Barlo
-
Character
- Features & Traits
- Feats & Spellcasting
- Class Description
- Subclass Description
- Background Description
- Personal & Family
- Backstory
- Other, Tattoos & Factions
-
Attacks & Gear
UPDATED
October 2, 2025
- working on TOC
See Also
- Work in Progress: Primer on Dierde
- Work in Progress: Atlas of Dierde
- Active Campaign: Wild Cards of Dierde
- Characters: Wild Card Characters (This Book)
- Homebrew: Stronghold Rules
- WIP: 2014 Races
- WIP: 2014 Classes
- 2014 All Spells, and Homebrew Allowed in Dierde
- 5E Magic Tattoos
Settlements
- Outding Refuge, Vyerith's Crown
- Skola Vale
- Forlione
- Sutley
- Rotham
- River's Keep
- New Haven
- Thornwinds
Characters
- Barlo
- Bastion
- Calliope
- Sas
- Shadow
Not related: Sace
Barlo
Level 14 Barbarian | Path of the Beast
Alignment: Chaotic Neutral
Race: Tabaxi
Background: Smuggler
| HP | Init | AC | Speed |
|---|---|---|---|
| 155 (12d12 + 3) | +4 | 18 (Natural, Animated Shield) | 40 ft. |
| Stand Leap | Running Leap | Swim | Climb | Fly |
|---|---|---|---|---|
| 9 ft. | 18 ft. | 20 ft. | 20 ft. | 0 ft. |
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 | 17 | 16 | 10 | 12 | 14 |
| +4 | +3 | +3 | +0 | +1 | +2 |
Saving Throws
| ☑ +10 | Strength | ☐ +1 | Intelligence |
| ☐ +4 | Dexterity | ☑ +7 | Wisdom |
| ☑ +9 | Constitution | ☐ +3 | Charisma |
Skills
| ☐ +4 | Acrobatics (D) | ☐ +2 | Medicine (W) |
| ☑ +7 | Animal Handl'n (W) | ☐ +1 | Nature (I) |
| ☐ +1 | Arcana (I) | ☑ +7 | Perception (W) |
| ☑ +10 | Athletics (S) | ☐ +3 | Performance (C) |
| ☑☑ +13 | Deception (C) | ☑ +8 | Persuasion (C) |
| ☐ +1 | History (I) | ☐ +1 | Religion (I) |
| ☐ +2 | Insight (W) | ☑☑ +14 | Sleight of Hand (D) |
| ☑ +8 | Intimidation (C) | ☑ +9 | Stealth (D) |
| ☐ +1 | Investigation (I) | ☑ +7 | Survival (W) |
Languages / Proficiencies
- Armor: Light, Medium, Shields
- Weapon: Shortbow, Simple, Martial
- Languages: Common, Tabaxi, Goblin, Undercommon
- Forgery Kit
- Thieves Tools
- Knitting Tools
- Feats Skill Expert, Slasher, Resilient
- Proficiency Bonus +5
- Passive Perception 17

Appearance
brindled, brown/orange hair. BLue eyes. Dark skin.
Character Backstory
Off to Eushia to assist a client
Personality Traits
Traits: I enjoy doing things others believe to be impossible.
Courageous and forgiving, but skeptic and argumentative
Ideals: Daring. I am most happy when risking everything. (Any)
Bonds: I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
Flaws: I believe everyone has a price and am cynical toward those who present themselves as virtuous.
Features and Traits
Tabaxi
- Ability Scores. Dexterity +2; Charisma +1
- Size. Medium
- Speed. 30 ft., climb 20 ft.
Age. Tabaxi have lifespans equivalent to humans.
Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talents. You have proficiency in the Perception and Stealth skills.
Languages. You can speak, read, and write Common and one other language of your choice.
Barbarian
Hit Points
Hit Dice: 1d12
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack, and four javelins
Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Strength 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: shields
Weapons: simple weapons, martial weapons
Source: PHB, page 46. Available in the SRD 5.1 and the Basic Rules (2014).
