn't cost so much.


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

Nubnonk cheerfully says farewell to the Scaleseeds after the gravity of the situation is expressed and offers of friendship are made in spite of it all. The trip back to Harrowheart is swifter than what had transpired in the jungles of Tian Xia, and the goblin is almost sad to be back in the "civilized" halls overseen by Baines. This melts away when the butler begins grumbling about his responsibilities. Nubnonk seems quite proud that he was not in need of any particular mending or cleaning, and spends a bit of time invisible setting up a prank to frighten the poor man at the height of his duties.

But when his fun is done, Nubnonk agrees that the Mwangi Expanse sounds like a fun trip next.

While Baines is cleaning, Nubnonk also draws Slick aside and asks whether he wants to engage in a protective ritual with him. "It called Guardian's Aegis," he explains. "You usually go in combat sooner than Nubnonk, get hurt lots. But this can protect you little bit! Yes?"

If so, I believe it will be a DC 22 Athletics, Diplomacy, or Society check from Slick. I'll roll my primary Religion check based on the results of the secondary check, if Slick wants to go for it.


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

Nubnonk's countenance darkens as the Scaleseeds explain that this was not in fact a fully joyous occasion, but a sad one. He had not known--how could he have?--that Kannijo was once held in high esteem.

So he summons up his best self (accompanied by a waving of his chest back and forth) and tries to explain as best as he can, even smoothing out his grammatical constructions to ensure that he won't be misunderstood. (Of course, his high-pitched and often-aggravating goblinoid voice has not been tempered, so there's still that.)

"We're from Avistan. Absalom most recently. In the far-off land of Varisia, people use these cards to tell fortunes. The cards are very powerful, more than most know. Or at least," the goblin withdraws his own invested hand from his pocket, "These are. Not only are they tied to history and mythology and storytelling, but these--" Nubnonk waggles the cards "--open the way to a whole new plane of existence!"

He frowns in spite of the excitement of that last part, thinking through the implications. He wants to reach for his book and ask it some questions, but thinks that might be considered rude. "We have been asking the same questions about why. And we don't know. It's a mystery. People have died. Fiends have attacked. There's a lot of mess."

The goblin spreads his arms wide. "If we find out, do you want us to tell you? We should be able to come back." Nubnonk thinks, at least. They hadn't tried going back through one of the other portals from the Harrowed Realm yet, he didn't think.

Diplomacy: 1d20 + 27 ⇒ (13) + 27 = 40 If there is any more information to be gathered, or to make a request for continued association and friendship.


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

Nubnonk's eyes glimmer at his halfling friend's praise. He reaches out a hand and pats the frightened man on the shoulder. "No shame. Magic make fools of everyone!" Then his smile widens as the darkwood staff is brought out. He looks at Slick and makes a downward stabbing motion even as he covers the undead aberration with more rice. "Try it!"


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

Nubnonk somersaults in joy, looking over at Dramiil. "You keep that ready if he rise again!"

He honestly wasn't sure if the psychic would be able to maintain the spell before discharging it, but the goblin does as he's told and goes to grab the rice. He didn't really understand why rice, but he knew from his special book that it should work.

Knowledge was funny like that. Sometimes you knew what, but not why.


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

Nubnonk looks practically gleeful as Kannijo is hammered from all sides. It looks like Dramiil is powering up, too! So if there is anything he can do to distract the jiang-shi spirit naga, he would!

◆ Boomerang Attack, IC: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (4, 1) + 6 + 3 = 14 Breached Defenses

The boomerang, hitting with the force of darkwood, pings powerfully and Nubnonk does a veritable dance move, jamming his regalia into the ground and lifting himself up like an acrobat. He catches the boomerang with his feet and pats his rump. "Take that, nasty snake!"

◆ Intensify Vulnerability, +1 circumstance bonus to Billy's attacks

Dismounting with verve and aplomb, he makes one more throw, almost not even caring if this one hits!

