Pip Quickwink
Pip Quickwink
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- TraitGoblinNimble Escape, you can take the Disengage or Hide action as a bonus action on each of your turns.
Always on
- Sneak AttackLevel 1
When On a hit with advantage, or when an adjacent enemy of the target is present and you lack disadvantage.
When you hit a target with an attack and meet the Sneak Attack conditions, you deal extra damage once per turn.
- Rogue TraitsLevel 1
You are skilled in the arts of stealth, deception, and opportunistic strikes. Rogues excel at striking when enemies are distracted and surviving by wit and agility.
- Thieves' CantLevel 1
You have a secret way of speaking with fellow rogues and criminals by means of hidden signs and coded phrases.
- ExpertiseLevel 1
You gain expertise in two of your skill proficiencies, doubling your proficiency bonus for those skills.
- TraitGoblinDarkvision, 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.
- TraitGoblinFury of the Small, when you damage a creature larger than you, you can deal extra damage equal to your level once per short or long rest.
- TraitGoblinSmall size, your speed is 30 feet and you are a Small humanoid.
- LanguagesGoblinCommon and Goblin.
- False IdentityCharlatan
You have created a second identity that includes documentation, established acquaintances, and disguises that can pass casual inspection. You can assume this false identity when needed and leverage its social cover.
Gear
11 itemsWeapons
- RapierA finesse melee weapon favored for precise strikes.
- ShortbowA ranged weapon with a supply of arrows for ambushes and rooftop work.
- 2×DaggerSmall blades for emergencies, intimidation, or close-quarters fighting.
Armor
- Leather ArmorLight protective armor that allows full mobility.
Tools
- Thieves' ToolsA well-used set of tools for picking locks and disabling traps.
- Disguise KitTools used to create convincing disguises.
- Forgery KitTools used to forge documents, seals, and signatures.
- Dice SetA set of gaming pieces used to maintain a convincing cover identity.
Gear
- Burglar's PackA bundle of adventuring gear useful for intrusions and escapes.
- Fine ClothesFine clothing suited for passing as someone of higher station.
Purse
- Pouch with 15 gpA purse of starting money from a background of lies and improvisation.
Appearance
A wiry goblin with moss-green skin, a clever grin, and bright amber eyes that never stop measuring exits, pockets, and lies. He wears fine but slightly altered clothes over light leather armor, with a crooked feather in his cap, a polished signet ring on one hand, and hidden daggers tucked where only a thief would think to look.
Mannerisms
He speaks quickly, never wasting a syllable, and punctuates important lies with a perfectly sincere little nod. When thinking, he drums his fingers like counting coins, and when nervous he slips into the habit of checking doorways twice.
Personality
Pip is quick-tongued, observant, and relentlessly amused by people who think they are harder to fool than they really are. He can talk his way into a guarded room, a tense negotiation, or a new friendship, and he prefers to leave every conversation with at least one useful secret.
Ideals
Freedom. No crown, contract, or gang should own a life. The clever and the desperate deserve room to choose their own path.
Bonds
He keeps a battered signet ring from the first person who trusted one of his false identities, and he refuses to let that trust be wasted. He also owes his life to a fence who taught him how to vanish in plain sight, and he will not abandon that old mentor if trouble comes calling.
Flaws
Pip cannot resist a good lie, even when the truth would serve him better. He also assumes every locked door is a challenge meant personally for him, which has a habit of turning minor opportunities into elaborate disasters.
Quirks
Background
Pip Quickwink learned early that a goblin is either overlooked or hunted, and he decided being underestimated was far safer than being honest. He grew up on the edge of a trading road, where little scams became survival, and survival became art. A forged seal here, a borrowed purse there, a convincing smile to distract a guard while a wagon wheel was quietly relieved of its best bolts, Pip discovered that charm could open more doors than teeth ever could. His talent for trouble eventually brought him into the service of bigger lies, moving through markets and manor halls under borrowed names and neatly invented stories. He played messenger, clerk, servant, and occasionally noble’s distant cousin, all while slipping coin from the careless and evidence from the suspicious. Yet Pip never stole from people who truly needed what little they had. He has a streak of stubborn mercy beneath the mischief, and when a scam turns cruel, he is just as likely to sabotage the con as complete it. Now he travels as a rogue with too many identities, searching for a place where his clever hands can buy freedom, and maybe, one day, a real name worth keeping.
“He grew up on the edge of a trading road, where little scams became survival, and survival became art.”
- Background
- Charlatan
Connections
Species
Goblin
Media
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