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Male
human, 1st-level rogue/4th-level fighter
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Strength
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12 (+1)
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Dexterity
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16 (+3)
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Constitution
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11 (+0)
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Intelligence
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12 (+1)
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Wisdom
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16 (+3)
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Charisma
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10 (+0)
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Fortitude
Save
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4
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Reflex Save
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6
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Will Save
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4
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Alignment
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Chaotic evil
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Speed
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30 ft. (20
ft. in armor)
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Size
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M
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Initiative
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4
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Armor Class
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17 (Dexterity,
armor)
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Hit Points
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31
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Attack Bonus
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+6/+8 (+4
base attack as fighter, +1 Strength, +3 Dexterity [ranged],
+1 short sword, +1 invisible blowgun; +2 damage bonus with
sword from Strength and magic bonus; can use Sneak Attack;
blowgun needles are usually poisoned -- see below)
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Skills:
Appraise +2, Bluff +4, Disable Device +4, Gather Information +4,
Intuit Direction +4, Jump +4, Knowledge (Kara-Tur society) +1, Listen
+4, Move Silently +4, Open Locks +4, Pick Pockets +1, Profession
(guard) +3, Read Lips +4, Search +4, Sense Motive +4, Speak Language
(Shou), Spot +6
Note: Because
he has only one arm now, Harmun has lost the following skills: Climb,
Handle Animal, Ride, Swim, Use Rope. He also cannot use a bow, crossbow,
or any other two-handed weapon. He does not bother to use a shield,
preferring to keep his right hand free or holding a weapon or tool.
His once-high skill at picking pockets is much reduced, as people
tend to stare at his remaining hand, blowing his chances to filch
items.
Feats:
Alertness, Exotic Weapon Proficiency (Kara-Tur blowgun, see below),
Improved Initiative
Special:
As a former rogue, Harmun can use Sneak Attack (+1d6 damage). He
does have one highly unusual special power: His blood is poisonous.
Poisonous
Blood: Harmun's blood acts exactly as wyvern poison (DMG,
page 80: Injury DC 17, 2d6 Con/2d6 Con). He is immune to his own
poisonous blood, but reacts normally to actual wyvern poison. Harmun
pricks himself with a blowgun needle before he fires it.
Languages:
Common, Shou
Possessions:
Breastplate armor, +1 invisible blowgun (use rules in
DMG, page 161, as Kara-Tur blowgun), +1 short sword,
20 glass darts, armor, clothing, about 100 gp in various coins
Appearance:
For a warrior, Harmun is not particularly imposing, standing 5 feet
8 inches and weighing about 160 lbs. Except for his missing arm
and tattoos, he could pass as a low-paid guard or watchman. He himself
adds "Righthand" after his given name, as his left arm
ends just above the elbow. He keeps what's left of his left arm
wrapped up, armored, and strapped to his side, as the stump is sensitive
and even mild bumps are painful.
Harmun's
long, dirty blond hair (held in a ponytail), gray eyes, and tanned,
leathery skin are unexceptional, but he does have extensive tattoos
across his forehead and the back of his right hand. The tattoos
are red and appear to be blocklike letters in a foreign language.
(They are written in Shou, the language of some parts of Kara-Tur,
and identify Harmun as a servant of a powerful wizard.) Harmun is
proud of his tattoos and doesn't mind if they attract attention.
It's a great way for him to talk about himself and his past adventures.
Harmun
speaks with a slight accent, as if Common was his second language,
but he picks up local jargon and phrases very quickly. He is not
especially imaginative, and his tales, even the fantastic ones,
have a curious matter-of-fact quality about them that makes them
seem almost believable. Oddly, he is unfamiliar with many monsters
that appear common in the sight of Faerūnian adventurers. He is
not a leader, tending to follow whoever has the most Charisma in
a particular group. He is even more a loner than a follower, though,
and one gets the impression he follows only because he wants the
freedom to cut and run if he so chooses, which he might do at any
minute.