◆ Boomerang Attack, IC, MAP: 1d20 + 22 + 1 - 5 ⇒ (13) + 22 + 1 - 5 = 31
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (4, 6) + 6 + 3 = 19 Breached Defenses


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

Easier for the GM is always a good thing!

Nubnonk is always impressed with what his friends can do, even if he's a bit jealous of their powerful spells. Still, he could be a reliable pest. He watches as the others send light, fire, bolts, beams, and stones at Kannijo, and takes a bead on the dread naga.

◆ Boomerang Attack, IC: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41 60 ft range, and Kannijo should be 40 feet away via Pythagoras
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16 Breached Defenses

Catching his whirling bundle of wood, he taps it against his scepter, conveying an extra boon to Slick.

◆ Intensify Vulnerability, +1 circumstance bonus to Slick's attacks

Adamant that he would help to end Kannijo's threat to his new nagaji friends, the goblin tries to hit the floating spirit naga once more.

◆ Boomerang Attack, IC, MAP: 1d20 + 22 + 1 - 5 ⇒ (20) + 22 + 1 - 5 = 38
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (2, 2) + 6 + 3 = 13 Breached Defenses, double damage on a CRIT

Slowly, surely, he was getting better at this!


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

Nubnonk watches carefully as his comrades try to undo Kannijo's numerous defensive illusions, looking for weak points. Finding none inherent, he huffs and gets ready to counterattack.

"Kannijo spirit naga gone wrong!" he says. "No weakness, but use darkwood if you gots it!"

◆ Demoralize vs Will DC: 1d20 + 27 ⇒ (1) + 27 = 28 (Demoralize)

"Slick got your fulu, smelly bad snake! Now we make you super dead!"

It wasn't his best taunt, but he uses the moment to hurl his boomerang at the corrupted spirit naga.

◆ Attack: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (6, 1) + 6 + 3 = 16 Breached Defenses

Intensify Vulnerability ◆ wrote:

(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.

Your regalia implement makes you seem more confident and inspiring with each success. Whenever you successfully Strike the target of your Exploit Vulnerability, choose an ally that you can see. That ally gains a +1 circumstance bonus to its attack rolls against the creature until the beginning of your next turn. If the attack roll was a critical hit, the circumstance bonus increases to +2.

+1 circumstance to Slick if that was a hit.


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

I'm a bit to tired to do a whole big write up, so imagine your own goblin shenanigans.

Readied Attack: 1d20 + 22 ⇒ (9) + 22 = 31
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (1, 5) + 6 + 3 = 15
Blur DC 5: 1d20 ⇒ 5
Mirror Image: 1d4 ⇒ 2

◆ Stride

◆ Exploit Vulnerability: 1d20 + 23 ⇒ (15) + 23 = 38

◆ Attack: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12
Blur DC 5: 1d20 ⇒ 4
Mirror Image: 1d4 ⇒ 1 or 1d6 ⇒ 1

Nubnonk is ready to tame this snake!


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

Nubnonk toddles over and grabs the offered Staff of Final Rest from Billy. In spite of Sarenrae's grace, he had never really taken much to the healing arts. But magic he could do. Every item had a story to tell, and if you were smart enough (as the goblin was, obviously), you could trick it into telling you its story.

◆ Trick Magic Item, Religion, Spell Level 4: 1d20 + 18 ⇒ (9) + 18 = 27

I assume that the DC is either 23 for a Level 4 spell or 27 for a Level 10 item, sooo...

The Staff tells him what it can do, and Nubnonk gasps. He points it as Slick and tries to bless him with positive energy.

◆◆ Lv4 Heal: 4d8 + 32 ⇒ (3, 8, 5, 8) + 32 = 56

"Nubnonk like this staff. Nubnonk can keep it?"


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

Perhaps surprisingly, Nubnonk doesn't mind being ignored by the overgrown weed. It was Billy who liked being the center of attention. And since Dramiil's handy wall was still protecting the rice plants, the goblin ◆ strides back to make room for Slick to charge through and sends his glowing weapon flying through the air once more.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (2, 5) + 6 + 3 = 16 Plus weakness

Ugh.

