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Perrin Olyth - AI-generated fantasy Character

Perrin Olyth

Gnome · Bard (College of Lore) · Level 3 · Entertainer

Perrin Olyth

Warm, observant, and impossible to discourage for long.
AC13
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 24 · 25 ft.
AlignmentChaotic GoodGenderMaleAge52 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

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Lute,
Flute,
Drum,
Tinker's tools

Languages

Common,
Gnomish

Features

16 features

Bonus action

  • Bardic Inspiration, d6Level 1

    You can inspire others through stirring words or music. As a bonus action, a creature within 60 feet that can hear you gains one Bardic Inspiration die, a d6, usable within 10 minutes to add to one ability check, attack roll, or saving throw. You can use this feature a number of times equal to your Charisma modifier, with all uses restored after a long rest.

Reaction

  • Cutting Words

    When A creature within 60 feet that you can see makes an attack roll, ability check, or damage roll

    Use a reaction and expend a Bardic Inspiration die to subtract the die from a creature's attack roll, ability check, or damage roll.

  • College of LoreLevel 3

    You gain proficiency in three skills of your choice. You also learn to use your wit to interrupt and undermine others. When a creature within 60 feet that you can see makes an attack roll, ability check, or damage roll, you can use your reaction and expend one Bardic Inspiration die to subtract the die from the roll. The creature is immune if it cannot hear you or is immune to being charmed.

Always on

  • Bardic Inspiration

    When Bonus action, creature within 60 feet can hear you

    Grant a nearby ally a d6 to add to an ability check, attack roll, or saving throw within 10 minutes.

  • Rapier

    When Within 5 feet of a target

    Make a melee weapon attack with the rapier. Attack bonus +4, reach 5 feet, one target. Hit: 1d8 + 2 piercing damage.

  • Dagger

    When Within melee or thrown range

    Make a melee or ranged weapon attack with the dagger. Attack bonus +4, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage.

  • SpellcastingLevel 1

    You can cast bard spells using Charisma as your spellcasting ability. You know two bard cantrips and six bard spells, and your spellcasting focus can be a musical instrument.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check that does not already include your proficiency bonus.

  • Song of Rest, d6Level 2

    You can use music or oration to restore vitality during a short rest. Friendly creatures who hear your performance regain an extra 1d6 hit points when spending Hit Dice to recover hit points at the end of the rest.

  • ExpertiseLevel 3

    Choose two skills in which you are proficient. Your proficiency bonus is doubled for ability checks using those skills.

  • TraitGnomeDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitGnomeGnome Cunning, you have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • TraitGnomeArtificer's Lore, you add twice your proficiency bonus to Intelligence checks related to magical, alchemical, or technological objects.
  • TraitGnomeTinker, you are proficient with tinker's tools and can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device.
  • TraitGnomeRock Gnome subrace, your Constitution score increases by 1.
  • By Popular DemandEntertainer

    By popular demand, he can usually find a place to perform, food, or modest lodging by entertaining local patrons. His reputation also provides access to fellow performers and their networks.

Spells

9 spells

Spellcasting. Perrin Olyth casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

9 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for fencing and stage combat.
  • Dagger
    A small blade used as a backup weapon and practical tool.

Armor

  • Leather armor
    Light protective armor made from cured leather.

Tools

  • Lute
    A lute with a polished wooden body and several repaired tuning pegs.
  • Flute
    A second musical instrument chosen from the entertainer's equipment list.

Gear

  • Diplomat's pack
    A pack containing a bedroll, two costumes, five candles, five days of rations, a waterskin, and a disguise kit.
  • Entertainer's costume
    A colorful performance outfit used for stage work and disguises.
  • Favor from an admirer
    A token from an admirer who once enjoyed his performance.

Purse

  • 15×
    Gold pieces
    Coins saved from performances and small jobs.

Appearance

A small rock gnome with warm copper-brown skin, a round face, and thick russet hair gathered into two loose side braids. His broad, expressive mouth reveals slightly oversized front teeth whenever he laughs, grins, or bites into food. He has bright hazel eyes, a neatly trimmed pointed beard, and nimble hands stained with brass polish and berry-colored ink. He wears a well-loved leather jerkin beneath a plum-colored entertainer's coat, practical trousers, soft boots, and a collection of tiny bells, gears, and carved wooden charms. When excited, his normally gentle voice rises into a surprisingly resonant theatrical tone. When frightened, he draws breath in quick little clicks before forcing himself to speak evenly.

Mannerisms

Perrin taps rhythms against his thumb whenever he is thinking. He smiles with his whole mouth, showing his prominent front teeth, and often leans close when listening, as though every conversation were a private performance. When preparing to speak in public, he takes one deliberately slow breath and smooths the left sleeve of his coat.

Personality

Warm, observant, and impossible to discourage for long. Perrin treats strangers as potential friends, repairs broken objects without being asked, and remembers the names of animals more reliably than the names of nobles. He is gentle in private but flamboyant in public, using humor to make frightened people feel seen rather than laughed at.

Ideals

Joy is a form of defiance. A song, a laugh, or a well-made little thing can help people remember that cruelty has not won.

Bonds

The old traveling troupe that gave him a place in the world is his chosen family. He will risk almost anything to protect its members or preserve the theater wagon they still use.

Flaws

He cannot resist performing a clever bit of wordplay, even when silence would be safer. He also hides genuine fear behind jokes so consistently that companions may not realize how badly he is rattled until his breath begins clicking between words.

Quirks

Names every musical instrument he owns and apologizes to them before restringing them.
Keeps a pocketful of brass washers to flip toward anyone who says luck is not real.
Collects unusual buttons from costumes, uniforms, and ceremonial robes.
Hums softly while reading, even when the subject is grim.
Offers snacks to hostile animals before attempting to calm them.

Background

Perrin Olyth was raised in a burrow beneath a market town where his family repaired clocks, music boxes, and toys for travelers. He preferred the sounds the mechanisms made to the mechanisms themselves, learning early that a spring, bell, or clicking gear could become part of a melody. His first audience was a circle of tired shopkeepers, and his first stage was a flour crate. The performance earned him a bruised apple, three copper pieces, and an invitation to perform again the following evening. He considered it a triumph. As he grew older, Perrin joined a wandering troupe of actors, puppeteers, and musicians. He became their singer, prop maker, comic relief, and occasional negotiator, using cheerful nonsense to distract angry landlords and careful observation to notice when a crowd was about to turn hostile. During a disastrous performance in a mining settlement, a tunnel collapse trapped several workers underground. Perrin used his songs, improvised signals, and tinkered brass resonators to guide rescuers to them. Since then, he has believed that entertainment is not an escape from serious matters. It is one of the ways ordinary people find the courage to face them. Now he travels as an adventurer, collecting stories, repairing whatever breaks, and looking for the next audience that needs reminding that hope can still be made by hand.

“His first audience was a circle of tired shopkeepers, and his first stage was a flour crate.”
From their backstory
Background
Entertainer

Connections

Species

Gnome

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