Barlo Hawkins (perrinmiller)

===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
Category:Approved Characters