Harrow Bloodline

Blessed Brother Barion's page

86 posts. Alias of thunderbeard.


Race

Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5

Classes/Levels

| HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)

Alignment

CN, leans CG

Occupation

High Priest of Yidhra (for hire)

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Blessed Brother Barion

"Behold! By the bar, a humble broker of blessings, cast as both brute and benefactor by the believers of Bard’s Gate. His boastful voice, beyond brisk beatitudes, belies a bold set of beliefs, braving the boundaries of a branched faith, building bridges between the benighted and the beautiful. But this is no beginner, no simple bearer of broken bibles and bardic ballads; buttressed by a brilliant bag of tricks, he brags of his past battles as a bad-ass ballistic brawler, one who belongs among his betters. Not wishing to become a bother, Brother Barion briefly bows, before brightly asking for your business."

Background:

Abandoned as a child in the shadows of the Stoneheart Forest, Barion was born one of the other half-elves—his parents, presumably, Drow hunters of the dark places among and below the trees. But the riverfolk took him in, somewhat begrudgingly, and his quick wit and strong voice saw him apprenticed to a keeper of records.

In a different place, perhaps, Barion would have been a war drummer, beating out arcane rhythms with his excellent sense of timing and magical blood. Instead, he spent decades working among the river boatsmen, poling rafts and guiding gondolas, keeping perfect time with his oar strokes as he learned the many traditional river-songs of his people. In a city as musical as Bard's Gate, however, even the simple songs of the river attracted occasional attention; young Barion gained enough attention and heard enough stories from bards and adventures traveling the river to eventually make his way to the city.

Still, Bard's Gate was a strange and bewildering place for a young and restless half-elf. In the Stoneheart Forest, his pointy ears and elven features had marked him as Drow-blooded, a sign of fear and shame, while his connection to the people who had raised him bought some form of acceptance. In the city, where the Arkaji gathered shifty looks and the occasional epithet, it was his elven side that gained praise and acceptance, while he was forced to hide what had been the prestigious side of his identity. And the college was equally bewildering, once he found entry; for a school that trained its students in songs of war, Bard's College had a strict focus on anything but fighting.

But magic was in Barion's blood, and the songs he knew were rhythms of war and ballads of loss and longing; and, for a child with the wrong sort of upbringing, this got him into a bit of trouble. Reprimanded for a few magical brawls, he quickly found himself in violation of the terms of his scholarship, and out on the streets long before finishing his studies.

Barion was quick, and knew how to look quickly respectable; and perhaps most importantly, he had learned a very martial sort of music, the kind that allowed him to win fights without ever quite fighting. And while he found some work as a pickpocket or a boatsman, the real money came in mercenary work. Often this was a bit... unsavory, as a man who could trash a tavern or threaten a food vendor with his mind found easy employment as a thieves' enforcer. And a lack of weapons or complicated spells made it a bit easier to avoid direct accusations from the city guards, so Barion kept out of trouble for some time.

And of course, he read quite a bit. Since the Bard's College, he had spent most of his spare coin on books, learning the laws of magic and physics. And this brought him to questions on the nature of reality, and Barion learned of other planes, and other religions.

For an often-confused, never-quite-in-place youngster in the city, the Church of Yidhra held a certain slightly edgy appeal. And so Brother Barion became self-ordained in the faith of paradoxes, and found that by meditating on the rules of reality, he could more easily bend or break them. Perhaps more importantly, though, he could also make easier money as a priest. Instead of threatening shopkeepers, they would pay him to bless their babies and oversee their marriages. A previous history of finding odd jobs, and a Bard's College education in flattery and song, made him one of the more popular of his church's High Priests, as Brother Barion could serve as both priest and choir for only a bit of extra coin.

And with the newfound respectability of his priestly robes, Barion found his way to a higher sort of mercenary work. No longer a drop-out and bagman, he could advertise his services as a holy warrior, righteous avenger, or paladin-for-hire. Through new membership in the Society of Arms, he worked mostly as a bodyguard, keeping the city's wealthy secure at parties or trips outside the city without ever needing a license to carry a weapon; and while not the most imposing sight, the string of arguably-occult jewelry he carried, combined with the holy symbol of an unpredictable god, blazoned large upon his back, have been mostly enough to keep would-be criminals from trying too much.

