Tuesday Test Party

Characters

PU

Pip Underbough

Player Occupation Criminal Status alive
checks every door twice, pockets things reflexively, loyal once bought

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.

Connections