Feats
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Slasher
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.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Strength +1
Skill: Sleight of Hand
Expertise: Deception
🔮 Spellcasting
Barlo is not a spellcaster. He has picked up a few cantrips, though.
Mark of the Adventurer & Tattoos
- Cantrip: Mage Hand, Message
2014 All Spells, and Homebrew Allowed in Dierde

class
Barbarian
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
Quick Build
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
The following information is from Xanathar’s Guide to Everything, page 8.
“I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage.”
— Seret, archwizard
The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.
It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.
“Rawr! I'm really angry! Funny, I don't feel any stronger. Maybe because I'm always angry, I'm always in top condition. Stands to reason.”
— Xanathar
Personal Totems
Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.
A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.
Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.
Tattoos
The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.
Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?
Superstitions
Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of the Beast
TCE p24
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
Form of the Beast
3rd-level Path of the Beast feature
When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Primal Knowledge
TCE p24
3rd-level barbarian optional feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Path Feature
At 6th level, you gain a feature from your Primal Path.
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.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce
TCE p24
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.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Brutal Critical (1 die)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Path feature
At 10th level, you gain a feature from your Primal Path.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Brutal Critical (2 dice)
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
This increases to three additional dice at 17th level.
Path feature
At 14th level, you gain a feature from your Primal Path.
### Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
### Ability Score Improvement
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Brutal Critical (3 dice)
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
### Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
### Ability Score Improvement
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
### Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Background
Smuggler
- Skill Proficiencies: Athletics, Deception
- Tool Proficiencies: Vehicles (water)
- Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp
Feature: Down Low
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
Claim to Fame
Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived to tell the story—and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
Suggested Characteristics
In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.
Personal
Barlo's Family
- Father of Barlo, Jade Gift | (Neutral) Father noted for his Trusting and cheerful personality, he always has a smile on his face.
- Mother of Barlo, Lucky Song "Song" | Mother is a merchant /importer of silk fabric & thread from far away places: (Neutral Good)
Siblings (Sisters)
- Sister of Barlo, Mellow Robin "Mellow" | (Neutral Good) Warlock Artisan
- Sister of Barlo, Sapphire Branch "Branch" | (Neutral) Wizard Artisa
Additional
Starting from Kampos on a ship going to a new client. Heading toward Carrune islands. Trinket a fragment of music. You are a low-level smuggler for "The Black Road", a faction that runs many black markets and illegal activities. You carry a black coin that signifies your affiliation.
Ship's Crew & Others...
- Kimila Serilas (female Drow)
- Joshua: A smuggler who stole my gaming dice (2 1-inch cubes, with each side painted a different color). A set of game cubes I got from Teeka when we used to play a lot.
- Jacoby Drexelhand - Asshole
- Lars Heyton -
- Ursa - Lars's assistant, now wife. Has been running the new island
- Bargle -
- Teeka - My friend from childhood. working now with Jackoby
- Viggie Storr - Mayor of Outding. Dead, now former mayor (while we were gone for 3 years in the Feywild , he was convicted of attempted murder of Lars and Ursa , and a follower of Jergal (evil, god of death)(note from sean: actually LN)
- Tharros the Wanderer - Creepy old mage, first heard in the Underdark , next found in a magical well in the Feywild . We then found an abandon, floating keep in the skies, about a day and half outside of Outding.
- Vyerith -elf woman found in a cave cell Underdark on Outding. Her name has come up a few times in our journey.
- Jeets mention her when we meet at the Kobolds area (petrified forest) where we killed a Blue Dragon. Possible she is a doppleganger, along with her brother
- Grognard's Journal: Written in some ancient languages: Netherese & Loross
- Adrex Lhamboldennish - "Black Road" Tracker came to the island to let me know that its OK i failed to do my job for them. The person i was supposed to help out never showed anyway. I asked Andrex to track down
- Joshua , the smuggler who stole my dice.
- Beast - Shadow's brother, dating my sister "Mellow" (who is missing, probably kidnapped by Bargle and the Satyr months ago.
