Friday 5 January 2018

Portrait of a Guardian: Harotanu

She sits, face quiet, on the bluff's edge, legs swinging playfully, incongruously, as she stares down at the slow-surging Well. I hear you, she murmurs, but I shall not be swayed by your promises of power and union. What are you? She looks for a moment at her hands, heavily callused from years of swordplay. What good is a sword against such might? Then she sighs heavily, thinking instead of the nervous sense she had felt earlier, of being watched - of being hungered for. What else is out there? Is it responsible for the dead Goblin a few days ago? She shuts her mind against the corrupted keening of the Well and moves easily to her feet, lynx-like. Her eyes flare briefly from calm grey to brilliant orange. Trouble coming, she grimaces. And I must never forget the gifts I have been granted. Initiate of the Veiled Moon, steel yourself, she smiles wryly and wanders off towards her father's cottage, loose-limbed but never at ease.

A Chelmsey native, Harotanu is both blessed and cursed. She was born a Varakho – a human whose spiritual and physical essence has been fused with the raw material of Chaos. Although the Varakho generally inspire awe, love and mistrust in equal parts, in Chelmsey they are hardly treated as different, due to the fact that they are rather common as a result of the Chaos Well’s transformative impact. She is not the first, and nor shall she be the last Varakho to hail from Chelmsey.

She is the daughter of a local shepherd and shearer, Kerrod Morthy, a well-respected man who, as he ages, spends more and more time with his flock and less time among the villagers, although his love for his daughter is deep and enduring. But he is afflicted with a great sadness, for two reasons: his elven wife, Atana died giving birth to Harotanu, and he has never recovered. Perhaps worse, however, is his estrangement from his only son, Veldiru – Harotanu’s elder brother – who blamed Harotanu for Atana’s death and made her young life a misery. When Kerrod sided with Harotanu, Veldiru became intensely jealous of his ‘mutant’ sister. As soon as he was old enough to leave, Veldiru departed Chelmsey without a word to his father and sister. Harotanu eventually sought him out, and found him in an Arunaic seminary in the capital, Brejlgard. Harsh words were exchanged, with Veldiru threatening to ‘end’ Harotanu if he saw her once more.

For a time, Harotanu wandered the wilds, honing her skills as a hunter and exploring her deep connection to the land. She became a devoted follower of Kamizadros, the Wilder God. So she might have remained, a lonely but not unhappy pilgrim, until an encounter with a brutal and mad Priest in an isolated village – not unlike Chelmsey – saw her choose a slightly different path. She became a hunter of evil magic and its practitioners in the service of Kamizadros, and was initiated into the martial secrets of the Veiled Moon discipline by the elders of that faith.

Once she felt able and competent to contribute to the defense of Chelmsey, she returned home as Kamizadros’ representative in the village, and one of the observers charged with maintaining the watch on the Well and the village. Despite the warm welcome accorded to her on her return, she remains a loner at heart, and tends to remain on the fringes of village life, helping her father with his herd when she is not watching over the Well or observing strangers to Chelmsey. The innate restlessness of her Chaotic heritage remains, aggravated by the siren-call of the Chaos Well, worrying at her mind and heart. She fears – despite the reassurances of the elders of Kamizadros - that she is unequal to her chosen service.  And always, there is the thought that one day her brother will come home to make good on his dark promise...

Harotanu is like most Varakho, tall (6'3") and powerfully built. Her hair is purple, and her skin a little darker than most of her Chaos-touched kindred. She is, despite her intensely retiring nature remarkably attractive, a fact which more or less escapes her - or it did, until she had to rather forcefully rebuff the unwelcome attentions of various cads, rakes and thugs. This awareness means she is even more inward, and cautious, in her dealings with others. You can find the RMFRP information about the Varakho (a race I developed based upon ideas in the Elemental Companionhere. I'll hopefully add Pathfinder and OSR elaborations on the Varakho at some point.

HAROTANU  (Pathfinder)                                                                               CR 6
CG VARAKHO Medium Humanoid (Chaotic, Human)
Ranger (Spirit Ranger)4/ Witch Hunter 3
Init +2; Senses Perception +12
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Armor, +2 Dex, +1 Deflection)
HP 35 (7d10 + 7)
Fort +7, Ref +7, Will +8
OFFENSE
Speed 30 ft.
Melee
 +1 bewildering shortsword +10 (+8 2wf) (1d6 + 2/19-20; x2)
 +1 mwk punching dagger +10 (+8 2wf) (1d4/x3)
Ranged
Short Bow +9 (1d6; x3), 14 normal arrows + 6 thistle arrows
Special Attacks favoured enemy (goblinoid) +2, devoted strike 3/day, martial stance (Leaping Spirit Dance), readied martial maneuver (Dimensional Strike)
Spell-Like Abilities Augury (CL 4) 1/day in favoured terrain only
Spellpoints 2
Spells Known/Attuned Level One - alarm, detect aberration, detect blight, detect enemy, endure elements, jump, mistsight, mountain goat, nature's paths, pass without trace, read magic, summon nature's ally I, woodcraft
STATISTICS
Str 15, Dex 15, Con 14, Int 12, Wis 13, Cha 9
Base Atk +9; CMB +9; CMD 21
Feats Combat Expertise, Two-Weapon FightingB, Skill Focus (Stealth), EnduranceB, Martial Training, Iron WillB, Deflect Blow.
Skills Acrobatics +4, Climb +7, Heal +7, Knowledge (geography) +8, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (religion) +3, Lore (The Chaos Well) +6, Lore (Chelmsey) +7, Lore (Kamizadros) +7, Perception +12, Profession (Shepherd) +5, Sense Motive +7, Spellcraft +7, Stealth +15, Survival +11, Swim +7
Languages Common, Goblin
SQ Detect curse, Favoured terrain (mountains), Track, Spirit Bond, Wild empathy, Witch sense, Veiled Moon discipline (initiator level 3, Wis-based), chaotic magic
Combat Gear potion of protection from evil, potion of cure light wounds, tanglefoot bag
Other Gear potion of owl's wisdom, ring of protection +1, leather armour, healer's kit, climber's kit, bloodblock (3), duskeye (3), silent pitons (2)

