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Barlo Hawkins

Basic Information[]

      Race: Human
     Class: Bard-12
     Level: 12
Experience: 153,589 (TNL 210k)
 Alignment: Chaotic Good
 Languages: Common(Venzan), Middle Landellian, Gnoll, Infernal
     Deity: Callisto
First Seen: The Dunn Wright Inn
 Currently: The Dunn Wright Inn


Abilities[]

  • Please indicate Racial and Level Adjustments
STR: 16 +3 (05 pts); +2 Magic
DEX: 16 +3 (05 pts); +2 Magic 
CON: 12 +1 (02 pts) 
INT: 13 +1 (03 pts) 
WIS: 10 +0 (00 pts)
CHA: 23 +6 (05 pts); +2 Racial; +2 Level-up 4,8,&12; +4 Magic

Combat Statistics[]

(Max-2)  HP:   86 = [12d8(74) + CON(12)] (Bard-12)  
         AC:   28 = [10 + DEX(3) + ARM(11) + Amulet(1)# + Dodge(0) + RING(3)*]
   AC Touch:   16 = [10 + DEX(3) + Dodge(0) + RING(3)*]
      AC FF:   25 = [10 + ARM(11) + Amulet(1)# + RING(3)*]
       INIT:   +5 = [DEX(3) + Reactionary (2)]
        BAB:   +9 = [Bard(12)]
        CMB:  +12 = [BAB(9) + STR(3) + Misc (0)]
        CMD:   28 = [10 + BAB(9) + STR(3) + DEX(3) + RING(3)*]
   Trip CMD:   30 = [10 + BAB(9) + STR(3) + DEX(3) + RING(3)* + FEAT(2)]
  Fortitude:   +8 = [Bard(4) + CON(1) + Cloak(3)$]
     Reflex:  +14 = [Bard(8) + DEX(3) + Cloak(3)$]
       Will:  +11 = [Bard(8) + WIS(0) + Cloak(3)$]
      Speed:   30'  
         DR:   00/Any
         SR:   00
 Spell Fail:   00

# = Amulet of Natural Armor +1
* = Ring of Protection +3
$ = Cloak of Resistance +3

Weapon Statistics[]

RANGED COMBAT
  Conditionals:
    Inspired Courage: +3 Attack/Damage 
    Combat Expertise: -2 Attack for +2AC 
  Always (Already factored in):
    Weapon Focus: +1 Attack with Whip
 
 +2 Comp Shortbow:  Attack: +14/9 = [BAB(9) + DEX(3) + Magic(2)]
                    Damage: 1d6+5, Crit: 20/x3, Range: 70',
                    Special: P or B, Silver or Cold Iron

 MWK Net:           Attack: +13/8 = [BAB(9) + DEX(3) + MWK(1)]
                    Damage: Entangled, Crit: -, Range: 10' MAX,
                    Special: Ranged Touch, 2 Rnds to fold, Unfolded -4 Attack
                    Penalty

MELEE COMBAT
 MWK Whip:          Attack: +14/9 = [BAB(9) + STR(3) + MWK(1) + WF(1)]
                    Damage: 1d3+3/4, Crit: 20/x2, Special: Non-lethal, 15ft Reach,
                    Disarm, Trip
                    CMB Disarm: +14 = BAB(9) + STR(3) + MWK(1) + WF(1)
                    CMB Trip: +18 = BAB(9) + STR(3) + MWK(1) + WF(1) + Magic(2)
                              With Gauntlet of Skill Maneuver +2 Tripping & Feat
                    Dazzling Display: +28 Intimidate Check within 30'

 MWK Rapier:        Attack: +13/8 = [BAB(9) + STR(3) + MWK(1)]
                    Damage: 1d6+3, Crit: 18-20/x2, Special: Pierce

 Dagger:            Attack: +12/7 = [BAB(9) + STR(3) + Misc(0) + Magic(00)]
                    Damage: 1d4+3, Crit: 19-20/x2, Special: Pierce, Can be 
                    thrown

