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 Bad  

Family 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

Barlo

Friend

Towards Barlo's Childhood "friends"

0
0

Barlo's Childhood "friends"

Friend

Towards Barlo

0
0

Barlo

Friend

Towards Cloaking Dagger

0
0

Cloaking Dagger

Friend

Towards Barlo

0
0

Barlo

Enemy

Towards Barlo's Childhood "threat" Maker

0
0

Barlo's Childhood "threat" Maker

Enemy

Towards Barlo

0
0

Barlo

Student

Towards Seven Thundercloud "Thunder" Distant Rain

0
0

Seven Thundercloud "Thunder" Distant Rain

Teacher

Towards Barlo

0
0

Barlo

Brother

Towards Sister of Barlo, Mellow Robin "Mellow"

0
0

Sister of Barlo, Mellow Robin "Mellow"

Sister

Towards Barlo

0
0

Barlo

Brother

Towards Sister of Barlo, Sapphire Branch "Branch"

0
0

Barlo

Childhood Friend

Towards Teeka

0
0

Teeka

Childhood Friend

Towards Barlo

0
0

Grognard

Friend

Towards Barlo

0
0

Barlo

Friend

Towards Grognard

0
0

<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
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
Known Languages
Common and Goblin
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.
 
 

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