Pip Underbough
The one who checks for traps and the one who set several. Small, fast, and the only reason the party will survive the Tomb, which is a trap dungeon and does not care how brave anyone is.
Rogue 1 · Lightfoot Halfling · Chaotic Neutral
Armor Class 14 (leather armour) Hit Points 10 (8 + +2 Con) Speed 25 ft. Initiative +3 Proficiency Bonus +2
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 17 (+3) | 14 (+2) | 12 (+1) | 13 (+1) | 11 (+0) |
Saving Throws DEX +5, INT +3 Skills Stealth (expertise), Sleight of Hand (expertise), Perception, Investigation, Deception, Acrobatics Tools Thieves’ tools, dice set Languages Common, Halfling, Thieves’ Cant
Attacks
- Rapier. +5 to hit, 1d8 + 3 piercing.
- Shortbow. +5 to hit, range 80/320, 1d6 + 3 piercing.
- Dagger. +5 to hit, range 20/60, 1d4 + 3 piercing.
- Sneak Attack. +1d6 once per turn, with advantage or when an ally is adjacent to the target.
- Expertise — double proficiency on Stealth and Thieves’ Tools.
- Sneak Attack — 1d6, once per turn.
- Thieves’ Cant — a coded dialect only other speakers understand.
- Lucky (Halfling) — reroll a natural 1 on an attack, ability check or save.
- Brave — advantage on saves against being frightened.
- Halfling Nimbleness — move through the space of any creature larger than you.
- Naturally Stealthy — can hide behind a creature one size larger.
27-point buy, cap 15 before racial bonuses, per Campaign Rules.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Bought (cost) | 8 (0) | 15 (9) | 14 (7) | 12 (4) | 13 (5) | 10 (2) |
| Lightfoot Halfling | — | +2 | — | — | — | +1 |
| Final | 8 (-1) | 17 (+3) | 14 (+2) | 12 (+1) | 13 (+1) | 11 (+0) |
Total spent: 27 of 27.
1st level, unplayed. Full hit points, all slots and features available.
Equipment
Leather armour · rapier · shortbow and 20 arrows · two daggers · thieves’ tools · burglar’s pack · crowbar · dark common clothes with a hood
No story content available.