But he misses again, quite horribly. It felt increasingly like something had actively sapped his luck away. He was usually much better able to contribute than this! Catching his errant flying club, he tries once more.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green, MAP: 1d20 + 22 + 1 - 5 ⇒ (14) + 22 + 1 - 5 = 32
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 2) + 6 + 3 = 16 Plus weakness


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

Ah, it looks like I misread what you said here:

Nubnonk wrote:
I believe that my Sympathetic Vulnerabilities feat means that I don't need to use another action to exploit vulnerability (if the two creatures have the same weakness to Good damage). But I want to recall anyway, so I might as well.
GMAndrewW wrote:
You are right that you wouldnt need to spend another action to exploit to trigger a weakness however you wouldnt have a target of your exploit if you have anything that relies on that (such as the weapon implement opportunity attack)

So I was way in the wrong there. I agree with the above clarification and might end up picking it back up, since I woefully misunderstood what you meant.

---

As for the Share Weakness range, I'll accept any ruling. That's why I listed out a few precedents above.


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

Okay, good to know.

Frustrated at his continued lack of success at throwing--too many trees here!--Nubnonk reaches back to his harness and prepares for mischief.

Vaultbreaker's Harness ◆:
[ooc](Invested, Magical, Transmutation)[ooc]
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.


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

Our GM had declared differently about Sympathetic Vulnerabilities at the beginning of this book--that the original target dying ended the magic--which is why I traded the feat out as it seemed less useful overall.


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

I'm going to assume that Blue got dead. As the GM previously ruled, when the target of my Exploit Vulnerability dies, so does EV (and by extension, Share Weakness), so I'll re-exploit towards Green.

"Billy!" Nubnonk cries as he watches the bard get swallowed up. But in the next moment, Slick is there hacking away devastatingly. The goblin is sure that his halfling friend won't stay stuck in whatever counts as a digestive system in these creatures.

So he focuses on the plant currently re-approaching from its sudden teleportation. "Back for more?" he says, his boomerang back in hand. He tries to stoke fire in his weapon once more.

◆ Exploit Vulnerability Esoteric Lore, Green: 1d20 + 23 ⇒ (8) + 23 = 31

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14 Plus weakness

If successful, ◆ re-activate Share Weakness for Slick. Otherwise...

Alternate Action:
◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Green: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (2, 6) + 6 + 3 = 17 Plus weakness


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

re: Share Weakness Range
Share Weakness has the following traits:

  • Esoterica
  • Manipulate
  • Thaumaturge

    Esoterica wrote:
    The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you.
    Manipulate wrote:
    You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

    The Level 20 follow-up feat, ubiquitous weakness allows all allies within 30 feet at the time of Exploit Vulnerability to benefit from Mortal Weakness (with no action).

    I'm not sure why we need to specify a range, but there are precedents for other Thaumaturge class features having range limitations:

  • Amulet's Abeyance (15 ft)
  • Ring Bell (30 ft)
  • Chalice Adept Benefit (30 ft)
  • Lantern (all) (20/40 ft increasing to 40/80 ft)
  • Mirror's Reflection (15 ft)
  • Fling Magic (60 ft increasing to 180 ft)
  • Implement's Interruption (10 ft)

    Many of these features mimic features of other classes, and their ranges tend to correspond to the features they mimic.

    Share Weakness is unique in the game in that, 1) if the thaumaturge succeeds on the Exploit Vulnerability check, 2) if the creature has a mortal weakness, and 3) if the thaumaturge then spends an action, they can allow a fellow PC to activate the weakness. It also ends when the Exploit Vulnerability ends, which you have ruled to be when the original target dies. (Although "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.") So if the target of the original Exploit Vulnerability dies, then Nubnonk has to start the process over again.

    The closest sort of thing I'm aware of is when PCs have an ability to cause a specific target to gain a particular weakness, like vicious debilitations.

