Peren Ambergross

Tekumbray Forsythe Cobblepot's page

339 posts. Alias of Tareth.


Full Name

Tekumbray Forsythe Cobblepot

Gender

Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

About Tekumbray Forsythe Cobblepot

Tekumbray Forsythe Cobblepot
CG Gnome (Forest) Male Rogue (Phantom) 3
Init: +3; Perception: +3 (11)
XP:
Downtime Days:
Size: Small

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DEFENSE
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AC: 15
HP: 23 (3d8+3)
Armor: Leather
Saving Throws: DEX, INT

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OFFENSE
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Speed: 25 ft.
Proficiency Bonus: +2
Short Sword: +5 (1d6+3 P)
Short Bow: +5 (1d6+3 P)
Dagger: +5 (1d4+3 P)

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STATISTICS
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STR: 10(0), DEX: 16(+3), CON: 12(+1), INT: 12(+1), WIS: 12(+1), CHA: 16(+3)

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SKILLS & LANGUAGES
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+ Acrobatics +3(+5)
Animal Handling +1
Arcana +1
Athletics 0
* Deception +5
History +1
* Insight +3
Intimidation +0
Investigation +1
Medicine +1
Nature +1
* Perception +3
Performance +1
* Persuasion +5
Religion +1
* Sleight of Hand +5
** Stealth +7
Survival +1

**Thieves Tools +7(+8)

Languages: Common, Gnomish

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BACKGROUND & PROFICIENCIES
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Class Armor Proficiences: Light Armor
Class Weapon Proficiencies: Simple Weapons, Hand Crossbow, Rapier, Longswords, Shortswords
Tools: Thieves Tools
Class Skills Proficiencies: Stealth, Perception, Persuasion, Sleight of Hand.

Background: Charlatan
BG Skill Proficiencies: Deception, Insight
BG Tool Proficiencies: Disguise Kit, Forgery Kit
BG Equipment: A set of fine clothes, a disguise kit, a deck of cards, and a belt pouch containing 15 gp

Background Story Points:

The Forsythe Cobblepots were wizards. Not layabouts and wastrels like so many others within the Cobblepot clan. Most especially not like those with a peculiar fetish for birds. No. Tekumbray's line of Cobblepots were wizards. Since his great, great, great, great, great grandfather Ogglby Ripple Forsythe Cobblepot set the first stones of Cobblepot Manor within Gulthmere Forest upon the shores of the Sea of Fallen Stars every member of Tekumbray’s family were wizards. His great uncle Reginald Mortimer Forsythe Coppblepot discovered the formulation for the Excellent Effervescent Elliptoid while his father developed the arcane machinations known as Ripplebrook’s Roiling Recluse. For centuries Cobblepots have served as advisors, seers, scryers, battlemages, and, of course, academic instructors. That is until Tekumbray Forsythe Cobblepot came into the world. Barely able to manifest minor illusionary conjurations any gnomish toddler is capable of, Tekumbray was and continues to be a frustration, embarrassment and source of speculation as to the fidelity of his mother Marigold.

In an effort to ‘force the Cobblepot wizardry’ to kick in, Tekumbray’s father forced him to hire on to an expedition heading deep into the heart of mysterious Zakhara and the deadly City of Eternity. As with all expeditions to the long lost necropolis of Sokkar, this one was ill-fated and doomed from the beginning.

For seven years, seven months, and seven days (and too many Goodberrys to fathom), Tekumbray found himself trapped with the three remaining members of the expedition. A Damaran wizard. An overly pious and moribund priest of Ilmater, and a half-elven sneak thief with a talent for cards and an eye for gems. Being what and who he was, Tekumbray immediately hit it off with the half-elf. Elias eventually took the young gnome under his misguided wing. With plenty of undead to practice on, young Tekumbray learned the forty-seven practical maneuvers to disable, kill, or maim your enemy. Being a city of tombs built by a paranoid people who valued the afterlife more than living, he grew quite adept at navigating and disabling locks and traps of a startlingly wide variety. Over the long, long nights trapped within the confines of the Al-Amzija, the Black Cloud of Sokkar, he learned all of Elias’ many cons and scams. It was, in fact, quite an education, just not the one originally anticipated by his family.

