Haro’khan
“I am Haro’khan, Templar of Urik, for whom the Great and Mighty King Hamanu has decreed a destiny of heroism, and entrusted the safeguarding of the mightiest City of Athas. Where Urik is concerned, so am I. When Urik is affected, so am I. I know what is best for my city, and I will take any action against friend or foe to ensure Urik stands for thousands of years to come.”
- Haro’khan, Templar of Urik
Traits
- Will do anything to protect Urik’s interests.
- Will do anything to complete the mission.
- Will help the group in order to complete the mission.
- Considers himself the leader of any group.
- Believes in a social hierarchy (and believes him to be at the top of it).
Background
The very core of Haro’khan’s being is Urik, City of Lions. Though Hamanu may rule the City, Urik and its people give him the right to rule. So in the mind of Haro’khan, Urik, not Hamanu, is the true source of power (1).
Haro’khan was born in the client village of Makla in the Smoking Crown on the 190th King’s Age in the Year of Ral’s Fury during the time of High Sun’s Sorrow and during the great conjunction of Ral and Guthay (2). His travels in the volcanic Smoking Crown has help him build up an amazing endurance (3) and an appreciation of the power and strength of fire (4). Because of his uncanny endurance in the hellfire that is the Smoking Crown, Haro’khan was sent to the templarate early in life to be trained as a battlefield commander in Urik’s legions (5). However, his innate arcane abilities caused Hamanu to have different plans. Seeing Urik as the core of Haro’khan’s being, Hamanu vested in him the power to wield arcane magic. This power and his training as a commander of Urik allows this Urikite Templar to be the will of both his city and his king, protecting Urik at any cost (6).
Gaming Translation of Above Text
- He’s unaligned rather than evil (in a way, only indirectly serving Hamanu).
- He’s 24 years old, born on the first day of the year.
- Has the geographic desert background, giving Endurance as a class skill that he can be trained in.
- Some of his most powerful spells have an ash or fire theme.
- Several powers have a leader flare to them.
- He will defile.
Play Strategies
- The fell might is key to the powers of a Sorcerer-King Pact Warlock, and it becomes more pivotal when fell might related feats are taken. It is vital to curse whenever possible to increase the chance that the target of the curse drops to 0 hp and the fell might is regained.
- Given that cursing often is important (as noted above), and in order to curse the enemy needs to be the nearest to you, you’ll need to move around a lot to make non-cursed enemies the nearest enemy to you. So in large encounters, you should always use your move action.
- If you miss on a daily (or any other power if applicable) or the damage isn’t great – defile.
- If you would rather not anger your group with the damage they take from defiling, use the endurance skill power “Inspiring Fortitude” to give them lots of temporary hit points prior to when you think you might defile (e.g. when you think you might use your arcane daily).
- I have Accursed Coordination as a feat since there are two Warlocks in the party. I you play him in a group where he’s the only Warlock, be sure to retrain this feat.