Still, the Society is... mostly a rowdy, uncultured group, quicker to use swords than words. And Brother Barion, able to wheedle his way into Bard's Gate high society on occasion, has found that he prefers the fancier life, and the paradoxes present in how the wealthy and powerful avoid violence despite an unparalleled talent for it. And so he has sought membership in the Wizard's Guild, in order to better understand and unravel the laws of reality—and while he has been so far unsuccessful, he has been offered a few odd jobs for the city's wizards, which he hopes is a good sign.

Description:

Brother Barion carries no weapons—to do so would be foolish in such a safe city—only a few ceremonial daggers, a small riding whip, and a heavy quiver of arrows, with no bow to fire them. Of course, no stranger to such contradictions, he still walks the streets of Bard’s Gate with self-assured confidence, knowing that he wears a full arsenal of deadly weapons. Clad in the lightest of mail, concealed beneath robes of heavy linen, he never leaves the house without a heavy suit of armor; frequently alone, he is never without allies. And while he practices only a small set of simple, harmless spells, he would never bet against himself in a test of magical prowess.

Barion is tall, perhaps, and thin, with strong and pleasant features. Occasionally during his daily walks, but more often during fights, he will suddenly sit and meditate, willing the world to move harmlessly around him (and giving it a gentle nudge when it forgets to do so). His many sets of lavender robes, sewn from expensive linen of the heavy-but-breathable variety, are each hand-decorated in swirling lines of quill pen ink—if asked, he will explain that these are patterns of great significance, and if asked again he will add that he does not know the details of this significance. Besides a practical backpack and impractical quiver worn over his robes, he often carries a set of small hand drums, except on Tuesdays, when he carries wind chimes instead. When casting spells, Brother Barion prefers to settle his nerves by using a holy symbol as a focus, but has never much paid attention to which holy symbol he is using.

The Church of Yidhra:

"The Church of Yidhra" would be one of those taverns where people hire adventurers and get into fights... except, perhaps, for its unusual location in the midst of the Temple District. The drinks—for the most part passable, weak beer—do tend to have the interesting quirk of serving themselves, and of course there aren't many other religious establishments in the city that serve alcohol. On the second half of the drinks board, Barion has posted various simple religious services—marriages, blessings, curses, etc—and the nominal fee associated with each, while he takes serious clients upstairs.

Taking up a good portion of the second floor, Brother Barion’s parlor has been more or less converted into a working office and shrine. Like many of Yidhra’s priesthood, he understands the value of good business sense in all matters that his god does not voice opinions on; but years at the Bard’s College have given him an extra air of theatricality, and thus the Church of Yidhra, For-Hire has become something of a novelty as far as shrines to the goddess go. While Barion might find most of his jobs through the Society of Arms, the Church provides an excellent place to meet with on-the-fence clients, as well as to perform nearly any kind of religious rite imaginable for a small fee. (Additionally, the general obfuscation of his faith gives Brother Barion a handy excuse to turn down any jobs that feel unsavory or too difficult, just as he supposes the goddess might as well want him to).

The actual upstairs "Church" itself can be… a bit difficult to describe. Two tailor’s dummies (“Major Domo” and “Number 3”) take turns opening the door to greet visitors, with the other dummy alternately acting as an immobile coat-rack. Lumiere, an altogether sprightly fellow (and Barion’s personal candelabra), passes around the room on a circuit, briefly visiting each of the room’s sconces in a complicated pattern that is often not complicated at all. At a small writing desk in the corner, his secretary Inksworth—a jaunty quill pen—takes notes on all meetings and conversations; as the poor creature lacks any kind of recognizable intelligence, these notes usually consist of random scribbles.

Brother Barion’s desk and religious altar sit bolted to the room’s far wall, jutting out into the room from a plane perpendicular to the floor, in an installation that has altogether not thrilled his landlord. While he usually sits at this desk during business hours and religious holidays, occasionally the priest gets up for a stretch and walks around.