Blessed escape was finally granted when the four stumbled upon a tomb not far from the ancient Plaza of Eternity within the heart of the city. Perfectly preserved within the confines of the perpetually storm shrouded city, there the four discovered the treasures of Wahli a-Wahib the 32nd Seer of Sokkar. Gold, platinum, gems, blades and items of magnificent workmanship. It was Tekumbray who quietly discovered the small jade statuette tucked into an alcove. Immediately enraptured by the delicate feminine beauty of the piece and the subject herself. It was the only thing he took from the tomb. The wizard, Gregor von Fritter, was the one who discovered the Eye of al-Wahib and the djinn trapped within. It was by this boon that the four were able to escape the infernal trap of the city. A wish granted. A djinn serving a new master.

Of course old Gregor wished them out of there, but forgot to wish them forgotten to the undying guardians of the city. Thus his three other companions have all fallen victim to those desert hunters over the past year. Their treasures dutifully returned to their rightful place. Only Tekumbray still lives. He believes this is because of his cleverness and deft ability to stay several steps ahead of any potential pursuit. It is, in fact, the ka figure or spirit statue that he rescued from the tomb of Wahli al Wahib. For rescue is what he did. Unknown to the gnomish rapscallion, the figure contains the spirit of Wahli’s youngest concubine and her two sisters. All three were unfortunately sacrificed when the old Seer died and his mortal remains entombed. Needless to say, this generated an eternal bitterness and hatred for the old man. Freed of the tomb and the seer’s spiritual grip, the three spirits have no desire to return. They have often shrouded Tekumbray’s whereabouts from the scrying eyes of the Undying or have offered him subtle warnings or fortuitous sparks of intuition in the form of a word or two whispered within his mind. For better or worse, Tekumbray has so far simply written off the voices as his own imagination and subconscious manifesting itself. But the bond between the four grows and the pull of the ka figure slowly draws the gnome closer and closer to the realm of Death. For the three spirits believe the only way to defeat the Undying of Sokkar is to follow Death’s Path.

And so, Tekumbray’s ‘intuition’ guided him to the market square and the caravan crossing the great northern desert. Things had gotten to ‘hot’ in the Dalelands. It was time to move on before some member of the Watch from a half dozen different cities caught up to him. Using the last of his meager savings, he purchased passage agreeing to help stand watch for meals and scry the weather to help insure safe passage. The first offering an excellent opportunity to rebuild his coin through a few card games, the later getting him a spot on a wagon rather than astride a camel or pony. Of course, he wasn’t very good at either…

Personality:
Ideal:
Flaw:
Bond:

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SPECIAL TRAITS
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DARKVISION: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

GNOME CUNNING: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

NATURAL ILLUSIONIST: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

SPEAK WITH SMALL BEASTS: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

EXPERTISE: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

SNEAK ATTACK: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

THIEVES' CANT: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

FALSE IDENTITY: You have created a second identity that includes
documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an
example of the kind of document or the handwriting you are trying to copy.

CUNNING ACTION: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Whispers of the Dead: Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails From the Grave:As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within
30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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WEALTH & EQUIPMENT
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Equipment: Short Sword, Short Bow, 2 Daggers, Leather Armor, , Thieves Tools, Burglar's Pack (Backpack, 1000 ball bearings, 10' of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50' hemp rope.[/b]

Magic Items: Thieves Tools +1, Studded Leather +1, Short Sword +1
PP:
GP: 2372
SP:
CP:

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SPELLS
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Minor Illusion:
Cantrip
Casting Time: 1 action
Range: 30 ft
Components: S, M ( A bit of fleece)
Duration: 1 Minutes
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because
things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save De. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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REWARDS & ADVENTURES
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