Ruins of Adventure
Brandobaris
- Name: Brandobaris
- Allegiance: Gods of the Wild
- Portfolio: Adventuring, Excitement, Risk-taking, Stealth, Patron of Halflings
- Titles: Master of Misadventure, Master of Stealth, The Irrepressible, The Scamp, The Friendly Rapscallion, Fortune’s Beloved, The Blessed One
- Symbols: A halfling footprint; Any small, valuable stolen item
- Worshiper Alignments: NG, TN, CG, CN
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Core Doctrine: Adventure and risk are the spice of life.
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Edicts:
- Lust for the thrill, not for the treasure.
- The wildest tale is the greatest reward.
- Greed obscures the true prize of experience.
- Seek excitement and danger wherever your feet take you.
- Learn to tell a good yarn, and often your tongue will get you out of trouble.
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Anathema:
- Hoarding wealth.
- Keeping your exploits secret.
- Refusing any offer of adventure or excitement.
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Edicts:
- Allied Faiths: Liira, Mask, Mielikki, Shaundakul, Tymora (lover)
- Enemy Faiths: Armok, Beshaba, Helm
- Pesudonyms:
Base Requirements
- Races: Halfing
- Classes: Cleric
- Ability Requirements: Aim 13
- Alignments: Non-Lawful, Non-Evil
- Starting Cash: by class
Proficiencies
- Weapon Slots: By class
- Allowed Weapons: As Thief
- Allowed Armor: Studded Leather or lighter, No shields
- Bonus Weapon Proficiencies: None
- Required Weapon Proficiencies: Sling
- Non-weapon Slots: By class, +2 slots
- Available Groups: Spiritual, Pastoral, and Larceny
- Bonus Proficiencies: Disguise, Gaming, Modern Language (Thieves’ Cant), Religion
- Required Proficiencies: Tumbling, Ventriloquism
- Recommended Proficiencies: Any Larceny Proficiencies.
- Forbidden Proficiencies: none
Priest Spheres:
- Major: All, Animal, Combat, Creation, Law, Summoning, Time, Travelers
- Minor: Guardian, Protection
Overview: Brandobaris is the master of adventure and misadventure, a favorite of halfling adventurers. Tales of the Scamp’s wild exploits are almost beyond counting. The followers of Brandobaris, as might be expected, are mostly thieves. The more ardent followers are usually also the ones to take the greatest risks on adventures, and the Master of Stealth views them almost as favored apprentices.
Like Brandobaris himself, the church of misadventure is filled with appealing scamps who regularly find themselves embroiled in trouble, but who usually emerge better off than not. Tales of the exploits of Brandobaris’s followers are told and retold in most halfling cultures. However, despite their fondness for such tales, most halflings would prefer that the church of Brandobaris keep far away from their own lives and are personally unwilling to get involved in the misadventurous capers of the Scamp’s entourage.
Description: Given the informal nature of the church of Brandobaris, regular adventuring gear serves as the ceremonial garb of priests of the Master of Stealth. For most priests, this includes leather armor, a cloak in a subdued hue, and when feeling particularly jaunty, a feathered cap of some sort. The holy symbol of the faith is any small purloined object of great value that the priest has personally blessed, typically a gold or platinum coin or jewel of some sort.
Role-Playing: Brandobaris is unique in that his church has no actual temples or permanent shrines at all. The Master of Stealth is honored instead through adventurous activity and by relating tales of his exploits and those of his followers. In a sense, a shrine of Brandobaris is temporarily created whenever a story involving The Scamp is told or whenever an item commemorating one of his misadventures is brought out and remembered.
Members of Brandobaris’s clergy are active adventurers who seek lives of excitement and danger by taking active risks and by employing the skills taught to them by the Master of Stealth and his most accomplished apprentices. Most Hands of Misadventure are stricken with wanderlust, seeking to see as much of the world as they can. While Brandobaris’s priests are often involved in daring thefts, smooth cons, and other larcenous behavior, they are thrill-seekers, not bandits. They are driven by the acquisition of treasure, not the holding of it, and many benefit their communities by lavish spending of newly acquired wealth at halfling-owned establishments. Those who cannot adventure, whether due to age or infirmity, serve the faith by running safehouses and by spreading glorious tales among the sedentary majority of the halfling populace.
Special Abilities:
- Clerics of Brandobaris gain double the normal rate of fire with Slings.
- At 3rd level, Clerics of Brandobaris can create an illusionary calling card once a day. This calling card is the illusion of a simple item, whether it be a white glove, silk scarf, or rose. Upon its creation, the item must be immediately placed in a fixed location or it fades away into nothingness. Once placed, the illusionary item does not move or disappear until touched by a sentient being other than the caster. Once touched, a calling card instantly melts away into nothingness. Much like a wizard’s sigil, the calling card of a priest of Brandobaris is unique to that individual within the faith. Each priest must choose an illusionary item to be created by this spell the first time calling card is cast. Once chosen, the type of object created can never be changed. Calling cards are typically left behind at the scene of the crime to take oblique credit for the theft. For every three levels above 3rd, a cleric of Brandobaris can create an additional calling card per day.
- At 5th level, Clerics of Brandobaris can lay on hands (like the Paladin ability), restoring 2 hit points per level once per day.
- At 8th level, Clerics of Brandobaris can cast Deeppockets 1/day.
Special Disadvantages:
- Clerics of Brandobaris do not gain the ability to Turn Undead.
Return to Religions.