Barlo
Barlo
Backstory Adventures
Historical Events
2/4/1980: Birth of Barlo 1987: Barlo Befriends a Goblin Girl 1993: Barlo begins Apprenticeship 1996: Barlo's Neighbor Runs Away 1997: Barlo Has Some Family Issues 1998: Barlo Breaks BadFamily Tree
Mental characteristics
Education
Apprenticeship as a weaver at age 13.
Employment
A smuggler for the Black Road and other agencies.
Social
Contacts & Relations
Barlo ONLY
The Black Road
Relationships

<need lord symbol>
Marks:
Mark of the Adventurer(back of neck): Cantrip, Mage Hand Magic Tattoo Mark of the Telepath side of head, ear-height temple bald spot, split on both sides -- simple, ornate.
Factions & Associations:
Lord of Skola Vale (1)
Alignment
Chaotic Neutral
Current Location
Currently Boarded Vehicle
Species
Ethnicity
Other Ethnicities/Cultures
Date of Birth
4 Snowmonth 1980
Year of Birth
1980 KC
43 Years old
Circumstances of Birth
Prison Cell of a Pirate Ship
Birthplace
Near Carrune
Family
Spouses
Siblings
Children
Current Residence
Originally from Bronze Canyon but also co-owns a home on Outding Refuge
Pronouns
He/Him
Sex
Male
Gender
Male
Eyes
Blue
Hair
Brindled, orange & brown
Skin Tone/Pigmentation
Dark
Height
5' 6"
Weight
160 lbs
Aligned Organization
Other Affiliations
Related Reports
- Session 000: Backstories Report
- Session 000: Backstories Report - Barlo
- Session 001: Shipwrecked Report
- Session 002: Gambling Trip Report
- Session 003: Sahuagin Threat Report
- Session 004: The Crypts Report
- Session 005: New Member Report
- Session 006: Return to the Crypts Report
- Session 007: Heyton's Redemption Report
- Session 008: Off to see the Dragon Report
- Session 009: It was a Mindflayer, all along Report
- Session 010: The Baron Report
- Session 011: Let's Find the Colony Report
- Session 012: Under the Ruins Report
- Session 013: Into the Underdark Report
- Session 014: Mindflayer Colonies & Wizard Hideouts Report
- Session 015: Jacoby's a Changed "Man" Report
- Session 016: A New Member, A New Quest Report
- Session 017: The End of Jacoby… Report
- Session 018: Ship Battles with An Old Foe Report
- Session 019: The Party Goes Troll Hunting Report
- Session 020: An Errand for a Tree Report
- Session 021: The Yawning Portal Report
- Session 022: The Elder of the Vale Report
- Session 023: Red Dragon Ambush Report
- Session 024: Dead Archfey Relic Report
- Session 025: Tharizdun Report
- Session 026: The Ziggurat of Tharizdun Report
- Session 027: The Infamous Bargle Report
- Session 028: Skola Vale Fair Report
- Session 029: The Feywild and Meenlocks Report
- Session 030: The Siblings Affair Report
- Session 031: Stop Hitting Yourself Report
- Session 032: Curses! Bunnies! Ugly Giants! Report
- Session 033: Spider Forest of the Feywild Report
- Session 034: Planting a Seed Report
- Session 035: Lost Time Report
- Session 036: Journey to a Keep Report
- Session 037: Jacoby & Jeets at the Keep Report
- Session 038: Under the Abandoned Keep Report
- Session 039: A Father & Daughter Reunited, Briefly Report
- Session 040: Beneath River's Keep Report
- Session 041: At Jacoby's Hideout Report
- Session 042: A Deal with a Devil Report
- Session 043: The Power of Books Report
- Session 044: Purple Worm and Falling Baseboards Report
- Session 045: Back to the Keep Report
- Session 046: Off to fight a Beholder Report
- Session 047: The Beholder's Minions and Interlopers Report
- Session 048: Unexpected Side Mission in Toril Report
- Session 049: Back to the Beholder Report
- Session 050: Leaving the Beholder Caves Report
- Session 051: Skola Vale Errands Report
- Session 052: Downtime in Skola Vale Surprises Report
- Session 053: Lord & Lady Ceremony Report
- Session 054: The Party Takes to the Sky Report
- Session 055: The Siren's Call Report
- Session 056: Encounters at Seeing Air Report
- Session 057: Blue Dragon Attacks Report
- Session 058: Kobolds and Conspiracies Report
- Session 059: Outding Homecoming Report
- Session 060: Was It Ursa the Whole Time? Report
- Session 061: Back to the Crypt, Again Report
- Session 062: The Dead Beholder Report
- Session 063: Crossing the Streams Report
- Session 064: Fighting Pollution Report
- Session 065: Castle in the Clouds Report
- Session 066: A Wizard and His Spellweavers Report
- Session 067: The Wizard's Cellar Report
- Session 068: Unexpected Side Mission in Eberron Report
- Session 069: The Mark of the Adventurer Report
- Session 070: Exploding Fire Skeletons Report
- Session 071: Leveling Up and Downtime Report
- Session 072: Dark Knights in Thornwinds Report
- Session 073: Cultists Under the Church Report
- Session 074: The Dark Side or Gray Side? Report
- Session 075: Wild Dreams of a Bard Report
- Session 076: Wilder Dreams of a Bard Report
- Session 077: A Bag of Tricks Report
- Session Notes Summary
Founded Settlements
Ruled Locations
Long Jump; 18 Feet (10 feet running), 9 feet (standing) | Boots: 54 feet, 27 feet
If Bestial Soul is on Jumping: you can extend that jump equal to 7 +d20 (Athletics) (1x turn)
High Jump: 7 Feet (10 feet running), 3 feet (standing) | Boots21 Feet, 9 Feet
Speed: 40 (+10 for fast movement)
Feline Agility: Double that to 80 feet (can't use again until you move 0 feet on one of your turns)
Movement on bonus that you rage: 20 feet
Feline Agility: Can go to 40 feet if you are during a turn you use the FA feature.
Climbing Speed is 20 feet, unless Bestial Soul is on climbing speed. It would then equal the walking speed and follow those additional rules.
Movement & Jump Rules
Strength determines how far you jump.
Str: 18 (+4)
Long Jump
Running (10' before): Distance = STR (18') Standing: Distance = STR/2 (9') Each foot = 1 foot of movement. Landing in Difficult Terrain, DC10 DEX (Acrobatics) or land prone.High Jump
Running (10' before): Height = 3 + STR modifier (6') Standing: Distance = 1/2 running (3') Each foot = 1 foot of movement. Possible to make STR (Athletics) to jump higher than normal. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.Feline Agility
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.Instinctive Pounce
7th-level barbarian optional feature As part of the Bonus Action you take to enter your rage, you can move up to half your speed.Bestial Soul
6th-level Path of the Beast feature The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.Slasher Feat
You've learned where to cut to have the greatest results, granting you the following benefits:- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an Attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all Attack rolls.