Human Racial Features[]

Ability Adjustments: +2 (Charisma)
               Size: Medium
              Speed: 30'
      Favored Class: Bard (+6SP, +6 Spells Known)
         Bonus Feat: +1 Feat at 1st level
            Skilled: +1 Skill Point per level

Class Features[]

Bard (Favored Class)
 Armor/Weapons: Weapon and Armor Proficiency: Simple weapons, plus the
                longsword, rapier, sap, short sword, shortbow, and whip. Bards
                are also proficient with light armor and shields (except tower
                shields). A bard can cast bard spells while wearing light armor
                and use a shield without incurring the normal arcane spell
                failure chance.
Bardic Performance: (32 rounds per day) Trained to use the Perform skill to
                create magical effects on those around him, including himself
                if desired. At 7th level, can start Performance as Move Action.
                At 13th level start performance as Swift Action.
                4 + Cha Bonus(6) + 2 per level after 1st = 32x/day
Arcane Spellcasting: Cantrips & 1st level spells spontaneously.  No chance
                for failure while wearing light armor
Countersong(Su): At 1st level, a bard learns to counter magic effects
                that depend on sound (but not spells that have verbal
                components.) Each round of the countersong he makes a
                Perform (keyboard, percussion, wind, string, or sing) skill
                check. Any creature within 30 feet of the bard (including
                the bard himself) that is affected by a sonic or language
                -dependent magical attack may use the bard's Perform check
                result in place of its saving throw if, after the saving
                throw is rolled, the Perform check result proves to be
                higher. If a creature within range of the countersong is
                already under the effect of a non-instantaneous sonic or
                language-dependent magical attack, it gains another saving
                throw against the effect each round it hears the countersong,
                but it must use the bard's Perform skill check result for
                the save. Countersong does not work on effects that don't
                allow saves. Countersong relies on audible components. 
Distraction(Su): Use performance to counter magic effects that depend on
                sight. Each round of the distraction, she makes a Perform
                (act, comedy, dance, or oratory) skill check. Any creature
                within 30 feet of the bard (including the bard herself)
                that is affected by an illusion (pattern) or illusion
                (figment) magical attack may use the bard’s Perform check
                result in place of its saving throw if, after the saving
                throw is rolled, the Perform check result proves to be
                higher. If a creature within range of the distraction is
                already under the effect of a non-instantaneous illusion
                (pattern) or illusion (figment) magical attack, it gains
                another saving throw against the effect each round it sees
                the distraction, but it must use the bard’s Perform check
                result for the save. Distraction does not work on effects
                that don’t allow saves. Relies on visual components.
 Fascinate(Su): Use performance to cause one or more creatures to become
                fascinated. Each creature to be fascinated must be within
                90 feet, able to see and hear the bard, and capable of
                paying attention to her. The bard must also be able to see
                the creatures affected. The distraction of a nearby combat
                or other dangers prevents the ability from working. Will
                Save DC19.
Inspire courage +3(Su): Use performance to inspire courage in allies (including
                herself), bolstering them against fear and improving their
                combat abilities. To be affected, an ally must be able to
                perceive the bard’s performance. An affected ally receives a
                +3 morale bonus on saving throws against charm and fear
                effects and a +3 competence bonus on attack and weapon
                damage rolls. Inspire courage is a mind-affecting ability.
                Inspire courage can use audible or visual components.
Inspire Competence +4(Su): A bard of 3rd level or higher can use his
                performance to help an ally succeed at a task. The ally must
                be within 30 feet and able to see and hear the bard. The ally
                gets a +2 competence bonus on skill checks with a particular
                skill as long as she continues to hear the bard’s performance.
                This bonus increases by +1 for every four levels the bard has
                attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6
                at 19th).
                  Certain uses of this ability are infeasible, such as Stealth,
                and may be disallowed at the GM's discretion. A bard can't
                inspire competence in himself. inspire competence relies on
                audible components.
