Ledlum “Fixer” Cobb
- Human (Mark of Making) Artificer 14 (Armorer)
- Alignment: Chaotic Good
- Background: House Agent
- Age: 54
- Gender: Male
- Height: 5’11”
- Proficiency Bonus: +5
Abilities and Saving Throws
| Ability |
Score |
Mod |
Save |
Proficient |
| STR |
8 |
-1 |
-1 |
|
| DEX |
14 |
+2 |
+2 |
|
| CON |
16 |
+3 |
+8 |
Yes |
| INT |
20 |
+5 |
+10 |
Yes |
| WIS |
10 |
+0 |
+0 |
|
| CHA |
10 |
+0 |
+0 |
|
Defenses, Movement, Health
- AC: 23
- Initiative: +2
- Speed: 35 ft (Powered Steps)
- HP: 115 / 115 (Temp 0)
- Hit Dice: 14d8
- Death Saves: Successes 0, Failures 0
- Passive Perception: 15
Skills
| Skill |
Total |
Ability |
Prof |
| Perception |
+5 |
WIS |
Yes |
| Arcana |
+10 |
INT |
Yes |
| Investigation |
+10 |
INT |
Yes |
| Persuasion |
+5 |
CHA |
Yes |
| Nature |
+5 |
INT |
|
| Religion |
+5 |
INT |
|
| Acrobatics |
+2 |
DEX |
|
| Sleight of Hand |
+2 |
DEX |
|
| Stealth |
+2 |
DEX |
|
| Athletics |
-1 |
STR |
|
| Medicine |
+0 |
WIS |
|
| Survival |
+0 |
WIS |
|
| Performance |
+0 |
CHA |
|
| Insight |
+0 |
WIS |
|
| Intimidation |
+0 |
CHA |
|
| Deception |
+0 |
CHA |
|
| History |
+5 |
INT |
|
| Tool Proficiency (various) |
+15 |
INT |
Expertise |
Attacks & Combat
Calculated totals (from provided stats, proficiencies, and
item/infusion bonuses):
- Thunder Gauntlets (Armorer, Guardian model weapon)
- Attack +10 (INT +5, PB +5), Damage 1d8+5 thunder; on-hit: target has
disadvantage attacking others until your next turn
- Lightning Launcher (Armorer, Infiltrator model weapon)
- Attack +12
- Damage 1d6+7 lightning; once per turn an extra 1d6 lightning to that
target
- Dagger (melee or thrown 20/60)
- Attack +7 (DEX +2, PB +5), Damage 1d4+2 piercing
Spellcasting (Artificer)
- Spellcasting ability: Intelligence
- Spell Save DC: 18
- Spell Attack Bonus: +10
- Slots: 1st 4, 2nd 3, 3rd 3, 4th 3
- Prepared/At-will:
- Cantrips: Guidance; Shocking Grasp; Mending; Minor Illusion; Light;
Mage Hand
- 1st: Absorb Elements; Cure Wounds; Detect Magic (ritual); Feather
Fall; Faerie Fire; Sanctuary; Magic Missile; Thunderwave
- 2nd: Aid; Enhance Ability; Invisibility; Spider Climb; Mirror Image;
Enlarge/Reduce
- 3rd: Haste; Fly; Lightning Bolt; Shatter; Tiny Servant;
Revivify
- Racial/Feat: Magic Weapon (Mark of Making, special no-concentration
version); Hunter’s Mark; Misty Step; Detect Thoughts Spell‑Storing Item;
Flash of Genius (+5, 5 uses)
Features & Traits (selected)
- Artificer: Spellcasting; Magical Tinkering; Infuse Item; Tool
Expertise; The Right Tool for the Job; Flash of Genius (5/long rest);
Magic Item Adept; Spell‑Storing Item; Magic Item Savant
- Subclass (Armorer): Power Armor; Tools of the Trade (heavy armor,
smith’s tools); Armor Model (Guardian/Infiltrator); Armorer Spells
(always prepared); Armor Modifications
- Race (Human: Mark of Making): Spellsmith (Mending; special Magic
Weapon); Maker’s Gift; Artisan’s Intuition; Spells of the Mark
- Background (House Agent): House Connections
Cohorts and Companions (from
sheet)
- Homunculus Servant “Met 2.0” (Tiny construct; Evasion; force strike;
HP formula notes; uses PB)
- Owl “Met 1.0” (Tiny beast; Flyby; Keen Hearing and Sight)
- Tiny Servant Homunculus (animated object; Slam)
Proficiencies & Languages
- Armor: Light, Medium, Heavy, Shields
- Weapons: Simple weapons
- Tools: Thieves’ tools; Tinker’s tools; Smith’s tools; Brewer’s
supplies; Alchemist’s supplies; Cobbler’s tools; Mason’s tools; House
Cannith/Orien Tinker’s tools
- Languages: Common; Dwarven; Goblin
Equipment (selected)
- Plate armor (Enhanced Defense—armor mods) [equipped]
- Shield
- Ring of Protection [attuned, equipped]
- Ring of Evasion [attuned, equipped]
- Splint (spare), Daggers x2, Healer’s Kit (6/10), Thieves’ Tools,
Smith’s Tools, Tinker’s Tools, Burglar’s Pack
- Crystal Skull (legendary, attunement)
- “Bonederbus” (custom weapon; 15‑ft cone, Dex save, 3d6 piercing on
fail)
- Misc crafting: yards of dino hide, apron, diamond (300g), silver
bolts, powered coffee brewer
Encumbrance (provided)
- Load: 128; Max: 120; Encumbered: 40; Heavily Encumbered: 80
Personality
- Ideals: Innovation. Abandon old traditions and find better ways to
do things (Chaotic)
- Bonds: My house made mistakes that I’m going to set right
- Flaws: I’m working for a hidden faction in my house that gives me
secret assignments
Currency