People
who get to know Harmun discover that he is relaxed, generally cheerful,
tells great stories, and has no regard for the law. Deeper inspection
reveals he has no value on the lives of others. A careful check
of his stories makes it apparent that he has killed many people
in his life and enjoys the sense of power slaying gives him. In
the right company, he talks about killing in a frank, easy way that
even hardened warriors find disquieting. Some of his stories include
mention that he has murdered foreign peasants for their food or
clothing, though he knows enough to talk around the topic to avoid
trouble. He leaves the clear impression that he would not hesitate
one heartbeat to kill again, and anyone at all could be his victim.
Background:
Harmun was a troubled, underage, orphaned pickpocket in Waterdeep
some twenty years ago. Caught with his hand on a merchant's money
belt, he escaped capture only by slipping aboard an outbound freighter
as a stowaway. No one missed him when he vanished, except the merchant,
who forgot about him within a week. Harmun worked as a deck hand
on the freighter when he was finally caught, staying on as an unreliable,
troublesome worker. He visited many exotic ports across Faerūn,
Zakhara, and Kara-Tur over the next decade. Early on, he gave up
working as a thief as his shipmates would not tolerate it. He became
a proficient guard who tended to kill his captives. ("They're
less trouble that way," he would say later, and few argued
with him.)
In
Kara-Tur, Harmun left the ship in a nation called Tu Lung, but he
became involved in some legal trouble after killing a minor servant.
He found himself the slave of an aged wizard-alchemist as a result,
soon gaining his tattoos and ability to speak Shou. His adventures
from this point on became truly fantastic, as the wizard often took
him along on dangerous journeys to gather peculiar herbs, minerals,
and magic substances. Harmun again proved himself fairly reliable,
though the wizard always kept him under the careful and constant
control of several Enchantment spells, correctly understanding his
nature.
On
one adventure, in a fight with a poisonous beast, Harmun was bitten
on the left arm and left mortally ill. As Harmun was considered
valuable property, the wizard amputated his arm to save him. The
wizard then attempted to counteract whatever poison remained in
his system using a mixture of untested antidotes and potions, but
this had an unexpected result. Harmun lived, but his blood itself
became permanently poisonous (see "Special" above). This
proved an advantage of sorts, and the wizard (after making herself
immune to the toxin) taught Harmun to use a blowgun, the darts smeared
with his own blood. He preferred an invisible magic blowgun that
could be easily hidden on his person, and sometimes even used in
clear view of others who thought Harmun was merely coughing into
his fist when he was actually using the blowgun.
The
wizard eventually died after accidentally drinking one of her own
experimental mixes, and a local Tu Lung court declared Harmun free.
The court further allowed Harmun to gather a few items before he
departed, so he left well equipped. He continued adventuring across
Kara-Tur for some years before deciding to return to Waterdeep out
of a sense of nostalgia.
Now
thirty-three years old, Harmun is just back from his long overseas
voyage. He is basically healthy and happy, his one major fault being
that he is a hardened serial killer. He began his career of murder
while a deck hand, slipping into ports just for the thrill of killing
a citizen or two before slipping back aboard ship. He always picks
on unarmed people of the lowest social class who live alone or travel
alone at night. He remembers killing at least seventy people across
the world, including his prisoners, but the tally may go as high
as a hundred or more from various battles in which he took part.
Killing is exciting for him, and he is certain to pursue this bad
habit once he accommodates himself to life in Waterdeep again.
Meeting Harmun:
While Harmun is unlikely to trouble a very powerful party, he could
prove extremely dangerous to a lower-level group. He might kill
someone the PCs know just for the thrill of it. The random nature
of the attack makes tracking him down all the harder, as there is
never any real reason to his killing except the pleasure of it.
He might also be encountered in the employ of a powerful criminal
in Waterdeep, controlled by magic so his unusual talents can be
best put to use. The PCs might even know him for his strange stories
of Kara-Tur, and they might consult him about that foreign land,
unaware of his true monstrous nature. No warrant is out for his
past murders, as no one in Kara-Tur or elsewhere connected the assorted
killings into a single pattern.
Harmun
knows all about his poisonous blood and its effects, but he will
never tell anyone about it if he can help it. If badly injured,
he might surrender, then try to touch a captor who is also injured.
A successful hit at +2 over the amount needed would do no physical
damage -- but it would spatter some of his blood into the wounds
of his victim, who would immediately suffer all ill effects from
the contact.
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