* * *

Male Half-Elf Incanter 5 // Bard (Rubato) 5 // Gestalt 5
CN Medium humanoid (human, elf, drow)

"Gravity's just a habit that you're really sure you can't break"

Init +9, Perception +10, Low-Light Vision, Darkvision
Social Status: Middle Class, Base: Middle Class
Housing: The Church of Yidhra, Tavern, Old Temple District

Daily Abilities:

Spell Points 9/9
Momentum Pool 0/9
Tempo Pool 4/4+
Power Points 5/5
Bardic Performance 14/14

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Defense
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AC 21, T 13, FF 18 (Armor +5, Dex +3, Shield +3)
CMD 16 (Dex +4, Str -1, BAB +3)
Fort +3, Ref +7, Will +6 (+2 vs enchantments; +4 vs performance, sonic, or language effects)
HP 36 (5d8+10)

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Offense
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Speed 30’
Ranged Masterwork Dagger +9 (1d4-1, 19-20)
Telekinetic Masterwork Dagger +10 (1d4+4, 19-20)
Tetsubo/Sansetsukon +10 (1d10+4, x4 or 19-20)
Acceleration Arrow +11 (1d4+4)
Whip Disarm +11 (15' reach)

Modifiers (hit/dmg|AC):
-Offensive Mantra (included in default attacks)
-Deadly Aim (-1/+2|+0) (can't combine with melee feats)
-Two-Weapon Fighting (-2/+0|+0) (extra attack at normal damage) (additional -2 with larger weapons)
-Defensive Mantra (-2/0/+2) (insight bonus shift)
-Maneuver Mantra (+1/0/0) (maneuvers only)

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Spells
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Casting Tradition Divine Pattern Magic
Similar to typical divine magic, this self-taught school of casting focuses on carefully layered patterns of rhythm and reverberation. Requiring both mental focus and audible sound, it allows the establishment of strong effects through repeated and reinforced mantras and spells.

- Verbal Casting - Spells have a distinctive, loud component
- Somatic Casting - Can't use medium or heavy armor effectively
- Focus - Requires checks to cast spells without gripping a divine focus
- Draw Magic - Gain +1 CL when magic effects 3 or more creatures, +2 CL when 6 or more creatures
- Gain +1 SP plus +1 per 6 levels

Caster Level 5
Concentration +11
Spell Points 9
Spell Save DC 16

Talent Wishlist:
Tactical Totem, Greater Speed, Group Time, Warp abilities, Flight, other totems, Quick Catch?, Forceful Telekinesis, Create (repair)

War Sphere (3 talents)
-Personal Conflict (Drawback) - May not center totems on locations
--Totemic Presence - Cast totems centered on self as move action, or 1 SP for swift action.
(1) Small Unit Strategist (Drawback) - Lose Totem of War
--Aggressive Momentum - As swift action, ally may spend 3 momentum for additional attack at full BAB
(2) Totem of Speed - Allies within totem gain 10' movement, free with bardic performance
(3) Gyroscopic Totem (1 SP) - Enemies within totem cannot take 5' step, and must make Reflex save or fall after movement if moving >5'

Enhancement Sphere (1 talent)
-Consciousness-Linked (Drawback) - Enhancements end if unconscious
--Mass Enhancement (1 SP) - Enhance up to 4 targets at once
-Obvious Enhancements (Drawback) - Enhancements are obvious, and effects can be identified by non-casters
--Deep Enhancements - Spend 1 SP for enhancements to last 10 minutes/level
(1) Constructor - Enhancements can only create life
--Animate Object (1 SP) - Create Objects (default limit: medium)

Time Sphere (1 talent)
(1) Haste/Slow - Grant target extra attack, or stagger enemy

Telekinesis Sphere (5 talents + 2 from feats)
(1) Telekinesis - Can lift objects or creatures (targeting creatures costs +1 SP and requires Will save), 25' movement
(2) Acceleration - Double movement range and +2 to hit if objects move in straight line
(3) Divided Mind - Lift up to 6 objects if total is under size limit (or 3 targets with maneuvers)
(4) Flair - Use ranged feats with telekinetic attacks
(5) Dancing Weapon - May flank with telekinetic objects; use melee feats with telekinetic attacks; add casting mod to bludgeon damage
(6) Powerful Telekinesis - Increase lifting size by 1 category (Medium at CL 5, Large at CL 8)
(7) Whirlwind Assembly - Draw and equip up to two weapons/items and one set of armor (and stow an equal number) as swift action, including from mundane containers

