Barb Edicts

## **BARB EDICT LIST**

A given edict may only be selected once. If a barb ever becomes unable to fulfil or pursue an edict, they may select a new one they would have qualified for at that level after 1 week of secret penetrance.

#### **APOSTLE DUTY**

**BENEFIT (SU):** Select one good aligned party
member who is also a divine caster (or has levels
in a class that eventually gains divine casting); this
character is referred to as the barb’s “prophet”. The
barb’s covert curse imposes a -1/2 level penalty rather
than a -1/4th level penalty on the enemy when
cursed when their prophet is concerned. Using this
consumes 2 of the per round uses of their covert curse
gained with leeway. With the barb’s ire class feature,
their prophet always takes priority if it is reasonable
for the enemy to attack them. Additionally, the
prophet may begin to receive visions, dreams, or hear
the words of their deity (as if by commune or augury)
while they sleep on occasion.

**ASSIGNMENT:** The barb must chide and test
their prophet extra hard.

#### **RELIQUARY SERVICE**

**BENEFIT (SU):** The barb gains an item of magical
power of the GM’s choice that is relevant to their
deity or faith. This is a wonderous item (typically a
greater medium item) if the barb is 9th level or lower
and a minor artifact if not. In addition, the barb gains
the ability to cause a magical item to appear as a
mundane item to the naked eyes and spells (though
things like an antimagic field would still affect them
normally). This takes a simple 1 minute ritual and
lasts for 24 hours. Careful inspection with a Spellcraft,
or Appraise skill check reveals its true nature (DC 10 +
1/2 barb level + Charisma modifier).

**ASSIGNMENT:** Sometimes letting a relic or
artifact disappear and fade into obscurity is better
than guarding it in a conspicuous monastery or
temple. When the barb gains the artifact they gain
13
instructions on its use (if such things are known) and
instructions for what they should do with it. Some
common ones are: “destroy it”, “keep it safe”, “deliver
it to a specific location or person”, and “hide it from a
particular creature or faction”.

**SPECIAL:** If the artifact is lost, stolen, or its
existence publicized the barb may never select this
edict again. If they complete this edict they may select
it again immediately.

#### **SAVE THE SINNERS**

**BENEFIT:** A barb’s ire and covert curse can be used
on neutral-aligned (on the good/evil axis), rather than
just good-aligned, allies.

**ASSIGNMENT:** The barb must attempt to guide
neutral creatures towards good alignments in the
same way they attempt to test the faith of good
characters.

#### **SAVE THEM ALL**

**BENEFIT:** A barb’s ire and covert curse can be used
on creatures regardless of alignment. The barb must
have the edict to save the sinners prior to taking this.

**ASSIGNMENT:** The barb must attempt to guide
creatures, regardless of alignment, towards good
alignments in the same way they attempt to test the
faith of good characters.

#### **SCOURGE THE BLIGHTED**

**BENEFIT (SU):** Evil creatures in the presence of a
barb take a -2 penalty on initiative checks. If they are
evil outsiders or evil dragons they take -4 instead.

**ASSIGNMENT:** The barb must covertly work
towards the downfall of evil creatures, organizations,
and establishments.

#### **TEST THE FAITHFUL**

**BENEFIT (SU):** So long as the barb has an ally
who worships the same deity within 30 feet of them
the barb may re-roll one failed d20 roll per round. This
only applies during combat.

**ASSIGNMENT:** The barb must test members of
their own faith extra hard. In addition they must seek
out any officials of their church and test them.

#### **UNDERCOVER DUTY**

**BENEFIT (SP):** The barb may cast the spell
disguise self at will as a free action as a spell-like
ability.

**ASSIGNMENT:** The barb must fake their own
death and return as a different character of apparently
evil alignment. They must also seek to infiltrate evil
organizations.