Suggestion(Sp): A bard of 6th level or higher can use his performance to
                make a suggestion (as per the spell) to a creature that he has
                already fascinated (see above). Using this ability does not
                disrupt the fascinate effect, but it does require a standard
                action to activate (in addition to the free action to continue
                the fascinate effect). A bard can use this ability more than
                once against an individual creature during an individual
                performance.
                 A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha
                modifier) negates the effect. This ability affects only a
                single creature (but see mass suggestion, below). Suggestion
                is an enchantment (compulsion), mind-affecting, language 
                dependent ability and relies on audible components.
Dirge of Doom(Su): A bard of 8th level or higher can use his performance
                to foster a sense of growing dread in his enemies, causing
                them to take become shaken. To be affected, an enemy must be
                within 30 feet and able to see and hear the bard's performance.
                The effect persists for as long as the enemy is within 30 feet
                and the bard continues the performance. The performance cannot
                cause a creature to become frightened or panicked, even if the
                targets are already shaken from another effect. Dirge of doom
                is a mind-affecting fear effect, and it relies on audible and
                visual components.
Inspire Greatness(Su): A bard of 9th level or higher can use his performance
                to inspire greatness in himself or a single willing ally within
                30 feet, granting extra fighting capability. For every three
                levels a bard attains beyond 9th, he can target one additional
                ally while using this performance (up to a maximum of four at
                18th level). To inspire greatness, all of the targets must be
                able to see and hear the bard. A creature inspired with
                greatness gains 2 bonus Hit Dice (d10s), the commensurate number
                of temporary hit points (apply the target’s Constitution
                modifier, if any, to these bonus Hit Dice), a +2 competence
                bonus on attack rolls, and a +1 competence bonus on Fortitude
                saves. The bonus Hit Dice count as regular Hit Dice for
                determining the effect of spells that are Hit Dice dependent.
                Inspire greatness is a mind-affecting ability and it relies
                on audible and visual components. Target 2 Allies.
Soothing Performance (Su):  A bard of 12th level or higher can use his
                performance to create an effect equivalent to the mass cure
                serious wounds, using the bard's level as the caster level. 
                In addition, this performance removes the fatigued, sickened, 
                and shaken condition from all those affected. Using this ability 
                requires 4 continuous performance, and the targets must be able 
                to see and hear the bard throughout the performance. Soothing 
                performance relies on audible and visual components. 3d8+12
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to
                all Knowledge skill checks and may make all Knowledge skill
                checks untrained. Current: +6
Versatile Performance (COMEDY/DANCE/ORATORY): At 2nd level, a bard can choose
                one type of Perform skill.  He can use his bonus in that skill
                in place of his bonus in associated skills. When substituting
                in this way, the bard uses his total Perform skill bonus,
                including class skill bonus, in place of its associated skill's
                bonus, whether or not he has ranks in that skill or if it is a
                class skill. Gained another Skill at 6th level (Oratory).
                Gained another Skill at 10th level (Dance).
   Well versed: At 2nd level, the bard becomes resistant to the bardic
                performance of others, and to sonic effects in general. The
                bard gains a +4 bonus on saving throws made against bardic
                performance, sonic, and language-dependent effects.
   Lore Master (Ex) At 5th level, the bard becomes a master of lore and
                can take 10 on any Knowledge skill check that he has ranks in.
                A bard can choose not to take 10 and can instead roll normally.
                In addition, once per day, the bard can take 20 on any Knowledge
                skill check as a standard action. He can use this ability one
                additional time per day for every six levels he possesses
                beyond 5th, to a maximum of three times per day at 17th level.
                Current: Twice per day
   Jack of All Trades: At 10th level, the bard can use any skill, even if
                it normally requires training. At 16th level, all skills are
                considered class skills, and at 19th level can Take 10 on any
                skill check even if not normally allowed.