- Cormin Bogletigle Neyer - Gnome Gem Magic
- Morenars Neyers - Half-Orc
- Ratlok Darksky - Bugbear Wizard met in the Beholder's lair. helped us
- From Sean (GM)): You hear a voice explode in your head "I see you, thief. How dare you steal from the Shadow Thieves ? We will soon be coming for you to get our stolen property and you can be sure we will wipe the memory of you off the planet." and then it Is gone.
- Enond - Leonid homeland- Ymeoz the King was assassinated Paramoz- Spymaster of the Mightfang, sent an assassin to try and kill Reggi.
- Jeets -
- Remington - helps Jeets . He is a Dragon
- Passengers: (traveling to ThornWinds) Garm, Nissa Silverfrond (elf) & Yggdra the red Dragonborn
- Gnome brothers- Dipple Sprocket & Balabar Sprocket
- Doppelganger siblings:
- Vyerith & Nezznar (last name Xorlan?) working with Dearno "The Spider" - ex-leader of the Redbrands
- Kolvar- Soul of an
trapped inside Bastion. He is now freed from him. - Gearlock - Warforged we found. he got repaired after our trip to Eberron by Amalgam
- Amalgam- Warforged met in Eberron after we killed the giant robot. Giant Warforged Robot- we destroyed it from the inside.
- Vayas'Xullice Dear - name on letter
- Mulhurrand - pantheon of Egyption Gods that came over to Toril
- Bast , Seth, and others
- Schhrodenger - Sphinx of Wonder - looking for the Cats of Oltghar . they told him to find the epoch egg. Looking for Trapp St to find the Abashai that has the Epoch
- Dragon egg
- Hallmi - Dwarf bartender at the Broken Fang on Honeveras lane.
- Rathus - A Red Abishai sitting in the mansion, we dispatched him
- Vashkarr - Rakshasa -The master of the house, we let him look into the book Gentleness -
- male teifling,red, wearing goggles, alchemist making potions for Vashkar
- Klauth - Red Dragon who learned a Potion of longevity, and control of a god
Treasures
- Trinket: A fragment of a beautiful song, written as musical notes on two pieces of parchment
- Yarn: 6 skeins of high quality wool yarn: purple, green, blue, grey, yellow, black
- 4 skeins of high quality cotton
- *(Cotton: Generally speaking, cotton is a bit slower to knit than most wools and is the perfect yarn to show intricate patterns and clear stitches
- It’s considerably inexpensive.
- It’s a plant-based fiber (so could be an alternative for vegans; though hemp, linen and bamboo yarns are probably a bit more sustainable)
- Easily washable)
- *(Wool: It’s very durable and stretchy, so it’s both up to a lot of strain and tensions while knitting AND it will create projects made to last. On the negative side, wool tends to pill over time and it’s sometimes a bit scratchy. Higher quality blends are softer.)
- Fireworks: Dwarven Bottle Rockets: 5 dz
- Goblin FireCrackers: 50
- Flying Dragons: 5 dz
- Wand Warrior Candle: 30
- Gems: 1 @ 50gp Carnelian
- Books: The Monster Harvester Handbook
******** Magic Items // Attuned [A] ********
- Moon Touched Longsword: 1d8 (1d10) slashing (versatile) In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
- Gloves of Thievery: +5 to (Dex) Sleight of Hand and picking locks. They are invisible when worn.
- Headband of Intellect: (Wondrous item, major tier, uncommon, attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
- Portable Hole - 6 ft diameter x 10 ft tall, cylindrical space. (volume 282 cu. ft.) (7.48 gallons/cu.ft. / 1 cu.ft water 62.41lbs / 282cu.ft = 195,964 lbs)
Haversack - (2side pouches each) 2 cu.ft @ 20lbs. (main pouch) 8 cu.ft @ 80lbs. Bag of Cold - 3 cu.ft. @ 100lbs. Enderbox - 12 cu.ft. @ 300lbs. Saddlebag - (pairs) each 40 cu.ft. @ 300lbs. Bag Holding - 64 cu.ft. @ 500lbs. Portable Hole - 6 ft diam x 10 ft deep, platinum box with time dragon egg
Coins: 1178 cp, 9975 sp, 1437 gp,
[1 Embroidered silk handkerchief, 1 Gold locket with a painted portrait inside, 1 Small mirror set in a painted wooden frame, 1 Silver ewer, 1 Cloth-of-gold vestments, 1 Small gold bracelet]
Backstory
Birth: 02/04/1980
From The Bronze Canyon in Kampos. Gave up Tabaxi name. Help move people. On way to Eushia to help Organization with a client. Currently on ship near Carrune.
