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Korro - AI-generated fantasy Character

Korro

Tortle · Artificer · Level 1 · Entertainer

Korro

Korro is patient, earnest, and unfailingly polite, with the formal enthusiasm of a master of ceremonies.
AC17
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 10 · 30 ft.
AlignmentLawful GoodGenderMaleAge42 years old
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,
Medium armor,
Shields

Weapons

Simple weapons,
Claws, natural weapon proficiency not normally required

Tools

Thieves' tools,
Tinker's tools,
One type of artisan's tools,
One musical instrument

Languages

Common,
Aquan

Features

8 features

Bonus action

  • Shell DefenseTortleAs an action, Korro can withdraw into his shell, gaining a +4 bonus to AC and advantage on Strength and Constitution saving throws. While withdrawn, his speed is 0, he has disadvantage on Dexterity saving throws, and he cannot take reactions. He can emerge as a bonus action.

Always on

  • Magical TinkeringLevel 1

    When Korro handles a Tiny nonmagical object while using his tinker's tools.

    Korro uses his tinker's tools to produce a minor magical effect in a Tiny nonmagical object, choosing light, a recorded message, an odor or sound, or a static visual effect. The effect lasts indefinitely until dismissed or replaced.

  • SpellcastingLevel 1

    Korro can cast artificer spells using Intelligence as his spellcasting ability. He uses tinker's tools or another tool with which he is proficient as a spellcasting focus. He knows two artificer cantrips and prepares two 1st-level artificer spells.

  • Natural ArmorTortleKorro's shell provides an Armor Class of 17. He cannot wear armor, but he can use a shield.
  • ClawsTortleKorro's claws are natural weapons that deal 1d4 slashing damage on a hit.
  • Hold BreathTortleKorro can hold his breath for up to 1 hour.
  • Survival InstinctTortleKorro has proficiency in the Survival skill.
  • By Popular DemandEntertainer

    Korro can always find a place to perform, usually at an inn, festival, roadside gathering, or other public venue. In return for his performance, he can secure modest food and lodging for himself and his companions, provided he performs each day.

Spells

4 spells

Spellcasting. Korro casts with Intelligence (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): ,

Gear

12 items

Weapons

  • Handaxe
    A balanced one-handed chopping tool used as a simple melee weapon.
  • Light hammer
    A compact metal striking tool used as a simple melee weapon and workshop implement.
  • Light crossbow
    A ranged weapon with 20 matching bolts. Korro's tortle frame makes the crossbow awkward, but he keeps it for emergencies and demonstrations.

Tools

  • Thieves' tools
    A set of lockpicks, probes, and delicate tools used to open locks and disable traps.
  • Tinker's tools
    A kit of small hammers, files, wire, clamps, lenses, and other implements used for invention and repair.
  • Viol
    A musical instrument used during performances and as a spellcasting focus when appropriate.

Gear

  • 20×
    Crossbow bolt
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other adventuring supplies.
  • Entertainer's costume
    A flamboyant but durable outfit used for performances and public appearances.
  • Belt pouch
    A small pouch containing Korro's starting funds.
  • Favor of an admirer
    A token from someone who admired one of Korro's performances, in this case a painted wooden crab from a rescued child.

Purse

  • 15×
    Gold pieces
    Coins earned before beginning his current adventure.

Appearance

Korro is a broad-shelled male tortle with moss-green scales, amber eyes, and a weathered shell marked by concentric bands of ochre and dark brown. His shell is fitted with small brass brackets, tool loops, and painted panels that resemble a traveling stage backdrop. He wears a practical artificer's harness, a patched entertainer's costume beneath a leather apron, and a red scarf tied around one shoulder. His hands are stained with oil, pigment, and alchemical residue.

Mannerisms

Korro taps a claw against his shell whenever he is thinking, announces important ideas as if introducing a stage act, and refers to every tool by a personal nickname. When nervous, he retreats halfway into his shell while continuing to speak.

Personality

Korro is patient, earnest, and unfailingly polite, with the formal enthusiasm of a master of ceremonies. He treats every problem as a mechanism that can be understood if examined carefully enough. Although he is not naturally charming, his sincerity and inventive demonstrations often win people over. He prefers practical kindness to grand speeches, but he cannot resist adding a dramatic flourish when one is available.

Ideals

Service. Skill has value only when it is used to make life safer, fairer, and more hopeful for others.

Bonds

He is devoted to the old traveling troupe that gave him a place in the world, and he will risk everything to recover their stolen collection of tools and performance props.

Flaws

Korro cannot resist repairing or improving anything that catches his eye, even when doing so is dangerous, illegal, or catastrophically inconvenient. He is also slow to admit that one of his inventions has failed, and he sometimes insists that an obvious explosion was merely an unexpected test result.

Quirks

Keeps a tiny clockwork crab named Applause in his pocket.
Labels his inventions with overly dramatic names.
Collects broken buttons, gears, and bits of colored glass.
Apologizes to objects before taking them apart.
Claps once whenever a plan unexpectedly works.

Background

Korro was raised in a coastal tortle village where stories were treated as heirlooms and every festival ended with music, juggling, and firelight. He could never match the grace of the village dancers, and his deep voice was better suited to announcing disasters than singing ballads. Instead, he built little mechanical marvels from driftwood, shells, wire, and salvaged metal. His first successful invention was a wind-up crab that scuttled across the stage carrying a lantern, earning him both applause and the nickname Lanternback. As he traveled with a troupe of performers, Korro learned that a clever device could make a show unforgettable. He also discovered that his creations could do more than entertain. A spring-loaded brace helped an injured acrobat walk, a smoke machine concealed refugees from a tyrant's soldiers, and a tiny clockwork messenger carried warnings between villages. Korro now wanders as an entertainer and fledgling artificer, using spectacle to open doors, gather information, and protect people who cannot protect themselves. He believes every broken thing deserves patient repair, including communities and, when possible, the hearts of frightened people.

“He could never match the grace of the village dancers, and his deep voice was better suited to announcing disasters than singing ballads.”
From their backstory
Background
Entertainer

Connections

Species

Tortle

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