Feats[]

Lingering Performance (General 1st level): The bonuses and penalties from
           your bardic performance continue for 2 rounds after you cease
           performing. Any other requirement, such as range or specific
           conditions, must still be met for the effect to continue. If you
           begin a new bardic performance during this time, the effects of
           the previous performance immediately cease.
Weapon Focus Whip (Human Bonus 1st Level): Gain a +1 bonus on all 
           attack rolls made using the selected weapon.
Dazzling Display (General 3rd level): While wielding the weapon in which
           you have Weapon Focus, you can perform a bewildering show of prowess
           as a full-round action. Make an Intimidate check to demoralize all
           foes within 30 feet who can see your display. 
Skill Focus Comedy (General 5th level): You get a +3 bonus on all checks
           involving the chosen skill. If you have 10 or more ranks in that
           skill, this bonus increases to +6.
Combat Expertise (General 7th level): You can choose to take a –1 penalty
           on melee attack rolls and combat maneuver checks to gain a +1 dodge
           bonus to your Armor Class. When your base attack bonus reaches +4,
           and every +4 thereafter, the penalty increases by –1 and the dodge
           bonus increases by +1. You can only choose to use this feat when
           you declare that you are making an attack or a full-attack action
           with a melee weapon. The effects of this feat last until your next
           turn. Currently -2 Attack/+2 AC
Exotic Weapon Proficiency Nets (General 9th level): Choose one type of
           exotic weapon (Nets), such as the spiked chain or whip. You
           understand how to use that type of exotic weapon in combat, and
           can utilize any special tricks or qualities that exotic weapon
           might allow.
Improved Trip (General 11th level): You do not provoke an attack of 
           opportunity when performing a trip combat maneuver. In addition, 
           you receive a +2 bonus on checks made to trip a foe. You also 
           receive a +2 bonus to your Combat Maneuver Defense whenever an 
           opponent tries to trip you.

Traits[]

Reactionary: +2 to Initiative
Capable: +1 trait bonus to Perform Comedy

Skills[]

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 126 = [[Base(6) + INT(1) + HUMAN(1) + BKGRD(2)] x Level + FC (6)] (Bard-12)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics             +26*    0       3       2          +0
Appraise               +10     6       3       1          +0
Bluff                  +28*    0       *       6          +0
Climb                  +15     9       3       3          +0
Craft (       )         +1     0       *       1          +0
Diplomacy              +24*    0       *       6          +0
Disable Device         +13     8       0       3          +2 (Tool)
Disguise               +21     2       3       6         +10@
Escape Artist          +18    12       3       3          +0
Fly                    +26*    0       0       2          +0
Handle Animal           +6     0       0       6          +0
Heal                    +0     0       0       0          +0
Intimidate             +28*    0       *       5          +0
Knowledge (Arcana)     +11     1       3       1          +6#
Knowledge (Dngnrng)    +11     1       3       1          +6#
Knowledge (Engnrng)    +11     1       3       1          +6#
Knowledge (Geography)  +11     1       3       1          +6#
Knowledge (History)    +11     1       3       1          +6#
Knowledge (Local)      +16     4       3       1          +8# (Book)
Knowledge (Nature)     +11     1       3       1          +6#
Knowledge (Nobility)   +11     1       3       1          +6#
Knowledge (Planes)     +11     1       3       1          +6#
Knowledge (Religion)   +11     1       3       1          +6#
Linguistics             +7     1       3       1          +2 (Book)
Perception             +15    12       3       0          +0
Perform   (Comedy)     +28    12       3       6          +7$^
Perform   (Oratory)    +24    12       3       6          +3^
Perform   (Dance)      +26    12       3       6          +5^ (Tool)
Profession (Bartender)  +5     2       3       0          +0
Ride                    +3     0       0       3          +0
Sense Motive           +23*    0       *       0          +0
Sleight of Hand         +7     1       3       3          +0
Spellcraft             +16    12       3       1          +0
Stealth                 +7     1       3       3          +0
Survival                +0     0       0       0          +0
Swim                    +5     2       0       3          +0
Use Magic Device       +21     9       3       6          +3^

