Harvest ibn'Ran, Human Beguiler/duskblade

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[table=2,1][r=1,1][center][i][SIZE="5"][FONT="Palatino Linotype"]Harvest ibn Ran[/FONT][/SIZE][/i]

[ooc=Illumian]Races of Destiny, pg. 52[/ooc] [ooc=Duskblade 5]Players Handbook II, pg. 19[/ooc]/[ooc=Abjurant Champion 2]Complete Mage, pg. 50[/ooc]///[ooc=Beguiler]Players Handbook II, pg. 6[/ooc][/center][r=2,1][img]ice_mage_concept_by_Branflakes2-1.jpg[/img][size=1][color=gray][/color][/size][/table] [center][spoiler=Character Concept]Harvest worships strength, power, and knowledge. He doesn't value the consideration of men, nor does he respect the cycles of nature or even divine will. He has learned to value the hunt, pursuit, and the feel of victory as a worthy foe falls before him.

He is not a steward, not a shepherd, not a care-giver. He is a hunter. He cares about running down foes, breaking them, grinding them up, and ending them.

When he was living in that Esper port, Harvest often found employment as a bounty hunter, sometimes even as a bodyguard. While he did have a reputation for unnecessary brutality - killing bounties that were supposed to be merely captured - he also had a reputation for loyalty and diligence in the pursuit. He doesn't go back on his word, and when a mark doesn't live up to his personal scruples, he often gives mercy, accepting lesser payment for lesser services, or even refunding the original bounty. After all, it was the hunt that mattered; the reward was just incidental. [/spoiler][spoiler=Backstory]I was born in Esper. Sort of. The island my mother lived on was little more than a pile of barren rock; notable only for the fresh-water spring that welled up in the center of the island. She had a shack there, and she... we... survived on the handouts of the ships that landed for the water. She kept barrels filled, and provided other little necessities that she could provide. My father was one of those sailors.

Did I know him? Does it matter? No... my mother would only curse and spit when I asked.

It was a good childhood... she fed me until I could feed myself. I wandered through the tidal pools and sun-warmed boulders. Good place. I learned to catch lizards, fish, even the spiders and scorpions that slept in the rocks. I ate them, and birds, anything else small enough to catch while providing some meat.

When I was old enough, I tried to help with the ships. I've a strong back, and I grew large on the ocean's meat. And the captain's always complained about lacking workers, after all. So I thought I would do it - handling ropes was easy, compared to catching fish by hand; even loading bales and crates was easier than shifting boulders to get at hidden pool. But the bosun made the simplest of tasks into torture.

I couldn't move openly on that ship; at least I couldn't survive if I did move openly. I waited until we made port, one of the great trade cities ran by the blue mages. There was no point in drawing things out, my blade ended the bosun without a whisper. I took his purse and his whip as payment; I also took his hand. Then I slipped off the side of the ship and moved to explore the city.

They loved me there. Even the magocrats liked me, for some reason. Those merchants and wizards were a whole different species than the whoresons on the ships. Good types lived there, builders, makers instead of takers. Those weren't good at blood though. They struggled with pirates and raiders; and respected those who could aid in the defense of the city. And the mages! Weird buggers, but powerful. All they wanted to talk about was the empty islands on the edges of the shard. They peppered me with silly questions about the bugs and beasts out there until I was near death from boredom and aggravation. But they would teach too. Fair trade, right? I told them about the creatures of my childhood and they taught me magic - how to make the powers my own.

It changed after a pirate ship managed to take the tower manse of [I]my[/I] mages. The raiders came upon them, killed them, looted them, and despoiled their bodies. And so I chased those thieves down. One by one, I hunted them. I flushed them, turned them, treed them, brought them to bay in their rocky island lairs. They died at my hands, felt my fire and steel. The last I chased nearly a hundred miles into a deserted jungle island. He had holed up in a little cave, even built himself a little altar to Cyric. Heh, as though the Mad God had ever helped a worshiper.

I watched the cave from my coracle in the bay, waiting for my moment. This last one was careful though. He was always ready for me when he came out, and it was impossible to sneak into the cave without being heard. But soon I had my chance. The last bandit knew that he couldn't leave without me taking him, so he had to change the situation. I'm still not sure what he was trying, but the ritual was extensive enough. Involved enough that I was able to take the opportunity to sneak in and tore out his throat while he was otherwise engaged.

But when I killed him, whatever power he had been calling back-lashed, somehow. It flew from his circle and into his blood and into me. I'm not sure exactly what happened. Perhaps the violent death, death without life, forced me out of Naya. Perhaps he had called in other powers incompatible with our shard. Perhaps when I took his powers for my own I simply gained more mana than a single mortal is intended to hold.

