Chuffy Lickwound

Tarn Neekapper's page

116 posts. Alias of Tareth.


Full Name

Tarn Neekapper

Race

Goblin

Classes/Levels

Rogue (17) | AC: 17 | HP: 127/127 | PPerc: 11 | Init: +8 | Insp: Yes

Gender

M

About Tarn Neekapper

Tarn Neekapper (Faction: TBD)
CG Rogue (Swashbuckler) 17
Init: +8; Perception: +7
XP:
Downtime Days: 0

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DEFENSE
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AC: 16
HP: 127
Armor: Studded Leather Armor
Saving Throws: Dex, Int, Wis
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OFFENSE
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Speed: 30 ft.
Proficiency Bonus: +6

Rapier-Melee: +12 (1d8+6 P)
Hand crossbow: +10 (1d6+4 P)
Dagger:+10 [1d4+4 P)

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STATISTICS
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STR: 10(+0), DEX: 18(+4)/20(+5), CON: 14(+2), INT: 12(+1), WIS: 12(+1), CHA: 18(+4)

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SKILLS & LANGUAGES
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* Acrobatics +10
Animal Handling +1
Arcana +1
* Athletics +6
** Deception +16
History +1
* Insight +7
Intimidation +0
* Investigation +7
Medicine +1
Nature +1
* Perception +7
Performance +4
** Persuasion +16
Religion +1
** Sleight of Hand +16
** Stealth +16
Survival +1

Thieves Tools +10
Gaming Set(Cards) +10
Jewelers Tools +7

Languages: Common, Goblin, Thieves Cant, Abyssal

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BACKGROUND
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Background: Far Traveler (Zakhara)
Skill Proficiencies: Acrobatics, Persuasion, Stealth, Sleight of Hand, Insight, Perception (Deception, Investigation, Athletics)
Tool Proficiencies: Thieves Tools, Gaming Set (Cards), one set from Zakhara (Jewelers Tools).

Personality:

Ideal:

Flaw:

Bond:

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SPELLS & SPECIAL TRAITS
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Speed: Your base speed is 30'

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.

Feat(Skilled): Gain proficiency in any 3 skills or tools. (Deception, Investigation, Athletics)

Expertise: Double proficiency in two skills or one skill plus thieves tools. (Persuasion, Stealth, Sleight of Hand, Deception)

Sneak Attack: +9d6 damage on one attack with advantage.

Cunning Action: Bonus action to Dash, Disengage, or Hide.

Fancy Footwork: When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn , if you make a melee attack against a creature , that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Authority: Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it , no other creatures are within 5 feet of you , and you don ’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Panache: At 9th level , your charm becomes extraordinarily beguiling. As an action , you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you , it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell , or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Reliable Talent: By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Elegant Maneuver: Starting at 13th level , you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Blindsense: Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within lO feet of you.

Slippery Mind: By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Master Duelist: Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

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WEALTH & EQUIPMENT
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Studded Leather Armor, Rapier, 2 Daggers, 2 Hand Crossbows, Burglars Pack, Thieves Tools, Zakharan Traveler's Clothes, Gaming Set (Cards), a rough map of Fearun, A small Zakara locket with a picture of Princess Khaliji inside, a pouch with 5gp, Caltrops (Bag of 20), a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. 50 feet of hempen rope, magnifying glass, spyglass, hourglass, whetstone, shovel, grappling hook, two-person tent, bedroll, sealing wax, mirror, manacles, fishing tackle, chalk, mess kit, cartographers tools.

Consumables
Bolts: 30
Alchemists Fire: 3
Holy Water: 3
Acid: 3
Antitoxin: 3
Potion of Healing: 2
Potion of Greater Healing: 1
Potion of Water Breathing: 1
Potion of Speed: 1
Potion of Superior Healing: 1

Magic Items:

Slippers of Spider Climbing (U/M): While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Helm of Comprehend Languages (U/m): While wearing this helm, you can use an action to caststhe comprehend languages spell from it at will.

Rapier +2 (R/M)

Heward's Handy Haversack (R/m): This backpack has a central pouch and two side pouches, each of which is an extra-dimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Carpet of Flying (VR/M): You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Size is 4'x6'. Capacity 400lbs. Speed: 60ft

Scroll of Etherealness (VR/m)

Ioun Stone (Agility): +2 DEX Bonus.