    There are already a few conditions that need to be met, along with a two-action cost. Another follow-up feat, Trespass Teeportation suggests a 120 feet range for the esoteric magic still functioning for both the thaumaturge and their allies. So I would advocate remaining loose on adding a range restriction. I have been flavoring the "grant [an object] to your ally" as Nubnonk grabbing something and throwing it, but it could easily be something he gave to them previously that he simple activates.


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

    Nubnonk looks quite flustered after his failures moments ago and looks with dismay around the battlefield as everyone else seems to be contributing more (and more effectively) than him. He hadn't even been able to identify the rude plants! He blames the strange lighting and sudden changes for all this before resolving himself to do better. No plant was going to get the better of him!

    ◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (11) + 23 = 34 vs Standard DC for the creature's level

    Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Activating mortal weakness if available and I succeed.

    ◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 4) + 6 + 3 = 17 Plus weakness

    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.

    ◆ 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.

    Blinking his eyes, Nubnonk feels much more confident. Almost all plants could burn. That was one of the first things goblins learned when they started to play with fire in the cradle. This was part of why it had been so easy for the Crookedtoes Tribe to convert to worship of Sarenrae. Fire was already holy to goblins!

    With a grin, Nubnonk taps his holy symbol to his boomerang, which begins glowing with a fiery aura that does not burn the weapon. As he lets loose his weapon, he reaches into his pockets and pulls out a ring containing the ashes of a married couple from ages past who fought side by side in the Shining Crusade. One had been a fierce devotee of Gorum, and the other a paladin of Sarenrae. Although they had fallen, the ring still represented that sort of fiery bond. Nubnonk was very happy to have found it antiquing in Absalom with Billy one day. He squeezes it tight and throws it towards Slick.

    "BURN THEM!" the goblin cries, his eyes alight with glee.


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

    I feel that way about a lot of the skill feats. They're either useless 99% of the time or they're Scare to Death.

    "Hey!" Nubnonk shouts after realizing that his fearsome battle cry had had no effect. "You very rude!"

    The goblin was already somewhat interposed between the nearest plant creature and the next row of rice plants, and so stands his ground and tries to attack it.

    ◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (3) + 23 = 26 vs Standard DC for the creature's level
    ◆ +2 Striking Returning Boomerang Ranged Strike, Green Plant: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (6, 5) + 6 + 3 = 20 Plus weakness

    Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Should still get something w/ Dubious Knowledge. Activating mortal weakness if available and I succeed. Unfortunately, I feel like that's gonna be a failure...

    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.

    ◆ 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.

    Since that doesn't seem like I'll actually be able to Share Weakness this round, I'll throw in an alternate action.

    Alternate Action:
    ◆ +2 Striking Returning Boomerang Ranged Strike, MAP, Green Plant: 1d20 + 22 + 1 - 5 ⇒ (9) + 22 + 1 - 5 = 27
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (1, 5) + 6 + 3 = 15 Plus Weakness or Personal Antithesis (8)

    Unfortunately, the goblin isn't having a particularly good roll of luck or skill.

    We'll try again next round.


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

    Exploration Mode: Investigate. Darkvision. Perception [Master] +20.

    Nubnonk wracks his brain to think of ways to increase how well he and the others can hold their breaths and still use both hands. In unofficial competitions, he had gotten to 54 seconds of holding his breath, which was pretty good for a small goblin. But he had never specifically trained for it or anything, not like the venerated bards of his people.

    Like Smink. Oh, beautiful Smink.

    The goblin stops daydreaming--it was too late and/or too early for that, depending on your world-shifting perspective. And he had to focus!

    "Billy and Dramiil maybe can use one hand to help hold breath, but Slick and Nubnonk need both hands. Nubnonk have boomerang and scepter, need both to fight!"

    @GM: Can we devise any makeshift measures, like altering a mask we're wearing that covers our mouths but then stuffing some cotton in our noses, to be able to use both hands for a bit? Nubnonk will plug up his nose and go mouth-breather for a while, and then happily use an action to don and secure his mask when he detects Kannijo. But yeah, I'm kind of screwed if I can't use both hands.


