Barbatos
The Bearded Lord
PFS Legal
Pantheon
Avernus, the uppermost level of Hell, is ruled by the archdevil Barbatos (pronounced BAR-ba-tus). He holds the keys to Hell's gates and holds dominion over birds that consume the recently dead. His religious symbol is a tri-cornered wave of darkness or shadows surrounding three eyes.
- Alignment
-
LE
Lawful EvilA lawful evil character goes about her business motivated by her own interests, but knows that ultimately order protects her. She seeks to achieve her own ends—but through order, not chaos. Even when boiling with anger, she is more likely to carefully plot vengeance than risk her own death through hasty actions. Sometimes that revenge will take years to happen, and that is acceptable.
A lawful evil character at the extreme end of the spectrum is zealous in her aims and will make any sacrifice to achieve them. Her twisted philosophy can make her paranoid of her closest followers, even family and friends. She stops at nothing to gain control, for only through control can she have peace. Yet even the most powerful and ordered society has its enemies, and to a lawful evil character only the destruction of those enemies can bring fulfillment.
Order is everything, at any cost. - Areas of Concern
- Animals, corruption, gateways
- Favored Weapon
- Quarterstaff
- Symbol
- Three-eyed beard
- Sacred Animals
- Raven
- Sacred Colors
- Gray, red
- Worshipers
- Mourners of damned souls, Tyrants, Wicked trade magnates
- Worshipper Alignments
-
LN
Lawful NeutralA lawful neutral character admires order and tradition, or seeks to live by a code. He might fear chaos and disorder, and perhaps have good reason to do so from past experience. A lawful neutral person is not as concerned about who rules him so much as how secure he and his compatriots are, and finds great solace in the normality of society. Such a character may admire the strongest of leaders and punishments if they keep order, and he may support wars against other nations even if his own country is a brutal invader—his only concern is the rightness of the military action., LE
A lawful neutral character who follows his own code never breaks it willingly, and may become a martyr to defend it.Lawful EvilA lawful evil character goes about her business motivated by her own interests, but knows that ultimately order protects her. She seeks to achieve her own ends—but through order, not chaos. Even when boiling with anger, she is more likely to carefully plot vengeance than risk her own death through hasty actions. Sometimes that revenge will take years to happen, and that is acceptable., NE
A lawful evil character at the extreme end of the spectrum is zealous in her aims and will make any sacrifice to achieve them. Her twisted philosophy can make her paranoid of her closest followers, even family and friends. She stops at nothing to gain control, for only through control can she have peace. Yet even the most powerful and ordered society has its enemies, and to a lawful evil character only the destruction of those enemies can bring fulfillment.
Order is everything, at any cost.Neutral EvilMotivated by his own needs and wants, a neutral evil character is without conscience, acting only for self-gratification. He might surround himself with the trappings of cults and evil, but does so purely because it brings him closer to sin and wickedness. While a lawful evil person is inclined to bargain and a chaotic evil one to lash out, a neutral evil person is inclined only to look out for himself. In many ways, he epitomizes evil, since he has no clear loyalty to anything except absolute self-interest.
An extremist neutral evil character tends to be a loner, since he has either betrayed or slain those who came close to knowing him. - Realms
- The Promised Land, Avernus, Hell
Edicts
Veil your motives, make dangerous deals, offer incomplete and ruinous knowledge
Anathema
Hide any plot against your masters, close or interfere with portals to Hell
Obedience
Build a small, tree-shaped shrine to Barbatos out of broken branches, moss-covered stones, viscous mud, or any other sort of naturally occurring material. While pacing around the shrine, spatter it with fresh blood—either your own or that of a companion or an enemy—and speak 21 words of allegiance to the Bearded Lord. Gain a +4 profane bonus on Knowledge (arcana, planes, and religion) checks concerning evil-aligned planes, evil faiths, or evil magic.Boons
Fiendish Obedience
Required feat: Fiendish Obedience
Evangelist
Source: Book of the Damned
Taint of the Promised Land (Sp)
Defile the Sacred (Su)
You can project the terrible mysteries of Barbatos’s true form into an opponent’s body, infusing it with a mere iota of the Bearded Lord’s horrors. Once per day as a standard action, you can target a living good-aligned or neutral creature with a touch attack that briefly transforms its body into a mass of quivering worms and undulating flesh. This deals an amount of damage equal to 10 points per Hit Die you have (maximum 150 points of damage) and nauseates the target for 1 round. A target that succeeds at a Fortitude saving throw (DC = 10 + half your Hit Dice + your Charisma modifier) takes only half damage and negates the nauseated effect. If the creature you target is evil-aligned, this ability has no effect and is wasted for the day.
Faces of the Wise (Su)
You are keenly aware of the million possible visages that might lurk under Barbatos’s hood and can project those images into an enemy’s mind. Once per day as a standard action, you can target any creature within 100 feet. If the target fails a Will saving throw (DC = 10 + half your Hit Dice + your Charisma modifier), it is stunned for 1 round and then paralyzed for a number of rounds equal to your Hit Dice. Each round on its turn while it is paralyzed, the target can attempt a new saving throw to end the paralyzing effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this effect early after being affected by it for at least 2 rounds is staggered for 2d4 rounds. A creature that succeeds at its initial saving throw against this effect is merely staggered for 1 round. This is a mind-affecting fear effect.
Exalted
Source: Book of the Damned
Beasts of the First (Sp)
Gnashing of Brutish Teeth (Su)
You are intimately familiar with the guttural sounds of hellbeasts and can imitate their cacophonies to the detriment of your foes. Once per day as a standard action, you can unleash this clamor, forcing all enemies within 30 feet of you to attempt a Will saving throw (DC = 10 + half your Hit Dice + your Charisma modifier). Those who fail are frightened for a number of rounds equal to your Hit Dice and take an amount of sonic damage equal to 1d6 per Hit Die you have (maximum 20d6). Creatures that succeed at their saving throws take half damage and are instead shaken for this effect’s duration. This is a mind-affecting fear effect.
Bearded Lord’s Aspect (Sp)
Once per day, you can assume an imitation of one of the many forms Barbatos prefers when traveling in the mortal realms. This functions as frightful aspect, using your Hit Dice as your caster level, except you also gain darkvision with a range of 90 feet, scent, and a bite attack. Treat the bite attack as a primary attack made with your full base attack bonus; it deals an amount of damage equal to 3d6 plus 1-1/2 times your Strength modifier.
Sentinel
Source: Book of the Damned
No Passage (Sp)
From Whence You Came (Sp)
The Bearded Lord has untold knowledge of not only fiends and their places in Hell and beyond but also all outsiders, and you can periodically harness this confounding reality to your advantage. Three times per day, you can cast dismissal as a spell-like ability. When you do, you are immediately affected by protection from good if the dismissed outsider was good-aligned, or protection from evil if the outsider was evil-aligned, for a number of minutes equal to your Hit Dice.
Avernus’s Iron Gates (Sp)
You have an unholy tie to Barbatos’s demesne. Once per day, you can open a gate to Avernus, as per the spell gate, and use it either for planar travel or to call a pit fiend to your service. If you use it to call a pit fiend, this functions like the gate spell’s calling creatures effect, but you are not required to pay the 10,000 gp material cost. If the pit fiend has more Hit Dice than you, you can’t control it (as normal), but pit fiends tend to gladly obey the requests of powerful minions of Barbatos.