# Bardic Knowledge (Can use untrained)
* Versatile Performance: Comedy = Bluff & Intimidate
                         Oratory = Diplomacy & Sense Motive
                         Dance = Acrobatics & Fly
$ Skill Focus & Trait
^ Circlet of Persuasion +3 Cha Skills
@ Using Hat of Disguise instead of Circlet of Persuasion

Spell casting[]

 Caster Level: 12                       Concentration: +18 = [CL(12) + Cha(6)]
 
Cantrips (Known 6 Base)               DC16             
  Casting: At Will
     * Prestidigitation            * Mage hand
     * Message                     * Read Magic
     * Detect Magic                * Ghost Sound
 
1st Level (Known 5 Base)              DC17
  Casting: 7/Day  (5 Base + 2 Cha)
     * Grease                      * Cure Light Wounds
     * Silent Image                * Feather Fall
     * Charm Person                * Timely Inspiration (Spell Page)
     * Vanish (Spell Page)         * Hideous Laughter (Spell Page) 

2nd Level (Known 4 Base + 3 FC)       DC18
  Casting: 7/Day  (5 Base + 2 Cha)
     * Sound Burst                 * Invisibility
     * Heroism                     * Calm Emotions
     * Glitterdust (FC)            * Silence (FC)
     * Mirror Image (FC)           * 

3rd Level (Known 4 Base + 3 FC)       DC19
  Casting: 5/Day  (4 Base + 1 Cha)
     * Haste                       * Slow
     * Confusion                   * Phantom Steed
     * Tiny Hut (FC)               * Charm Monster (FC)
     * Fear (FC)                   * Cure Serious Wounds (Spell Page)

4th Level (Known 4 Base)              DC20
  Casting: 4/Day  (23 Base + 1 Cha)
     * Dimension Door              * Dominate Person
     * Freedom of Movement         * Zone of Silence

Equipment[]