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

    Nubnonk's eyes widen at Billy and Slick's recommendations about the Staff of Final Rest. "Maybe good idea for Billy to keep for staking." He makes a downward stabbing motion as he tries to remember if that would actually be useful against Jiang-Shi, or if they were sufficiently different from the vampires more typically encountered in the darker corners of Avistan.


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

    When Dramiil speaks, Nubnonk starts. For a few days now, it had almost been as though he had been under the control of a puppet, and yet now he seemed more like his old self.

    So he shares what he does know. "Kannijo both naga and jiang-shi. Many type of Naga in world, but most big spellers, yes, and super venomous serpent-likes. Venom attack mind and body both! Ancient legends. And jiang-shi very afraid of rice, yes, because they no can eat! So this ritual good useful. But also..."

    I don't know if the GM already rolled for Nubnonk's knowledge of Jiang-Shi, but if not then Esoteric Lore +24 [Master, +1 circumstance tome].

    He also warns. "Sound like Kannijo not alone but have minions. So no one opponent."


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

    Nubnonk greets Kemu and the others with a graceful bow. "Greetings, Scaleseeds. Am Nubnonk Knowerofthings, a very smart goblin."

    The warped fulu certainly sounds like what the Harrowheart-chasers are looking for, so Nubnonk pokes Slick in the elbow once more with his hairless eye ridges waggling up and down. "Eh? Eh? Nubnonk always right."

    Before setting out in the morning--just a few minutes ago though it was now dusk here on the other side of the world--Nubnonk had also studied tricks about surviving in the wilderness. There was no good reason to go to a Jungle well-known for harboring dangerous monsters and not brush up on campfire lore. So at the invitation to join in the ritual, Nubnonk is only too happy to add his two cents.

    Survival, ritual: 1d20 + 20 ⇒ (15) + 20 = 35

    He also asks many questions about the ritual, having recently begun to experiment with such magic himself.


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

    Nubnonk licks Billy's hand when the halfling stops him from casting. (He wouldn't dream of biting Billy unless he was asked to.)

    Of course, by then, he could understand what the nagaji were saying. He looks almost jealous at Billy's successful efforts with a more powerful version of the same spell. But he was much more pleased that people outside of Avistan knew what goblins were. Hurray for goblins!

    "Kannijo a vampire, yes? Afraid of rice, Nubnonk think? But also naga. Hmmmm, tricky, tricky." He points ahead to the rice plants. "We borrow rice, yes? Have more ready?"

    He also pokes Slick in his heavy armor. "Nubnonk think Kannijo have Snakebite card. Would fit pattern, yes?"

    Nubnonk also wants to recall what he can about nagas, especially any native to the Valashmai Jungle.


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

    Nubnonk gently thuds his fist into his forehead as Billy breaks the stealth in the clearing. The silly halfling was always so insistent on being friendly even when it wasn't clear whether the people they were encountering were open to conversation. Still, he had had enough time to get around and observe that he seems to understand a bit more what is going on.

    Tien vampires. Rice could definitely come in handy.

    Player Knowledge that Nubnonk might not know yet from his check:
    Maybe that hopping kind with the scrolls nailed to their heads? Jiang-shi, he thinks they're called.

    Nubnonk hurries back, pulls his hood back down, and steps into the clearing with Billy. "Nubnonk no know if you understand him, but he cast spell now to understand you. No worries." The goblin draws on his training as a Knowerofthings and casts comprehend languages to better understand what the nagaji are talking about. It didn't impart him the ability to understand--not yet--but he had ways around that.

    Diplomacy to aid Billy: 1d20 + 27 ⇒ (2) + 27 = 29

    The goblin wasn't trying to make a big impression, but he could help Billy smooth things over in his sleep. (i.e., even on a 2 that was almost a critical success on aid another)


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

    Nubnonk had spent part of the morning reading through his precious tome about ways to be extra sneaky. So when the opportunity presents itself to try, he seems to be barely able to contain himself. He looks at the others, puts a sharp-nailed finger up to his lips, and grows determined.