Comes from a regressive civilized culture.
Both parents still alive, 2 sisters, he is middle child. Born on the 4th day of the 2nd month, aboard a ship in a prison cell. The mom was taken hostage by pirates as she was helping transport some wares.
Events of my Youth
- Age 7: befriended a goblin girl, Teeka, and we became infatuated with an old adventurer named Grognard and want to spend most of our time with him, listening to his stories.
- Age 13: begins an apprenticeship as a weaver. After 3 years the apprenticeship ends because I had "misplaced" or "lost" (stolen) valuable items from my master's shop.
- At some point during his apprenticeship an item of his master went missing, something of great value or importance. After using or doing something with the item, the master gave the item to Barlo to put back where it belongs. Barlo did, but a few days later the master discovered it was missing. It was a very personal and special item, or tool maybe. Anyway, Barlo had put it back where it was supposed to be, but the master was convinced Barlo must have misplaced it. Barlo adamantly defended himself, but it seemed the old master wasn't convinced. He then started to accuse him of stealing it. Barlo pleaded for master to believe him, and even began to help him in searching the entire shop and house for it
- After half a day of searching, Barlo found it. It had fallen behind the masters old desk, far from it's usual resting place. That's when the master said "Oh, that's right. I was going through some old papers looking for references I had about the item. I must've left it on the desk and somehow knocked it off." He apologized to Barlo and was sorry for accusing him in the first place. "You're a good boy Barlo, you would never steal from anyone. I am sorry"
- Age 16: a neighbor friend runs away and is gone for 4 months. why?
- Age 17: trouble in the family, they don't approve of my friends.
Events of Adulthood
- Age 18: becomes well-known, almost famous, for being involved in an illegal activity. Forced into doing it because of threats to my family.
Valued Things (value to me)
Person: Father (average) Thing: knitting tools (obsessed) Abstract: Freedom, both my own and others (average)
Other
Marks & Tattoos
Tattoos
- Mark of the Adventurer (back of neck)
- Mark of the Telepath (side of head, split on both sides, simple, ornate)
- Done by Tipsy
Factions & Connections
- Lord of Kampos to the Lady of Skola Vale
- Connection to Paradox through past and father
Attacks & Gear
| Name | Attack Bonus | Damage/Type |
|---|---|---|
| Claws | 11 | 1d4+4 slashing + 1d8 acid+ 2 Magic Bonus |
| Rage Bite | 11 | 1d8+4 piercing (magical) + 1d8 acid+ 2 Magic Bonus |
| Rage Claws | 11 | 1d6+4 slashing (magical) + 1d8 acid+ 2 Magic Bonus |