Equipment                         Cost    Weight
Explorer's Outfit                         00  lb
+3 Mithral Shirt               10100 gp   10  lb
+3 Buckler                      9165 gp    5  lb
+1 Whip                         2301 gp    2  lb
MWK Whip                         301 gp    2  lb
MWK Net                          320 gp    6  lb
MWK Net                          320 gp    6  lb
MWK Rapier                       320 gp    2  lb
Dagger                             2 gp    1  lb
+2 Composite shortbow(+3 Str)   8600 gp    2  lb
  Arrows (40)                        NT    6  lb
  Blunt Arrows (20)                  NT    3  lb
  Silver Arrows (20)               3 gp    3  lb
  Cold Iron Arrows (20)            2 gp    3  lb
MWK Slippers (+2 Dancing)         50 gp    1  lb
+3 Ring of Protection          18000 gp    -  lb
Ring of Sustenance              2500 gp    -  lb
Headband of Alluring +4 Cha    16000 gp    1  lb
Belt of Might +2 (Str/Dex)      4000 gp    1  lb
Amulet of +1 Natural Armor      2000 gp    1  lb
Circlet of Persuasion           4500 gp    -  lb
Cloak of Resistance +3          9000 gp    1  lb
Gauntlet of Tripping +2         4000 gp    1  lb
Sleeves of Many Garments         200 gp    1  lb
Handy Haversack                 2000 gp    5  lb
 *Center compartment (8 cubic feet & 80 lbs)
  Large water proof bag (2)        4 gp  ( 4  lb)
  -Bedroll                          NT   ( 5  lb)
  -Blanket                          NT   ( 1  lb)
  -Winter blanket                   NT   ( 3  lb)
  Small Tent                      10 gp  (15  lb)  
  Water proof bags (2) empty        NT   ( 1  lb)
  Sacks, empty (2)                  NT   ( 1  lb)
  Torches (2)                       NT   ( 2  lb)
  Tindertwigs                       NT   ( 2  lb)
  String/twine (50ft)               NT   ( ½  lb)
  Grooming Kit#                     NT   ( 2  lb)
  Mess Kit$                         NT   ( 1  lb)
  Silver Mirror                   10 gp  ( ½  lb)
  Hot Weather Outfit               8 gp  ( 4  lb)
  Cold Weather Outfit              8 gp  ( 7  lb)
                              Sub-total  (55  lb)
 *Left Side compartment (2 cubic feet & 20 lbs) 
  Water proof bags (3)              NT   (1½  lb)
  -Book of Linguistics (+2)       50 gp  ( 2  lb)
  -Book of Local Know (+2)        50 gp  ( 2  lb)
  -Trail rations (3 days)           NT   ( 3  lb)
  -Scroll Case                      NT   ( ½  lb)
    -Parchment(5 sheets)            NT   ( 0  lb)
  3 Pgs of Spell Knowledge, 1st 3000 gp  ( 0  lb)
  1 Pgs of Spell Knowledge, 3rd 9000 gp  ( 0  lb)
Hat of Disguise                 1800 gp  ( 0  lb)
  Ink pens (3)                      NT   ( 0  lb)
  Ink Vial                         8 gp  ( 0  lb)
  Waterskin                         NT   ( 4  lb)
  2 vials of AntiPlague          100 gp  ( 0  lb)
  2 vials of AntiToxin           100 gp  ( 0  lb)
  MWK Thieves Tools              100 gp  ( 2  lb)
                              Sub-total  (15  lb)
 *Right Side compartment (2 cubic feet & 20 lbs)
  Liquid Ice (2 flasks)           80 gp  ( 4  lb)
  Holy Water (5 flasks)          125 gp  ( 5  lb)
  Alchemical Fire (4 flasks)      80 gp  ( 4  lb) 
  Acid (3 flasks)                 30 gp  ( 3  lb) 
  Ioun Torch                      75 gp  ( 0  lb)
  Cure Mod Wounds Potions (3)    900 gp  ( 0  lb)
  Lesser Restoration Potions (3) 900 gp  ( 0  lb)
  Fly Potions (2)               1500 gp  ( 0  lb)
  Neutralize Poison Potions (1)  750 gp  ( 0  lb)
                              Sub-total  (16  lb)
Wand Bandolier (Crafted)           5 gp    1  lb
  2 Wands                        900 gp    0  lb
  -Wand of Cure Light Wounds (50 charges)
  -Wand of Comprehend Languages (10 charges)
  
                           Total Weight:  64  lb  Light Encumbrance
 
            Light   Medium    Heavy
Max Weight:  0-76    77-153   154-230

 # = This pouch of toiletries includes a comb, scissors, nail file,
     sponge, hairbrush, miniature mirror, soap, chewing stick, and
     tooth powder.

 $ = This kit includes a plate, bowl, cup, fork, knife, and spoon,
     made of tin. Each item has a handle or small hole, and can be
     tied together using the included leather cord.

 Hat of Disguise - Head
 Circlet of Persuasion - Head
 Gauntlet of the Skilled Maneuver (Trip +2)
 Sleeves of Many Garments


Light Horse, War-trained         110 gp    -  lb
  Chain Shirt Barding            400 gp   50  lb
  Bit & Bridle                     2 gp    1  lb
  Military Saddle                 20 gp   30  lb
  Saddlebags                       4 gp    8  lb
  Tent                            10 gp   20  lb
  5 days Feed                      NT     40  lb
  Barlo                                  181  lb
  Barlo's Gear                            64  lb
                          Totals 546 gp  394  lb (Enc: Medium)

Finances[]

PP: 63
GP: 20
SP: 0
CP: 0

Gems/Jewelry/Other:

                                         Start-up Character:      150    gp
                                                     49 DMC:   46,440    gp
                                              1st Adventure:   67,983    gp
                                              2nd Adventure:   ------    gp
                                                            ============
                                            Career Earnings:  114,573    gp
                                          Carried Inventory:  113,823    gp
                                          Living Conditions:     -100    gp
                                      Consumed or Destroyed:        0    gp
                                                            ============ 
                                                    Coinage:      650    gp

Average Living Conditions(100 gp): Small apartment in Venza. Does not track
        nonmagical expenditures of 1 gp or less.