    In short order, the goblin ◆ cinches the harness he's wearing and then ◆◆ pulls the hood of his cloak up, disappearing from sight. Ready for mischief, Nubnonk makes his way around the vegetation-filled perimeter to get closer to the nagaji and try to figure out what exactly they're doing.

    Actions:
    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.

    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.

    Sneak Secret check, Stealth +23 [Master, +1 item bonus]. Then I'll use Diverse Lore and Esoteric Lore +22 [Master, +1 circumstance tome, -2 Diverse] to try to understand what they're doing. Sense Motive as necessary, Perception +20, to suss out more about their behavior.


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

    The good news is, I get to choose two skills to be temporary Master.

    Nubnonk fixes Billy with a strident gaze as the notion of "no such thing as unwanted attention." "Billy never had to hide for life." Then he relaxes and laughs. "But that long time ago."

    Still, he continues wondering aloud. "But why so many people care about these cards?" The goblin flexes his own invested hand out, looking through the pretty artwork. Certainly, there were benefits to be had, and having your own semi-private demiplane was the dream of many magicians, but was this worth killing over? Invading over? Warring over? "Make Nubnonk wonder if there something more going on."


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

    Would it be possible to occasionally hold off on advancing too quickly through scenes between combats? It's been less than 24 hours since the combat ended and there have already been an additional 9 posts and, like, 3 different scenes. I want to be involved and participate, but it's harder to do so when I feel like things are breezing by before I have a chance to get back into it. Moments to breathe and just roleplay together have felt relatively scarce.

    Nubnonk grimaces up at the fleeing Hurlilu. "Wish could kill it for finals, too," he says as he stows his weapons and continues self-healing. He is still glowing brightly when Skawnak and the others emerge, and he grins when he's asked if he's a god or a spirit. The temptation to be profane and declare himself Nubnonk Knowerof*all*things is high, but Slick beats him to the punch and denies deity. So instead he giggles and salutes the tengus. "Nice meeting!" he says. "The Dawn Brings New Light!"

    ---

    Back at Harrowheart, Nubnonk begins running around as though to deliberately make more of a mess for Baines, howling and chittering as he goes, but still dutifully stripping off things that would need to be cleaned or mended. It was fun to gives Baines a hard time. He was oh so serious. The serious wounds that he had taken from the vrocks appear as he strips down, and it's clear that he will need some good rest.

    But he'd had worse.

    Soap bubbles overflow from Nubnonk's favored tub as he hums along a merry-sounding tune. He had not the popular voice of Billy, but goblinkind was known for their silly songs. He wonders--and not for the first time in this globe-trotting adventure--what exactly was going on. Not all of the cards had been guarded by fiends, but there were certainly a lot more devils and demons than Nubnonk had ever seen in so short a time. Did any of the others wonder about this, too?

    ---

    It still seems like Stealth and Survival could be useful in Tian Xia, but Nature might also come in handy. Thoughts, anyone?


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

    Bulwark is legit one of the best parts about Full Plate. My champion in another game salutes you, Slick.

    Were it not for how effective Slick was at demonslaying, Nubnonk would almost feel jealous. Well, he does feel jealous, wishing that he could have as much of the action as his friend, but is satisfied knowing that at least he can contribute.

    A change, indeed, from the young soldier rampaging across the battlefields of Isger some 25 years ago, his sharp teeth tearing unquestioningly into the legs of humans.

    The boomerang was, by comparison, a much more civilized weapon, though many still looked at him funny for using such an odd tool, especially when he had Desna's starknife in his arsenal. But he liked it. It suited him.

    But now? The Guiding Star seemed like it would be especially useful in taking down this Hurlilu. Nubnonk ◆ steps back to get out of Zashuvin's reach, ◇ drops his boomerang, ◆ draws out his Guiding Star, and then throws it at Zashuvin.