Harotanu (Labyrinth Lord)
Level 6 Hunter (Witchfinder)
Str 15 Dex 15 Con 14 Int 12 Wis 13 Cha 9
AC 16 (Leather armour, Ring of Protection +1) hp 27 Save/Attack Cleric 6
Attacks Short Sword +1 (+3 to hit, 1d6+3), Dagger (+1 to hit, 1d4 +1); Short Bow (+1 to hit, 1d6)
Backgrounds Hunter 2, Scout 2, Shepherd 1
Feats Sense Motive, Thief Training (Move Silently 43%), Two Weapon Fighting, Weapon Specialisation (Short Sword +1)
Sigils Shield (+1 AC, 2 rounds), Resistance (+1 to all saves, 2 rounds), Push (20’ cone, 25% stun, 2 rounds)
Turn Undead as Cleric level 3
Hunter’s Focus +1
Hunter Abilities Crafting 47%, Tracking 50%, Investigation 55%
Resistance +2 vs. Poisons & Illusion spells, Immune to Diseases

And here, as of 5th April, 2019, is Harotanu in her Fantastic Heroes & Witchery incarnation.


Harotanu
Ranger 3/Agent of the Gods 1
STR 15 DEX 15 CON 14 INT 12 WIS 13 CHA 9
AC 15 (+2 Leather Armor, +1 DEX, +1 Small Shield, +1 Ring of Protection)
HP 5w/17v
SAVING THROW 13 (+1 Ring of Protection)
BtH: +4 melee/+4 ranged
Movement: 12”/30 ft.
Attacks: +1 Bewildering Short Sword; Short Bow
Damage: 1d6+2/1d6
Skills: Climbing + 4, Detection +5, Knowledge-Religion +2, Stealth +4, Survival +4, Tracking +4
Special Abilities: +2 CHA, CON & STR saves, Bravery, Second Sight, Animal Empathy, Combat Marauders (+2), Granted Power: Seer, Magic use: 2 x 1st-level spells daily
Spells Spheres: All, Animal, Law/Good, Plant, Protection
Social Class: Lower-class/Poor
Background: Peasant
Personality: Altruistic
Allegiance: Tiavesth

And here is Harotanu for Blood & Treasure:


Harotanu  
Human Ranger 6/Dervish 2
Neutral Good
STR 14 INT 12 WIS 13
DEX 15 CON 15 CHA 9
AC 13 HP 36
Saving Throw: 14 (+1 vs. fear and charm)
Attacks
Short Sword +1 bewildering ATK+5 DMG 1d6+2; Punching Dagger ATK +6 DMG 1d6; Short Bow ATK +5 DMG 1d6; Unarmed Strike ATK +2 DMG 1d4+1
Height 6' MV 35'
Feats: Expertise, Iron Will, Two-Weapon Fighting, Skill Focus (Move Silently)
Skills:  Acrobatics +3
Climb Walls +3
Guile +2
Handle Animal +6
Hear Noise +9
Hide in Shadows +3
Move Silently +12
Set Snares +6
Survival +7
Tracking +7
Languages: Common, Celestial, Dwarf
Abilities:
Surprised 1 on 1d6
+6 DMG & +2 to track Chaotic Humanoids/Giants & Aberrations
+1 DMG with melee weapons
Stunning Blow
Deflect Arrows/Small Missiles
Spells Prepared: jump, pass without trace
Gear:
Padded Armor 
Scroll of augury
Scroll of detect magic
* a bewildering weapon, upon scoring a critical hit does not do an extra 1d6 of damage, instead requiring the foe to pass a saving throw or be subject to a confusion spell for 1d3 rounds

I'll update this post with Harotanu's RM stats (modified to reflect my stance noted in previous posts) and stats for her OSRIC incarnation as soon as I'm happy with them. For PF stuff that is 3rd party, I'll update the Pathfinder Resources page in the near future as well. Harotanu's non-Paizo spells are sourced as follows: detect blight (Book of Divine Magic), detect enemy (Genius Guide to 110 Spell Variants),  mistsight (101 1st-level Spells), mountain goat (101 Hill & Mountain Spells) and woodcraft (110 Spell Variants). The Spellpoint rules come from the Spellpoint Companion by Rogue Genius Games. Harotanu is also built using the Veiled Moon discipline from the Path of War series from Dreamscarred Press and the Deflect Blow feat comes from TPK Games' Laying Waste. The Witch Hunter class is a Rogue Genius Games product and can be found at the d20PFSRD site. Pathfinder Unchained skill rules were applied. 

Harotanu's Labyrinth Lord build uses the Hunter from Fantastic Wizardry and the options detailed in Skills, Feats and Equipment, both of which I rate highly for broadening Labyrinth Lord's range of options without going too far away from the system's essential simplicity.

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