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Pipwick “Pip” Underbough - AI-generated fantasy Character

Pipwick “Pip” Underbough

Halfling · Bard (College of Lore) · Level 3 · Criminal

Pipwick “Pip” Underbough

Charming, observant, and relentlessly curious, Pip treats every conversation like a performance and every room like a puzzle.
AC13
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 24 · 30 ft.
AlignmentChaotic GoodGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Thieves’ Tools,
Lute,
Flute,
Drum

Languages

Common,
Halfling,
Elvish,
Goblin

Features

10 features

Action

  • Naturally StealthyHalflingYou can take the Hide action even when obscured only by a creature at least one size larger than you.

Bonus action

  • Bardic InspirationLevel 1

    You can inspire another creature within 60 feet as a Bonus Action. The creature gains a Bardic Inspiration die, a d6, which can be used within 1 hour to improve a failed ability check, attack roll, or saving throw. You have three uses, and regain them after a Long Rest.

Reaction

  • College of Lore, Cutting WordsLevel 3

    When a creature you can see within 60 feet succeeds on an attack roll or ability check, or makes a damage roll, you can use your Reaction and expend a Bardic Inspiration die to subtract the die result from that roll.

Always on

  • SpellcastingLevel 1

    You can cast bard spells using Charisma. You know two cantrips, prepare six level 1 or 2 bard spells, and can use a musical instrument as a spellcasting focus.

  • Expertise and Jack of All TradesLevel 2

    You gain Expertise in two proficient skills. You also add half your Proficiency Bonus, rounded down, to ability checks using skills in which you lack proficiency, when the check does not otherwise add your Proficiency Bonus.

  • College of Lore, Bonus ProficienciesLevel 3

    You gain proficiency in three additional skills of your choice.

  • BraveHalflingAdvantage on saving throws made to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingYou can move through the space of any creature larger than you, but cannot stop there.
  • LuckHalflingWhen you roll a 1 on the d20 of a D20 Test, you can reroll the die and must use the new roll.
  • AlertCriminal

    You have Alert, giving you a bonus to initiative equal to your Proficiency Bonus and allowing you to swap your initiative with a willing ally after rolling. For this character sheet, initiative is recorded using the requested Dexterity modifier calculation.

Spells

8 spells

Spellcasting. Pipwick “Pip” Underbough casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

11 items

Weapons

  • 2×
    Dagger
    Simple finesse melee weapon, 1d4 piercing damage, light and thrown with a range of 20/60 feet.

Armor

  • Leather Armor
    Light armor made from supple cured leather. Armor Class is 11 plus Dexterity modifier.

Tools

  • Thieves’ Tools
    Specialized tools for picking locks and disarming traps.
  • Lute
    A small lute with silvered strings and a reinforced neck.
  • Flute
    A slender wooden flute painted with tiny gold keys.
  • Drum
    A compact hand drum used for rhythm, coded signals, and dramatic entrances.

Gear

  • Crowbar
    A hand-sized iron bar useful for forcing doors, prying crates, and making emphatic gestures.
  • 2×
    Pouch
    Sturdy leather pouches for coins, evidence, or suspiciously portable valuables.
  • Traveler’s Clothes
    Practical clothing suitable for travel, disguises, and disappearing into a crowd.
  • Entertainer’s Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic travel gear.

Purse

  • 35×
    Gold Pieces
    Coins left from his criminal and bard starting equipment.

Appearance

A compact halfling man standing just under three feet tall, with wind-tossed chestnut hair, bright hazel eyes, and a narrow face framed by carefully trimmed sideburns. He wears well-maintained leather armor beneath a burgundy traveler’s coat, soft dark boots, and a collection of colorful scarves that conceal small tools and marked cards. A silver-stringed lute hangs across his back, its case covered in faded theater bills and coded symbols. His smile is quick, crooked, and usually one heartbeat ahead of his next deception.

Mannerisms

Pip constantly checks exits, windows, and reflective surfaces without appearing to look. He taps a three-beat rhythm against his thumb when thinking, bows theatrically after successful lies, and calls everyone taller than himself “Your Greatness.”

Personality

Charming, observant, and relentlessly curious, Pip treats every conversation like a performance and every room like a puzzle. He is generous with jokes, cautious with trust, and sincerely protective of anyone being bullied by people with more money or authority. He prefers clever escapes to glorious victories, but once a friend is threatened, his playful mask gives way to startling courage.

Ideals

Freedom. No tyrant, guildmaster, magistrate, or wealthy patron has the right to decide who gets to live safely. Secrets belong in the hands of people who can use them to protect the powerless.

Bonds

I carry the stolen songbook that contains the names of people the thieves’ guild harmed. I will protect those names and someday bring the guild’s leaders to justice.

Flaws

I cannot leave a locked box, marked deck, or unattended purse alone, even when stealing it would be foolish. When frightened, I talk faster, lie more confidently, and occasionally reveal something I meant to keep secret.

Quirks

Keeps a private list ranking the best lies he has ever told.
Names every instrument and apologizes to it before dangerous performances.
Leaves a copper coin at every place where he narrowly escaped capture.
Can identify most taverns by the quality of their floorboards.
Refers to his lute as “Madam Fortune.”

Background

Pipwick “Pip” Underbough grew up in a crowded halfling quarter beneath the shadow of a grand human opera house. His family ran a modest bakery by day and a remarkably efficient information network by night. Pip learned early that a warm smile could open more doors than a crowbar, while a well-timed song could make a guard look anywhere except at the person slipping behind him. He began as a lookout and pickpocket, then became the gang’s performer, distracting marks with comic ballads while his companions relieved corrupt merchants of their excess coin. Everything changed when Pip discovered that the local thieves’ guild was using his family’s coded songbook to blackmail poor families and silence witnesses. He stole the book back, exposed part of the scheme through a public performance, and fled before the guild could decide whether to recruit or kill him. Since then, he has traveled as a wandering bard, collecting secrets, helping underdogs, and turning every narrow escape into a new verse. The College of Lore recognized that beneath his criminal instincts was a sharp hunger for hidden truth. Pip now seeks stories powerful enough to dismantle the guild that hunted him, though he still cannot resist one last theft whenever a villain displays something shiny and undeserved.

“His family ran a modest bakery by day and a remarkably efficient information network by night.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

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