    ◆ Guiding Star (+1 Striking Returning Starknife) Ranged Strike, IC, Zashuvin: 1d20 + 21 + 1 ⇒ (17) + 21 + 1 = 39
    Piercing Dmg, Inspiring Aura: 2d4 + 6 + 3 ⇒ (1, 2) + 6 + 3 = 12

    The Guiding Star has the following traits: Chaotic, Divine, Good, Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Evocation, Magical. So it doesn't do Good damage yet, per se, but there it is. Nubnonk will still trigger the creature's weakness with Exploit Vulnerability!

    If that hits, which I hope it does: ⟳ 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.

    Bleed: 1d6 ⇒ 6
    Healing rd 2/5: 2d8 ⇒ (1, 8) = 9
    Recovery Check: 1d20 ⇒ 4

    The goblin continues bleeding, but his wounds bind up faster than they can open, Sarenrae be praised.


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

    As Nubnonk gets pecked half to death (or three-quarters as the case may be), he huffs and puffs and...realizes that almost anything he does might get him killed.

    So he steps back ◆ and speaks the command word ◆◆ for his fancy new tattoo, shining with the light of the Dawnflower herself!

    Greater Enveloping Light:
    Uncommon Invested Magical Necromancy Positive Tattoo
    This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead. The glow has the effects of a 4th-level light spell, and you regain 2d8 Hit Points per round.

    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.

    Bleed: 1d6 ⇒ 1
    Healing: 2d8 ⇒ (7, 1) = 8
    Recovery Check: 1d20 ⇒ 12

    That should land me at 50 hp.


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

    That had hurt. Nubnonk's rubbery body absorbs some of the blow, but the vrock seems to bounce him more like a ball before wrenching into him with claws.

    Couldn't just knock me away, eh? Nasty thing.

    Now of course his head was ringing from a different source altogether: his brain rattling around within his skull. He ◆ stands up, accepting the likelihood of incoming pain, and then tries to add his own damage to bring down another one of the demons.

    "Nasty leader not Vrock!" he shouts. "You Hurlilu. Gonna try to ground us if we fly, and skin tougher than usual."

    ◆ +2 Striking Returning Boomerang Ranged Strike, IC, Red: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31 Or Blue if Red is already down
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (6, 4) + 6 + 3 = 19

    It's about now that I wish I hadn't given up sympathetic vulnerabilities. I don't think I'll be triggering the weakness now unless the GM is feeling nice.

    Persistent Piercing: 2d8 ⇒ (6, 3) = 9
    Persistent Flat Check Recovery, DC 15: 1d20 ⇒ 18


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

    ⟳ Roll With It

    Roll With It wrote:
    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.

    ⟳ Roll With It: 1d20 ⇒ 20


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

    The defiant goblin sizzles with the jolt of electricity and he is tempted to stumble out of the way. But Nubnonk has enough wherewithal to recognize that the vrocks have a good battle sense and would cut him to ribbons if he exposed his flank to them. Dramiil fortunately draws one for the team, allowing Nubnonk to step ◆ out of the greatest danger.

    "Sarenrae no like you," Nubnonk says, drawing out his precious ankh and pressing it against the boomerang. He continues to focus his attention on the leader.

    ◆ +2 Striking Returning Boomerang Ranged Strike, IC, Zeshuvin: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 5) + 6 + 3 = 19 Plus weakness to Good

    The whirling maelstrom of goblinoid chaos leaps into the air to catch the boomerang as it returns, and he looks over at Slick. Of all of them, the half-elven warrior was the most likely to do the most damage. Nubnonk reaches into his pocket and grabs a ring inscribed with elven runes. "Catch!" he cries, hurling it through the air for Slick to catch.

    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.

    Then the vines continue to grow and crackle from the spores embedded in his skin, leading to more shrieking.

    Persistent Piercing: 2d8 ⇒ (3, 1) = 4
    Persistent Flat Check Recovery, DC 15: 1d20 ⇒ 8

    He doesn't feel better, but he doesn't feel too much worse either.