When I awoke, I was no longer upon Naya. I was on another shard, I think. Being ripped from my home made me go mad, for a time. I moved from shard to shard, finally crossing out of destroyed Alara entirely. When I finally came to my senses I was in a small grove, alone in the Krosan Forest of Otaria. [/spoiler][spoiler=Statblock][URL=http://www.myth-weavers.com/sheetview.php?sheetid=394840][B][SIZE=+1]Harvest[/SIZE][/B][/URL]

 LE Illumian Duskblade 5 Abjurant Champion 2///Beguiler 7, [B]Level[/B] 7, [B]Init[/B] +6, [B]HP[/B] 48/48, [B]DR[/B] 3/-, [B]Speed[/B] 30'

[B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] +8, [B]Ref[/B] +8, [B]Will[/B] +6, [B]Base Attack Bonus[/B] 7/2 [B] +1 Guisarme (Reach, Tripping) [/B] +11/+6 (2d4+5, x3) [B] Armor Spikes [/B] +10/+5 (1d6+3, x2) [B]14 hour duration, DR 3/- Mage Armor[/B] (+4 Armor, +2 Dex, +1 Deflect, +1 Misc) [B]Abilities[/B] Str 16, Dex 14, Con 14, Int 22, Wis 10, Cha 10 [B]Condition[/B] [spoiler=Duskblade Features]Arcane Attunement: Detect Magic, Flare, Ghost Sound, Read Magic

Arcane Channeling: Arcane Channeling (standard attack) – As a Standard Attack, a Duskblade may cast a ‘touch attack’ spell and deliver the spell through a melee weapon attack. This action does not provoke an Attack of Opportunity. The spell’s casting time must be no more than 1 Standard Action.[/spoiler] [spoiler=Abjurant Champion features]Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armor, shield, and similar spells instead of actual armor.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).[/spoiler] [spoiler=Beguiler Features]Cloaked Casting – when casting a spell on an opponent that would be denied a Dexterity bonus to AC (typically because he/she is unaware of you, due to a Feint in Combat, etc.), you receive the indicated bonus. At 20th level, you automatically overcome the target’s Spell Resistance. Surprise Casting – by using Feint in Combat, your opponent looses his/her Dexterity bonus to AC against you for your next attack or next spell, as long as it is cast by the end of your next round. You must stay in melee with the target, so your opponent still is allowed an Attack of Opportunity against you if you do not cast defensively. At 6th level, you may Feint in Combat as a Move Action (instead of a Standard Action). If you have Feat: Improved Feint, you may Feint as a Swift Action. Advanced Learning – you may permanently add one Sorcerer / Wizard spell of the Enchantment or Illusion School to your Beguiler spell list. Its spell level may not be higher than the highest level Beguiler spell you can currently cast.[/spoiler]

[spoiler=Illumian Features]• Luminous Sigils – glowing, insubstantial sigils float around an Illumian’s head, giving off light as bright as a candle. May be suppressed as a Standard Action and restored as a Free Action. Gains one Sigil at 1st level and another at 2nd. A power is gained from each (see page 49), and the two form a ‘word’ which grants additional abilities. • Glyphic Resonance – if the Illumian comes in contact with a Glyph, Rune, Sigil, or Symbol –and– his/her character level is greater than or equal the spell’s caster level, he/she is immune. If the character level is less, then the Illumian receives a –4 Racial penalty on any saving throw. • Final Utterance – when an Illumian dies, “words” trapped in his/her body are released for 1 round per HD. Although often gibberish, sometimes the words are curses and/or prophetic. • +2 Racial bonus on saves vs. spells with the ‘shadow’ descriptor. • Krau: +1 caster level on all spells & spell-like abilities (up to your character level) • +1 caster level on all spells & spell-like abilities (up to your character level) • Expend a spell slot (but not one holding a prepared spell) as an Immediate Action to gain an Insight bonus equal to the spell level on your next saving throw. Must be used before the start of your next turn. Usable 2/day.[/spoiler]

[spoiler=Beguiler Spells Known]O: Dancing Lights; Daze; Detect Magic; Ghost Sound; Message; Open/Close; Read Magic

1: Charm Person; Color Spray; Comprehend Languages; Detect Secret Doors; Disguise Self; Expeditious Retreat; Hypnotism; Mage Armor; Rouse; Serene Visage (SComp, AL) Silent Image; Sleep; Undetectable Alignment; Whelm;

2: Blinding Color Surge; Blur; Daze Monster; Detect Thoughts; Fog Cloud; Glitterdust; Hypnotic Pattern; Invisibility' Knock' Minor Image; Mirror Image; Misdirection; See Invisibility; Silence; Spider Climb; Stay the Hand; Touch of Idiocy; Vertigo; Whelming Burst

3: Arcane Sight; Clairaudience/Clairvoyance; Crown of Veils; Deep Slumber; Dispel Magic; Displacement; Glibness; Halt; Haste; Inevitable Defeat; Invisibility Sphere; Legion of Sentinels; Major Image; Nondetection; Shadow Binding (SComp, AL) Slow; Suggestion; Vertigo Field; Zone of Silence[/spoiler] [spoiler=Duskblade Spells Known]Lvl 0:Acid Splash, Disrupt Undead; Ray of Frost; Touch of Fatigue

Lvl 1:Shocking Grasp, True Strike, Ray of Enfeeblement, Stand, Blade of Blood

Lvl 2: Swift Invisibility, Dimension Hop, Swift Fly[/spoiler] [spoiler=Planeswalker Spells]5 Lvl 1 Shield Enlarge Person Expeditious Retreat Feather Fall Nerve Skitter


4 Lvl 2 Resist Energy Ghoul Touch Wraithstrike Rope Trick

3 Lvl 3 Anticipate Teleportation Phantom Steed Non-Detection

4 Lvl 4 Lesser Glove of Invulnerability[/spoiler] .[/spoiler] [/center]