Darl Quethos

Barrion The Builder's page

13 posts. Alias of Olondir.

About Barrion The Builder

Male Human Wizard 1
NG Medium Humanoid (Human)

Init +2; Senses Perception +1

Standing 5'11", Barrion looks completely average. His hair is kept short and brown and his eyes are dark blue. They are navy and a much different blue than his well-worn robes he is always in. Besides his slightly dirty outfit he seems to be a very clean gentleman. Under his cloak, on his right arm is a strange birthmark. Or a tattoo that he has had so long that he figures he must have been born with it.


Barrion moved into town as a teenager to live with his uncle Vhalantru. He was sent from his home in Sasserine. His parents never gave him a reason why he was sent to live with his uncle, but told him they loved him very much and he will do great things. He remembers his mom, looking into into his eyes saying,

"You'll change the world, sweety. I promise. Be good for your uncle and for us, ok?"

Barrion knew something was wrong and his mom was trying her best not to cry.

In Couldron, Barrion studied wizardy at the Bluecrater Academy where he found a special knack for Creation, Engineering, Architecture, and Mathematics. At the age of 21 he apprenticed with the building guild and assisted in the construction and repairs of the West Gate. His first major assignment.



AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3


Spd 20 ft.
Melee Quarterstaff +0 (1d6/20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Spell-Like Abilities Acid Splash (3/day)
Wizard Spells Known (CL 1, 0 melee touch, 2 ranged touch):
1 (2/day) Sleep (DC 15), Burning Disarm (DC 15), Grease (DC 16)
0 (at will) Mage Hand, Mending, Dancing Lights


Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus: Conjuration, Varisian Tattoo: Conjuration, Wizard Weapon Proficiencies
Traits Nobility, Mathematical Prodigy: Knowledge: Arcana
Skills Appraise +8, Craft: Stonemasonry +8, Knowledge: Arcana +9, Knowledge: Engineering +9, Knowledge: Geography +8, Linguistics +8, Profession: Architect +5, Spellcraft +8
Languages Common, Draconic, Dwarven, Elven, Goblin, Halfling
SQ +3 to Appraise checks, Create Gear (1 lbs.) (7/day) (Su), Creation, Divination, Empathic Link with Familiar (Su), Necromancy, Share Spells with Familiar, Summoner's Charm (+1r) (Su)
Combat Gear Quarterstaff; Scroll: Infernal Healing, Scroll: Sleep Other Gear Artisan's tools: Craft: Stonemasonry, Backpack, Masterwork (9 @ 16 lbs), Bedroll, Candle, Case, map or scroll (10 @ 0 lbs), Case, map or scroll (empty), Flint and steel, Hammer, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Rope, hempen (50 ft.), Signet ring, Spell component pouch, Spellbook, wizard's (blank)


+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Create Gear (1 lbs.) (7/day) (Su) Create spell, simple objects that will fade away in 1 minute (or 1r after they leave your possession).
Creation Associated School: Conjuration
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Varisian Tattoo: Conjuration Spells from chosen school gain +1 caster level.

(S) dignifies I learned it via scroll

Acid Splash
Arcane Mark
Dancing Lights
Ghost Sound
Mage Hand
Ray of Frost


Burning Disarm
Infernal Healing
Mage Armor
Magic Missile
Unseen Servant
Enlarge Person (S)
Color Spray (S)
Shield (S)

Euclid, Raven Familiar:

Male Raven
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision; Perception +9
AC 15, touch 14, flat-footed 13. . (+2 Dex, +2 size, +1 natural)
hp 4 (1d10-1)
Fort +1, Ref +4, Will +4
Spd 10 ft., Flight (40 feet, Average)
Melee Bite (Raven) +5 (1d3-4/20/x2) and
. . Unarmed Strike +5 (1-4/20/x2)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus: Perception, Weapon Finesse
Tricks Attack [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Guarding [Trick], Seek [Trick]
Skills Appraise -1, Climb +2, Fly +6, Linguistics -1, Perception +9, Spellcraft -1, Stealth +10, Swim +2
SQ Fetch [Trick], Guarding [Trick], Improved Evasion (Ex), Seek [Trick]

Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Guarding [Trick] The animal has been trained for guard duty.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

nobility trait:

Nobility (Trait)
You were born into a noble family.
Benefit: You start play with an additional 200 gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more favorably to your presence.
Drawback: You are well-known and recognizable, and suffer a -4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more poorly to your presence