  Consumed or Destroyed Items:

Character Description Details[]

      Size: Medium
    Gender: Male
       Age: 21
    Height: 5' 11"
    Weight: 181 lbs
Hair Color: Brown
 Eye Color: Brown
Skin Color: White
Appearance:   Barlo has unruly dark brown hair, often kept in a
            pony tail, with bushy eyebrows and brown eyes. His face is
            unshaven. He is attractive enough, in a rugged and
            incorrigible way. He is not quite 6 feet tall and just over
            180 pounds. He prefers to wear darker colors, brown and
            grey. and carries a whip and rapier.
  Demeanor:   Sometimes boisterous and obnoxious, but when
            comfortable with friends he will be agreeable and a loyal
            companion. When alone, he prefers avoiding confrontations
            and hiding away to avoid trouble. But he can be smart and
            devious and can hold his own when it comes to dealing with
            problems.

Background[]

            Barlo grew up as a vagabond child after his parents were
    killed. Rumor had it that it was an accident, but he was never
    really sure what happened. He was too young and was not present,
    and any adults that actually knew determined that the small child
    did not need to know such things.
            He lived on the streets of Tritower relying on the compassion
    of some and taking what he could to survive and eat. He was able
    to sneak into places at night and steal scraps without arising suspicion.
            One of the neighbors where his parents live had an older girl
    that was kind to little Barlo. Eventually Haleen convinced the unruly
    lad to give up stealing and come live with her and her grandmother the
    seamstress. They had a little house adjacent to an inn and thrived off
    the business of the constant travelers. Haleen worked in the inn and
    Barlo helped out in the stables as he was able.
            Haleen treated Barlo like a younger brother and as they grew up
    together, she was more influential in raising him than his own parents.
    Haleen’s grandmother passed away a few years later when Haleen was just
    reaching womanhood. The young girl kept the house, but took on a better
    job in the inn’s tavern singing and dancing to provide entertainment.
    It made enough money for them to continue living.
            Barlo turned out to have a knack for entertaining as well, but
    more for reciting funny limericks and repeating the tales that travelers
    brought. Both continued to live and work around the inn for years, and
    Haleen taught much of what she knew about being a bard to her younger
    foster brother. Barlo always looked up Haleen and she was the measuring
    stick he compared his romantic interludes against, but they never once
    explored an intimate relationship.
            Barlo was content to remain around the inn, earning enough gold
    to entertain his dalliances among the girls he knew and the merchant’s
    daughters. He had felt Haleen’s wanderlust and thirst for adventure,
    but he had enough excitement dealing with irate fathers of young local
    girls.
            But several months ago, Haleen had grown strangely distant and
    depressed. Whatever was bothering her wasn’t something she shared with
    Barlo and finally one night, she vanished. He came back to their tiny
    abode from bedding some attractive potter’s daughter and he found a
    brief note. The note was strange, begging him to forget her and to get
    on with his life. The words were wrong and Barlo found himself serious
    about something for the first time. He was convinced that Haleen had
    been either kidnapped, forced to leave against her will, or even
    magically controlled.
            Barlo was determined that was time for him to step in and
    lookout for her after all those years. But he had no idea where she may
    have gone until a few weeks ago. He had spent several months searching
    for clues to her location, and he finally found a lead. She was likely
    in Venza. 
            Barlo traveled to Venza and showed up at the Dunn Wright Inn
    looking for her. She was allegedly joining adventuring groups. Being
    short on coin himself, he had to look for work in the city while he
    continued to explore Venza for clues to her whereabouts.