| Rage Tail | 11 | 1d8+4 Piercing (magical)+ 2 Magic Bonus |
| Tail (reaction) | - | 1d8 Bonus to AC |
| MoonSword 1h | 9 | 1d8+4 Slashing |
| MoonSword 2h | 9 | 1d10+4 Slashing |
| Javelin | 9 | 1d6+4 Piercing |
| Infectious Fury | DC16 | 2d12 Psychic |
| corroded Javelin | 9 | 1d6+3 piercing |
Gear
| Q | Item | Total Weight |
|---|---|---|
| 1 | 🔮[A]Animated Shield | 6 |
| 1 | 🔮[A]Stone of Good Luck (Luckstone) | 0 |
| 1 | 🔮Gloves of Thievery | 0 |
| 1 | 🔮Boots of Striding and Springing | 0.5 |
| 1 | MoonSword 2h | 3 |
| 2 | Javelin | 2 |
| 1 | Coin, The Black Road | 0.02 |
| 1 | 🎒Backpack | 5 |
| 1 | Knitting tools (pair) | 0 |
| 2 | Spools of yarn | 0 |
| 1 | Bottled Wraith Dust - small amount | 0.2 |
| 1 | Bedroll | 7 |
| 1 | Mess kit | 1 |
| 1 | Tinderbox | 1 |
| 2 | Torch | 1 |
| 2 | Rations | 2 |
| 1 | Hempen rope | 10 |
| 4 | owlbear feathers | 0 |
| 1 | Waterskin Ale (1 gal) | 5 |
| 1 | Forgery Kit | 5 |
| 1 | set of lockpicks | 1 |
| 1 | Scroll case, (trinket) parchment | 0.02 |
| 1 | 🔮Headband of Intellect | 0.02 |
| 1 | Potion of Healing | |
| 1 | 🔮🐾 Claws of Eberron +2, acid 1d8, crits on a 19/20 |
| Q | Item | Total Weight |
|---|---|---|
| 1 | Portable Hole | 0 |
| 15 | arrows | |
| 1 | potion fire breath | |
| 2 | potion Hill giant strength | |
| 2 | purple worm poison | |
| 1 | strange black obsidian dagger | |
| 1 | corroded Javelin | 1 |
Portable Hole
| Q | Item | Total Weight |
|---|---|---|
| 1 | Weapons Chest | 25 |
| 1 | Mannequin | 10 |
| 1 | Treasure Chest (locked) | 25 |
| 1 | A Large Plush Pillow | 5 |
Bag of Holding (Sas)
| Q | Item | Total Weight |
|---|---|---|
| 1 | 💎 bag of diamond dust (50gp) | |
| 1 | 💎 bag of gems (~100gp) | 0.02 |
| 1 | 🔮Alchemy Jug | 0.02 |
| 1 | 🔮Amulet of Proof against Detection and Location | 0.02 |
| 1 | 🔮Magic 8 Ball | 0.02 |
| 2 | 🔮Potion of Superior Healing | 0.02 |
| 1 | 🔮Chime of Opening (5 uses) | 0 |
| 4 | 🔮 Greater Healing Potion | 0.02 |
| 1 | 🔮Immovable Rod | 2 |
| 1 | 🔮 Potion of Diminution | 0.02 |
| 1 | 🔮Potion of Gaseous Form | 0 |
| 1 | 🔮 Ring of Free Action | 0.02 |
| 2 | 🔮 Potion of Supreme Healing | 0.02 |
| 1 | 🔮 Scroll of Expeditious Retreat | |
| 1 | 🔮 Scroll of Light | |
| 1 | 🔮 Scroll of Telescription | 0.0004 |
| 1 | Letter from Ursa | 0.0004 |
| 1 | Letter about Reggie | 0.0004 |
| 1 | 📖 Devil Men of the Deep, the Study of the Walking Piscine Killers (Mostly Read) | 2.5 |
| 1 | 📓 Jacoby's Journal (Little read, but lars Read) | 2.5 |
| 1 | 📖 Green Thumb, Gardening Book(not read) | 2.5 |
| 1 | 📖 Known Claims of the Far Realm | 5 |
| 1 | 📖 Necromantic Artes v.1 (Read by Bastion) | 5 |
| 1 | 📖 Rocks, Crystals, and Gemstones (Not Read) | 2 |
| 1 | 📕 Short History of Dwarves | 4 |
| 1 | 📕 Basic Carpentry for Complex Dungeons | 5 |
| 1 | 💎 amber 100gp | |
| 0 | 💎 amethyst 100gp | |
| 2 | 💎 azurite | 0.0004 |
