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Pip Whisper Underhill - AI-generated fantasy Character

Pip Whisper Underhill

Halfling · Bard · Level 1 · Criminal

Pip Whisper Underhill

Pip is perpetually anxious and prone to stammering, yet they possess a desperate need to be liked.
AC11
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 7 · 30 ft.
AlignmentNeutralGenderNon-binaryAge26 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • 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,
Thieves' Cant

Features

7 features

Bonus action

  • Bardic InspirationLevel 1

    As a Bonus Action, you can inspire another creature within 60 feet who can hear you. They gain a d6 Bardic Inspiration die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one D20 Test. You can use this feature 2 times per Long Rest.

Always on

  • SpellcastingLevel 1

    You can cast known spells using Charisma as your spellcasting modifier.

  • BraveHalflingYou have Advantage on Saving Throws you make to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingYou can move through the space of any creature that is a size larger than you.
  • LuckHalflingWhen you roll a 1 on the d20 for a D20 Test, you can reroll the die and must use the new roll.
  • Naturally StealthyHalflingYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • Alert (Origin Feat)Criminal

    Your Initiative increases by your Proficiency Bonus. Also, at the start of combat, you can swap your Initiative with one willing ally.

Spells

6 spells

Spellcasting. Pip Whisper Underhill casts with Charisma (spell save DC 9, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): , , ,

Gear

6 items

Weapons

  • Dagger
    A small, easily concealed blade.

Armor

  • Leather Armor
    Light armor made of stiffened leather.

Tools

  • Lute
    A stringed musical instrument with a round body.
  • Thieves' Tools
    Tools for picking locks and disarming traps.

Gear

  • Entertainer's Pack
    Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
  • Crowbar
    Used for prying things open.

Appearance

Pip is a waifish halfling with unruly, mousy brown hair and wide, amber eyes that always seem to be looking for an exit. They wear a set of dark, stained leather armor over a simple linen tunic that has seen better days. Their lute is battered, featuring several scratches and a notable crack that has been poorly sealed with pine resin.

Mannerisms

Pip constantly fidgets with the strings of their lute or taps a rhythmic, frantic beat against their own thigh.

Personality

Pip is perpetually anxious and prone to stammering, yet they possess a desperate need to be liked. They use humor and music as a shield, hoping that a catchy tune will distract others from their obvious lack of physical or social grace.

Ideals

Freedom. Everyone deserves the chance to run away from their mistakes and start over.

Bonds

I still carry a rusted crowbar from my first mentor, it is the only piece of home I have left.

Flaws

I am a terrible liar when I am actually telling the truth, and I have a habit of twitching when I see city guards.

Quirks

Always hums quietly when they are nervous.
Refuses to sleep with their back to a door.
Tends to polish their lute with a rag that is dirtier than the instrument itself.

Background

Pip spent their youth in the soot stained alleyways of the docks, serving as a lookout and a distraction for the Black Rose syndicate. While the other orphans practiced their lockpicking, Pip found that a well timed, off key song could keep a city watchman confused long enough for a burglary to succeed. They were never the best thief, often tripping over their own feet or dropping the very gold they tried to lift, but their ability to spin a believable lie saved them more than once. Eventually, Pip realized that their life of petty crime was leading only to a cold cell or a short walk to the gallows. They stole a lute from a traveling troupe and fled the city, hoping to find a new path as a performer. Unfortunately, old habits die hard, and they still find themselves checking for pockets to pick whenever a crowd gathers to hear them play. Despite their mediocre talent, they possess a strange, frantic energy that sometimes manages to inspire those around them.

“Eventually, Pip realized that their life of petty crime was leading only to a cold cell or a short walk to the gallows.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

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