Sending Stones:

PP: 3
GP: 235
SP: 57
CP: 23

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REWARDS & ADVENTURES
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BACKGROUND STORY NOTES
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Background Intro:
Tobacco and hashish smoke fill the air of the Golden Djinn like a Waterdavian fog. The smoke mixes with the heady smell of the hundred different perfumes worn by the lords and ladies of the cities upper crust, and those of the lower that could find their way in to try an take advantage of the former. They say the Djinn hasn’t closed for over two hundred years and judging by the constant sounds of dice rolling, cards shuffling, and wheels spinning, the clatter of glasses clinking, the rising and falling murmur of conversations and fortunes lost and won, it wouldn’t be closing any time soon. A six-piece band played the latest and hottest music coming out of the colleges on the stage for the couple of dozen dancers who swayed, shimmied, and cavorted around the dance floor to an upbeat, rhythmic dance number with hints of Chultan samba intertwining with a more traditional Zakharan riff.

Tapping his toe softly to the music, Tarn kept his red eyes lazily focused on the cards in front of him. Tiff and Taff, the halfling Stonefoot twins stood to each side. Their lowcut, slinky dresses, one black, one a deep indigo, drawing eyes from the table and beyond. Tiff runs a delicate finger along the upper cleft of his long pointed ear causing it to twitch and tremble as he suppressed the urge to sigh. He’d have to tell her not to pour it on so much next time. She actually was distracting him a bit with that particular move. Her sister, Taff, draped a well tanned and trim arm around his neck as she leaned forward to place another Flaming Efreeti next to his stack of clay chips.

”Two of wands, Nine of Stars…possible straight, Queen of Coins for a pair, and another Bishop.” The dealer called out the cards as they dropped to the table. The game was interesting now, with the second bishop showing and a third in the hole.

”Fold.” Dasim, the human ambassador from some small nation in Kara-Tur tossed in his hand. To disgusted with the two and his luck most of the night, to bother waiting for his turn to pitch it all in.

”Queens bet.” The dealer says in that typical elven lilt that makes even the most mundane things statements sound arrogant.

Tarn hadn’t seen the half-blooded orc who held the queens in the Djinn before. But he was no rookie. The two had battled back and forth all evening. It’d taken him most of that time, but he’d finally worked out the half-blood’s tell. Whenever he was bluffing he stared at Tiff. When he wasn’t the half-orc’s eyes watched Taff. ”A thousand.” The half orc says in his rough accented voice dropping two silver and gold five hundred dinar chips onto the table. Tarn watched and smiled inside as the half-orcs eyes looked straight at Tiff who still maddeningly swirled her fingers along his ear

That moved things to the Eminent Lord Faruque, one of Huzuz’ most prominent silver and wool merchants, and he feeble attempt to draw to a straight. The bulky merchant, rubbed his nose and ran a soft hand through his long beard before finally tossing a pair of five hundred dinar chips into the pile at the center of the table. His eyes flicked back and forth between his cards, Taff, Tiff, Tarn, and the dealer never landing on any one for more than a nervous second.

Tarn tossed in a stack of chips. ”I’ll see that. And raise you another two thousand.” This caused a few ohhs and ahhs from the other onlookers. High stakes games weren’t that unusual at the Djinn, but they never ceased to entertain. There was more than ten thousand gold on the table. A fortune to most folks.

Lord Faruque rubbed his beard furiously as sweat began to bead on his forehead. ”Call.” He said, dropping in most of his remaining chips.

The half-orc stared across the table at Tarn, his yellow eyes meeting Tarn’s red along with a toothy goblin grin as the little gambler blew out the blue flame on his Efreeti and took a long pull from the spicy crimson beverage. ”Call.” Adds the half-orc, as the chips clatter onto the table.

”Last card.” Calls the dealer and lays out the final round of cards. Faruque swears as he draws another nine blowing his straight, which was a fools run to begin with. The half-orc pairs up his Seven of Coins with the Seven of Stars. While Tarn draws the Ten of Swords.