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Maneuvers
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Initiating Class Rubato Bard
Recovery: spend 2 tempo as swift action, or 3 as free, but not in turn used
Special: replace discipline skills with any perform skill

Elemental Flux (Spellcraft; light blades, monk, thrown; change active element as a standard action)
Mithral Current (Dance; light blades, heavy blades, pollards)
Sleeping Goddess (Autohypnosis; heavy blades, monk, spears; gain PP equal to highest-level stance/maneuver, +1 per additional stance/maneuver)

Maneuvers Known (ML 5; init mod +Cha)
*Indicates preparation
. . 2nd (2 known) *Arcane Shield (EF, C) (roll Spellcraft vs attack roll against any effect with an attack roll; Augment 1 tempo to gain +2 shield bonus next turn), Adamant Will (SG, B) (mark location, then teleport as an immediate free action some time during the next turn; Augment 2 PP per extra turn or per extra teleport)
. . 1st (4 known) *Flowing Creek (MC, C) (roll Perform dance vs attack roll against any effect with an attack roll, then 5’ step), *Eldritch Shield (EF, C) (resist 10 points of each energy type for one effect; Augment 1 AP to resist 20), *Tidal Blade (MC, S) (hit two threatened creatures, with one attack/damage roll, at +2 to hit if weapon was drawn), Flash of Insight (SG, C) (use attack or maneuver to help an ally overcome an ongoing effect)

Stances Known
-Battle Mantra (SG) (flexible insight bonus; +2 AC, +2 to hit, or +3 to maneuvers)
-Unbroken Stride (SG) (can walk, but not run, on liquids, walls, and ceilings)

Wishlist: Maybe some Riven Hourglass stuff? Rushing Wake

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Statistics
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Str 8, Dex 16, Con 14, Int 18, Wis 10, Cha 14
BAB +3, CMB+2/+7, CMD 15
Feats Two-Weapon Fighting (1), Deadly Aim (3), Improved Initiative (5), 2x Additional Sphere (Incanter Bonus 1, 2), Tribal Rhythm (Incanter Bonus 4)
Traits Elven Reflexes, Unorthodox Method, Focused Mind, Meticulous (drawback)
Skills Acrobatics +7, Appraise +8, Bluff +8, Climb +2, Diplomacy +8, Disguise +6, Escape Artist +7, Fly +6, Handle Animal +6, Intimidate +7, Knowledge (religion, planes) +14, Knowledge (arcana, local) +11, Knowledge (other) +10, Linguistics +8, Perception +10, Perform (percussion) +12, Perform (sing) +8, Profession (gambler, sailor) +5, Sense Motive +6, Sleight of Hand +6, Spellcraft +8, Stealth +7, Swim +1
Languages Common, Elven, Abyssal, Protean, Celestial, Draconic, Aklo
SQ Bardic Knowledge, Bardic Performance, Blended View, Drow Heritage, Dual Minded, Elf Blood, Elven Immunities, Keen Senses, Lore Master, Tempo, Weapon Proficiency, Well-Versed
Other Gear Two tailor's dummies, one candelabra, one quill pen and papers, one table, four chairs

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Special Abilities
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Additional Sphere (x2) Gain an additional spherecasting talent
Bardic Knowledge (Ex) Knowledge (all) +2, may use untrained
Bardic Performance (14 rounds/day) DC 16 for relevant effects
-Special: May start as free action (paying 1 extra round) when initiating
-Counterpoint (Su) Allies gain +2 (level/2) on all non-damage rolls related to maneuvers
-Metronome (Su) Gain 2 tempo points per turn
-Dissonance (Su) Will save DC 14 or gain -2 to hit for all enemies
-Inspire Courage (Su) Allies gain +2 competence bonus to hit, damage, and saves vs charm or fear
-Inspire Competence (Su) Allies gain +2 competence bonus on skills
Blended View Gain both low-light vision and darkvision
Deadly Aim Take penalty to hit in exchange for extra damage (no reduction to off-hand damage)
Drow Heritage Count as drow as well as other types
Dual Minded Gain +2 to will saves
Elf Blood Count as both human and elf types
Elven Immunities Immune to sleep, gain +2 to saves vs enchantment
Elven Reflexes Gain +2 trait bonus to initiative
Focused Mind Gain +2 to concentration checks
Improved Initiative Gain +4 to initiative checks
Keen Senses Gain +2 to perception checks
Lore Master May take 10 on knowledge checks, or take 20 1/day
Maneuvers and Stances As PoW2 archetype rules
Tempo (Su) Gain lvl/2+Cha points of tempo at beginning of each fight, one each turn after, persist for one minute after. Can spend as Elemental Flux Animus. Each turn as free action, convert 2 tempo to one performance round or vice-versa
Tribal Rhythm May attach a totemic aura to self (beneficial effects only) when beginning a bardic performance
Two-Weapon Fighting Attack with two light weapons at -2 to all attacks, or -4 for non-light weapons
Unorthodox Method May change one discipline associated with class
Weapon Proficiency May make perform checks in place of skill rolls involved in initiating counters or strikes
Well-Versed Gain +4 to saves vs performance, sonic, or language effects