| 1 | 💎 bloodstone (50gp) | 0.0004 |
| 1 | 💎 blue quartz | 0.0004 |
| 0 | 💎 carnelian (50gp) | 0.0004 |
| 2 | 💎 chalcedony (50gp) | 0.0004 |
| 2 | 💎 black stone oval | Chardyln |
| 2 | 💎 chrysoberyl 100gp | |
| 1 | 💎 chrysoprase (50gp) | 0.0004 |
| Q | Item | Total Weight |
|---|---|---|
| 1 | 💎 citrine (50gp) | 0.0004 |
| 2 | 💎 coral 100gp | |
| 7 | 💎 diamonds (50gp) | 0.0004 |
| 2 | 💎 agate | 0.0004 |
| 1 | 💎 golden locket | 0.02 |
| 2 | 💎 hematite | 0.0004 |
| 3 | 💎 jade 100gp | |
| 2 | 💎 jasper (50gp) | |
| 1 | 💎 jet 100gp | |
| 1 | 💎 lapis lazuli | |
| 1 | 💎 moonstone (50gp) | 0.0004 |
| 1 | 💎 onyx (50gp) | 0.0004 |
| 4 | 💎 pearl 100gp | |
| 1 | 💎 rhodochrosite | 0.0004 |
| 1 | 💎 star rose quartz (50gp) | 0.0004 |
| 1 | 💎 tiger eye | 0.0004 |
| 1 | bottle of honey | 0.2 |
| 1 | notched giant eagle claw | 0.02 |
| 1 | human bone necklace | 0.02 |
| 1 | pouch chewing tobacco | 0.02 |
| 1 | 📖 Spellbook of a Botanist | 5 |
| 1 | 📓 Journal of a Botanist | 5 |
| 1 | small mirror | |
| 1 | potion of growth | |
| 1 | brass key | |
| 1 | cloth gloves | |
| 1 | bottle of honey | |
| 1 | set of fine brushes (5gp) | |
| 1 | potion of climbing | |
| 1 | pieces of Solec's shell | |
| 1 | iron tea set | |
| 1 | oil of slipperiness | |
| 1 | harvesting kit | 30 |
| 1 | 1 Hemp Rope 50ft | |
| 1 | ring with AO signet | |
| 1 | burned book with Meklans handwriting | |
| 4 | 💎smoky quartz (10gp each) | |
| 11 | 💎15 onyx (10go each) | |
| 10 | 💎gems (10gp each) |
| Q | Item | Total Weight |
|---|---|---|
| 2 | Garnets 100g each | |
| 1 | blue crystal powder | |
| 1 | red crystal powder | |
| 1 | Glyph Stone | |
| 5 | adamantine ingot 1000gp/e | |
| 1 | Acid Sling ring | |
| 1 | Bracers of Celerity | |
| 1 | 💎alexandrite 500gp | |
| 2 | 💎blue spinel 500gp/e | |
| 1 | 💎aquamarine 500gp | |
| 5 | 💎black pearl 500gp/e | |
| 2 | 💎peridot 500gp/e |
Calliope's Handy Haversack
| Q | Item | Total Weight |
|---|---|---|
| 🎒 | 🎒Large Central (8 cubic feet, 80 lbs.) 🎒 | 🎒 |
| 🎒 | 🎒Left Side (2 cubic feet, 20 lbs.)🎒 | 🎒 |
| 🎒 | 🎒Right Side (2 cubic feet, 20 lbs.)🎒 | 🎒 |
| 1 | 📖 A Guide to the Underdark by Drizzt Do'Urden (Mostly Read) | 2.5 |
| 1 | 📕 The Magic of Stone and the Souls of Mountains by Theoderus (Not Read) | 3 |
| 1 | 📕 Analysis of Divination Spell Extension into the Astral Plane by Yaphyll (Not Read) | 2.5 |
| 1 | 📕 This Ore That; Choosing your first Rock Golem by Safiya (Not read) | 2.5 |
| 1 | 📕 Making Friends; a History of Necromancy by Xzar (Not read) | 5.5 |
| 1 | 📖 The Monster Harvester’s Handbook (Mostly read) | 5 |
| 1 | Art Objects (750gp) | |
| 1 | Art objects (750g) | |
| 1 | Art Objects (750 g) |
The Audacity
The Crew
Ship's Quartermaster/Ship's Bosun /Ship's Sailing Master
Ship's Crew (deckhand)
Ship's deckhand (Rigger, also Ship's Mage