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Brandobaris (BRAN-doe-BARE-iss) is the master of adventure and misadventure, a favorite of halfling adventurers. Tales of the Trickster’s wild exploits are almost beyond counting. The followers of Brandobaris, as might be expected, are mostly thieves and fighter/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.

Brandobaris is the errant rogue of the halfling pantheon, regarded with exasperated tolerance by his fellows. Only Tyche regularly accompanies the Trickster on his jaunts, and Lady Luck and the Master of Stealth are said (by halflings) to be romantically linked. Brandobaris is an irrepressible scamp who gets along well with most powers who can let themselves smile at his antics. Kelemvor and Torm are notable exceptions, and even Arvoreen finds his patience tried at times by the Trickster. Brandobaris is a good friend of Baervan Wildwanderer, Erevan Ilesere, Garl Glittergold, and Vergadain, and all have accompanied him at one time or another on some of his many misadventures. Brandobaris and Shar have a healthy rivalry, although the halfling god of thieves dislikes the Shadowlady’s penchant for cruelty. The Master of Stealth will have nothing to do with Abbathor, as the Great Master of Greed is literally in the game only for the gold.

Brandobarran Domains: Halfling, Luck, Travel, Trickery

Halfling Domain
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this ability is a free action.

Halfling Domain Spells
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
6. Move Earth: Dig trenches and build walls.
7. Shadow Walk: Step into shadow to travel rapidly.
8. Word of Recall: Teleports you back to designated place.
9. Foresight: “Sixth sense” warns of impending danger.

Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells
1. Tanil’s Touch [RR]: Allows the choice of two outcomes when rolling dice.
2. Enkili’s Luck [RR]: Bestows a brief bout of ill fortune upon the subject.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6. Mislead: Turns you invisible and creates illusory double.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9. Miracle (XP): Requests a deity’s intercession.

Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60 ft.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to a location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection (M): Projects you and companions onto Astral Plane.

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.


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