Avatars[]

http://i956.photobucket.com/albums/ae47/perrinmiller/Elnefrai_zps89549ca6.jpg

Adventure Log[]

   Spending 6 DMC Creating 5th character:       150 GP
   Spending 7 DMC at 1st:
       (7XP/6gp*210 days)    1,470 XP         1,260 GP
   Spending 6 DMC at 2nd:   
     (11XP/11gp*180 days)    1,980 XP         1,980 GP
   Spending 6 DMC at 3rd:
      (15XP/17gp*180days)    2,700 XP         3,060 GP
   Spending 6 DMC at 4th:
      (22XP/25gp*180days)    3,960 XP         4,500 GP
   Spending 6 DMC at 5th:
      (28XP/31gp*180days)    5,040 XP         5,580 GP
   Spending 6 DMC at 6th:
      (44XP/42gp*180days)    7,920 XP         7,560 GP
   Spending 6 DMC at 7th:
      (61XP/53gp*180days)   10,980 XP         9,540 GP
   Spending 6 DMC at 8th:
      (89XP/72gp*180days)   16,020 XP        12,960 GP
Perception is Reality
                Received:  103,528 XP        67,983 GP
Ashes to Ashes
                Received:  267,700 XP       132,257 GP

          Running Totals:  421,298 XP       246,830 GP

Level Ups[]

  Level 12: On 21 Nov 2016
    Class: Bard-12
      BAB: +1 => +9/+4
     Fort: +1 =>+4
      Ref: +1 =>+8
     Will: +1 =>+8
     Feat: None
  Ability: +1 Charisma
 Features: Soothing Performance
   Spells: +1 4th/day, +1 2nd/day, +1 4th Known, +1 3rd Known(FC)
       HP: Max-2 = +6 +1(CON) = +7
Skill Pts: +6 +1(Human) +1(INT) +2(Background) = +10
 Spent on: Reworked SP based on Background Skills Conversion
           Perception, Perform Comedy, Perform Oratory, 
           Perform Dance, Spellcraft, UMDx3, Disable Devicex2
 
  Level 11: On 2 Jul 2016
    Class: Bard-11
      BAB: +1 => +8/+3
     Fort: +0
      Ref: +0
     Will: +0
     Feat: Improved Tripping
 Features: Inspire competence +4, inspire courage +3, lore master 2/day
   Spells: +1 4th/day, +1 3rd/day, +1 4th Known, +1 3rd Known(FC)
       HP: Max-2 = +6 +1(CON) = +7
Skill Pts: +6 +1(Human) +1(INT) = +8
 Spent on: Perception, Perform Comedy, Perform Oratory,
           Perform Dance, Spellcraft, Use Magic Device x3
 
  Level 10: On 20 Jan 2016
    Class: Bard-10
      BAB: +1 => +7/+2
     Fort: +0
      Ref: +1 => +7
     Will: +1 => +7
     Feat: None
 Features: Jack-of All Trades, Versatile Performance Dance
   Spells: +1 4th/day, +2 4th Known, +1 3rd Known(FC)
       HP: Max-2 = +6 +1(CON) = +7
Skill Pts: +6 +1(Human) +1(INT) = +8
 Spent on: Perception, Perform Comedy, Perform Oratory,
           Perform Dance x4, Spellcraft
 


Approvals[]

  • Approval (Mar 11, 2015) (Aura ~ Judge) level 9
  • 2nd Approval (1 April 2015) (GlassEye-Judge) level 9
  • Approval (Mar 3, 2016) (Aura ~ Judge) level 10
  • Approval (Aug 28, 2016) (Aura - Judge) level 11
  • Approval (Jan 16, 2017) (KahlessNestor - Judge) level 12
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