* * *

Feats and Traits:

Feats:
Two-Weapon Fighting (1)
Deadly Aim (3)
Improved Initiative (5)
2x Additional Sphere (Incanter Bonus 1, 2)
Tribal Rhythm (Incanter Bonus 4)
Wishlist: Telekinetic Exoskeleton, Quick Draw, Forge Ring, Create Construct
[ooc]Other Wishlist: Tap Animus, Combat Stamina{/ooc]

Traits:
Elven Reflexes (racial, +2 Init)
Unorthodox Method (regional, Golden Lion>Sleeping Goddess)
Focused Mind (magic, +2 concentration)

Drawback:
Meticulous (-2 to untrained skills)

Skills Breakdown:

60 points (Bard 30, Int 20, Background 10)
*Denotes class skill

*Acrobatics +8 (2 ranks)
*Appraise +8 (1 background rank)
*Bluff +8 (3 ranks)
*Climb +3 (1 rank)
*Craft
*Diplomacy +8 (3 ranks)
*Disguise +6 (1 rank)
*Escape Artist +8 (2 ranks)
*Fly +6 (1 rank, -1 ACP)
*Handle Animal +6 (1 rank)
*Intimidate +6 (5 ranks)
*Knowledge (arcana) +11 (2 ranks, +2 bardic knowledge) (may take 10)
*Knowledge (dungeoneering) +10 (1 rank, +2 bardic knowledge) (may take 10)
*Knowledge (engineering) +10 (1 rank, +2 bardic knowledge) (may take 10)
*Knowledge (geography) +10 (1 rank, +2 bardic knowledge) (may take 10)
*Knowledge (history) +10 (1 rank, +2 bardic knowledge) (may take 10)
*Knowledge (local) +11 (2 ranks, +2 bardic knowledge) (may take 10)
*Knowledge (nature) +10 (1 rank, +2 bardic knowledge) (may take 10)
*Knowledge (nobility) +10 (1 rank, +2 bardic knowledge) (may take 10)
*Knowledge (planes) +14 (5 ranks, +2 bardenic knowledge) (may take 10)
*Knowledge (religion) +14 (5 ranks, +2 bardic knowledge) (may take 10)
*Linguistics +8 (1 background rank)
*Perception +10 (5 ranks, +2 racial)
*Perform (percussion) +12 (5 points, +2 masterwork)
*Perform (sing) +8 (3 ranks)
*Profession (barkeep) +5 (2 background ranks)
*Profession (brewer) +6 (1 background rank, +2 masterwork)
*Profession (fisherman) +6 (1 background rank, +2 masterwork)
*Profession (gambler) +4 (1 background rank)
*Profession (sailor) +5 (2 background ranks)
*Sense Motive +5 (2 ranks)
*Sleight of Hand +7 (1 background rank)
*Spellcraft +8 (1 rank)
*Stealth +8 (2 ranks)
Swim +2 (3 ranks)
*Use Magic Device

Equipment and Lodgings:

Coinage:
-500 gp

Property:
-Two-story tavern, Temple District (3k value, 1.5k spent)

On person:
-Mithral Chain Shirt +1 (2.1k)
-2x Masterwork Dagger (.6k)
-Constellation Belt (2k)

Efficient Quiver (1.8k):
-Heavy Shield +1 (1k)
-1x Darkwood Tetsubo (0.42k)
-1x Darkwood Sansetsukon (0.34k)
-Traveler's Any-Tool 0.25k)
-100x Arrows