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Perrin Underbough - AI-generated fantasy Character

Perrin Underbough

Halfling · Rogue (Thief) · Level 4 · Sage

Perrin Underbough

Curious, patient, and dryly witty, Perrin approaches the world like a library with hidden passages.
AC13
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 20 · 30 ft.
AlignmentNeutral GoodGenderMaleAge41
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • ArcanaINT
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools,
Calligrapher's Supplies

Languages

Common,
Halfling,
Elvish

Features

18 features

Action

  • TraitHalflingNaturally Stealthy, can take the Hide action even when obscured only by a creature at least one size larger

Bonus action

  • Cunning ActionLevel 2

    You can use your Bonus Action to take the Dash, Disengage, or Hide action.

  • Fast HandsLevel 3

    As a Bonus Action, you can make a Sleight of Hand check to pick a lock, disarm a trap, or pick a pocket with Thieves' Tools, or you can take the Utilize action, or the Magic action to use a magic item that requires that action.

Always on

  • ExpertiseLevel 1

    You gain Expertise in two skill proficiencies of your choice, doubling your proficiency bonus for those skills.

  • Sneak AttackLevel 1

    Once per turn, you deal an extra 2d6 damage to a creature you hit with a Finesse or Ranged weapon if you have Advantage on the attack roll, or if one of your allies is within 5 feet of the target and you do not have Disadvantage.

  • Thieves' CantLevel 1

    You know the Rogue’s Cant, a coded way to communicate hidden meanings among rogues and underworld contacts.

  • Weapon MasteryLevel 1

    You have training with Simple weapons and Martial weapons that have the Finesse or Light property, and you gain one Weapon Mastery option for a weapon you are proficient with.

  • Rogue Subclass: ThiefLevel 3

    At 3rd level, you gain a Rogue subclass. Perrin has chosen the Thief archetype, which favors infiltration, climbing, and quick use of objects and tools.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed, and you can determine your jump distance using Dexterity rather than Strength.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat for which you qualify.

  • Steady AimLevel 3

    You keep the Rogue's steady hand and clear eye under pressure, making measured ambushes and precise strikes part of your practiced style.

  • Creature TypeHalflingHumanoid
  • SizeHalflingSmall, about 2 to 3 feet tall
  • SpeedHalfling30 feet
  • TraitHalflingBrave, advantage on saving throws to avoid or end the Frightened condition
  • TraitHalflingHalfling Nimbleness, move through the space of any creature one size larger, but cannot stop in that space
  • TraitHalflingLuck, reroll a natural 1 on a d20 Test and must use the new roll
  • Magic Initiate (Wizard)Sage

    You have spent years trading labor and favors for access to libraries, archives, and learned circles. You know how to find, borrow, and interpret lore, and you carry the instincts of a researcher who can usually locate the right source when a mystery refuses to yield.

Gear

11 items

Weapons

  • Rapier
    A balanced finesse blade for precise strikes and careful work.
  • Shortbow
    A ranged weapon for silent attacks from cover.
  • Quarterstaff
    A quarterstaff carried from his years of scholarly service and practical travel.

Tools

  • Thieves' Tools
    Training with clandestine tools used for locks, traps, and fine theft.
  • Calligrapher's Supplies
    Tools used for copying notes, signing receipts, and forging a respectable paper trail.

Gear

  • 20×
    Arrows
    A bundle of 20 arrows for the shortbow.
  • Quiver
    A leather quiver for carrying arrows.
  • Burglar's Pack
    A compact pack suited to a burglar and traveler.
  • Robe
    A modest set of scholarly garments worn beneath or over armor.
  • Book (history)
    A history book filled with copied notes and personal annotations.
  • 8×
    Parchment
    Loose sheets for copying maps, clues, and coded messages.

Appearance

A lean halfling man with tousled chestnut hair, sharp hazel eyes, and ink stains permanently settled into the creases of his fingers. He dresses like a scholar who learned to run, in a tidy robe cut short for movement, soft leather armor hidden beneath it, and a satchel stuffed with notes, chalk, and lockpicks. He carries himself quietly, always scanning exits, ledges, and hidden shelves as if every room is a puzzle worth solving.

Mannerisms

He speaks softly but with exact wording, as if every sentence has been catalogued for later use. When thinking, he taps one finger against his thumb in a rapid count, and when he lies, he looks at the nearest exit instead of the listener. He often crouches to eye level with children, halflings, and witnesses, because he dislikes making people feel cornered.

Personality

Curious, patient, and dryly witty, Perrin approaches the world like a library with hidden passages. He is courteous to a fault, but his politeness is sharpened by a rogue's suspicion and a scholar's confidence that every answer has a source. He likes clever plans, clean handwriting, and people who can admit when they do not know something.

Ideals

Truth should be found, named, and preserved, because ignorance lets cruelty grow in silence. If knowledge is a kind of light, then it should be carried into locked rooms and forgotten places alike.

Bonds

He keeps a leather-bound journal of unanswered mysteries, and he will risk nearly anything to finish the work left behind by his late mentor, Archivist Selwin Voss. He also still owes safe passage to a network of monastery scribes who sheltered him when his questions became too inconvenient for noble patrons.

Flaws

Perrin cannot resist a sealed door, a contradictory footnote, or a mystery that everyone else has decided is best left alone. He also has a bad habit of underestimating people who seem simple, direct, or rustic, then paying for it when they are exactly the sort of practical minds he lacks. When nervous, he becomes overly precise and a little smug, which makes forgiveness slower to arrive.

Quirks

He keeps his notes in three different shorthand systems, and forgets which one he used last.
He pockets interesting seals, keys, and stamps the way other people collect coins.
He whispers page numbers to himself when entering dangerous places.

Background

Perrin Underbough was born in a burrowed hamlet that prized good meals, warm fires, and quiet lives, but he was never content to stay in one place. As a boy, he was more interested in the underside of old tables, the hidden compartments in manor desks, and the marginalia in dusty ledgers than in any festival or field game. When a traveling archivist noticed that the young halfling could read a locked room as easily as a page, Perrin was taken on as a porter, runner, and eventually a helper in monasteries and noble libraries where access had to be earned one errand at a time. Those years taught him two trades at once. By day, he copied texts, catalogued relics, and learned the lore of forgotten roads, lost saints, and the small spells scholars mutter when they think no one is listening. By night, he learned how to move without sound, how to open what others hid, and how to leave no mark but a missing key. He first picked locks to rescue a borrowed book from an overzealous magistrate, then a sealed journal, then a caged witness whose testimony could have saved an innocent patron. By the time he left the libraries behind, he was no thief for hire, he was a seeker of dangerous truths, quick with a blade, quicker with a question, and impossible to corner for long.

“By night, he learned how to move without sound, how to open what others hid, and how to leave no mark but a missing key.”
From their backstory
Background
Sage

Connections

Species

Halfling

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