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

    Nubnonk begins shouting out what he knows about vrocks when they start screeching. It was very rude.

    Fort vs Blue Screech, Harrow Point Reroll: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28
    Fort vs Red Screech, Chaotic Destiny: 1d20 + 21 ⇒ (17) + 21 = 38 A super-critical success

    Harrow Draw: 1d6 + 1d9 ⇒ (6) + (2) = 8
    Suit: Hammers, Keys, Shields, Books, Stars, Crowns
    Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

    The Marriage (lawful neutral, Crowns):
    The Marriage can be a union of people, ideas, kingdoms, or other distinct things. The progeny of the salamander and water weird shows that a union might bring forth new power from both parties, or it might be a ruinous joining of that which should never have been united. Once wedded, the two cannot be parted. This is the card of permanent change.

    Chaotic Destiny:
    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.

    With a huff, the goblin turns to the vrocks, bares his teeth, and YELLS LOUDER THAN THEM!

    "NUBNONK WAS TALKING!" he shrieks, producing an amount of sound that betrays his size. Whatever bad luck had threatened to dazzle his very smart mind now seems much likelier to rebuff the nasty demons. "VROCKS NASTY FILTHY DEMONS WITH BAD SONG VOICE!" he shouts, trying to drown them out.

    ---

    Active Effects: Inspiring Aura (15-foot emanation centered on Nubnonk) [emotion, mental, visual]

  • +1 status bonus to saving throws against mental effects
  • Reduce fear effects by 1 each round
  • +3 status bonus to damage rolls


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

    "Nasty demons," Nubnonk hisses, trying to remember what he knows about the leader. He looks like a vrock...but is he?

    If it looks like a vrock, squawks like a vrock, and dances like a vrock...

    ◆ Exploit Vulnerability Esoteric Lore, Zeshuvin: 1d20 + 23 ⇒ (10) + 23 = 33 vs Standard DC for the creature's level
    ◆ +2 Striking Returning Boomerang Ranged Strike, IC, Zeshuvin: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (2, 2) + 6 + 3 = 13 Plus weakness/breach defense as applicable

    Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Should still get something w/ Dubious Knowledge. Activating weakness or breaching defense, whichever is more beneficial.

    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.

    The little goblin mis-aims as the large-winged creature flies over him and blots out the sun. With a growl, he catches the boomerang and lets it fly once more.

    ◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP Zeshuvin: 1d20 + 22 + 1 - 5 ⇒ (1) + 22 + 1 - 5 = 19
    Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 1) + 6 + 3 = 15 Plus weakness/breach defense as applicable

    Even though his will is of adamantine, his aim seems to have been affected by the spell. He begins grumbling and cursing loudly in his native tongue.

    Very inspiring, Nubnonk. Good job.


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

    Nubnonk tries to keep himself from humming, twisting his rings nervously as he works to help the Anti-Theocrat-Tengus avoid the demons in the Big Sky.

    Burning the Crowns reroll from the Harrowing.

    Perception reroll: 1d20 + 20 ⇒ (7) + 20 = 27

    But the humming must continue until morale improves, and a goblin once set in motion stays in motion.


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

    A scouting mission strikes Nubnonk as terrifically exciting, and a great opportunity to show off a few tricks. His training had taught him a few spells that he was ready to use. Mindlink to let Skawnak know instantly what they had found. Message to coordinate their efforts quietly across the half-mile expanse. Sigil to leave clues behind at different waypoints indicating turns or signaling patrols. He's also ready to use his Elven Cloak to become invisible if things get sticky, his voice-throwing ring to throw someone off track (along with his new trick to be especially convincing), or use his fancy silver ring to conjure a helpful (and hopefully inconspicuous) animal to help with the effort. Yes, Nunnonk was ready. The hardest thing is going to be not humming during the effort, especially with Billy insisting on doing his little ditties.

    Perception: 1d20 + 20 ⇒ (2) + 20 = 22

    Well it looks like he's humming after all. Crap.

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