”Two pair has the high hand.” The dealer says.

”Two thousand.” The half orc says pushing a pair of blue chips along with tall stack of less valuable red and gold into the center of the table. Tarn watched as his opponents eyes flick once again to Tiff. His three bishops should be enough.

The goblin holds back a toothy smile. ”See and raise another three thousand.” He says pushing what amounted to the last of his chips. Faruque flips over his cards and tosses them to the dealer with a curse. Tarn felt the excitement of the win building. The half-orc leans back in his chair and releases a lip stretching grin as he tosses in the additional chips and pointedly looks over at Taff. Wait?! Taff?! That's not right! Tarn's heart sudden begins to match the bands pounding rhythms as it tries to crawl up his throat.

”Call.”[/i] The half-orc says, that grin still plastered on his ugly mug as he slowly flips over another Seven. [b]”Queens and Sevens…full.”

Murmurs and whistles pierce the air and all eyes turn toward Tarn’s drooping ears and growing frown as he stares at the cards on the table. He played me! The green skinned $#!% played me! He felt Tiffs touch on his ear suddenly pinch as she realizes he can’t beat the half-orc and her cut of the nights winnings is still lying out there on the table. Taff simply snorts at Tarn’s side and continues to smile across the way at the half-orc.

Just then a commotion erupts near the front entrance. Several royal guards come streaming into the room, pushing and shoving their way through with little regard to wealth or status. At first there are a few grumbling or fiercely worded retorts. But those are soon quenched as everyone starts to drop to their knees, at the sight of a tall woman, dressed in the finest silk and gold embroidered robes. Her long dark locks are braided and pinned up in a towering swirl that makes her seem even taller than her already ample six feet plus a span. For the first time in Tarn’s ten years of frequenting the Golden Djinn, the place comes to a complete stop and near quiet as Her Royal Highness, Inheritor of the Enlighted Throne, soon to be Defender of the Faithful, Confidant of Genies, and Scourge of the Unbelievers, Potentate of Huzuz, Most Delightful of the Golden City of Delights and Tarn’s Most Beloved and Watchful Spouse, Khadija al-Assad al-Zahir had entered the building.

Tarn’s long neck bobs as he swallows down his beating heart. The lost gold, not to mention the Stonefoot twins, completely forgotten.

”Come Tarn.” She says in her oh, so royal voice, punctuating the simple statement with a clap of her hands, which is followed by the jangle of the numerous bells sewn into the sleeves of her robe. Her blue eyes as icy cold as a mountain glacier and quick to pick him out of the crowd despite his attempt to slink down in his seat like a caught child. ”Enough foolishness for today. I don’t know why, but father wishes to you. Something about the barbarians in the north stirring up things that are best left alone and needing the Hero of the Lost Crucible and Savior of the Silver Sphinx, Bearer of the Golden Justice to deal with it.”

His ears nearly touching the floor Tarn slaps his feathered hat atop his bald head and starts toward the door. For a brief moment his gaze longingly lingers on both gold and twins. An annoyed sigh from Khadi gets him moving again quickly. There was no way around it, he was caught fair and square.

”It’s good to see you to Khadi.” He says working his face into what he hopes is a friendly grin. ”No need for such dramatics. A simple message would have worked just fine.”

”Pfft! We both know that isn’t true. You’d have avoided a royal messenger as if he were a hash-addled giant. And you know not to call me Khadi in public.” She says waving her hand in the air drawing the power around them.

”Must we, Khadi?” He says with a heavy sigh. ”Couldn’t we just, you know, walk, hire a carriage?” But he knew she wasn’t listening and could already feel the growing tingle of power as it wrapped itself around his body. He hated teleporting. Worst way to travel ever. Period. Always turned his stomach inside out and upside down. Made his head feel like a gods bedamned bongo be played by a gorilla, was like being ripped…”$#!@##....”

Moments later Tarn Neekapper and his loving wife, the Princess Khadiji disappear from the Golden Djinn with little more than a puff of spice-scented smoke, a flash of golden light, and a curse drifting on the smoke filled air. Moments after that moment, business in the Djinn spins back to life as Taff and Tiff slink up beside the smiling half-orc as he counts out his winnings.