Urist Stortebeker, the Last Archivist
One of the player characters for my solo Hell’s Rebels campaign.
Urist Stortebeker is a somewhat unorthodox dwarven priest because he honors gods of freedom and knowledge such as Caiden Caylean, Avandra, and Ioun. This naturally drew him to the Honored Society of Archivists in Kintargo a few years ago. This was a secret organization dedicated to preserving the true history of the Ravounel region and of wider Cheliax from the revisionist depredations of its fascist government.
He was just walking the first steps to mastering their deep scholarship, but his previous adventuring career made him very good at retrieving lost documents of historical and cultural value, so that’s what he mostly focused on.
He had been out on a mission to retrieve one of those documents when the Night of Ashes happened. The agents of Barzilai Thrune, the newly appointed Lord Mayor of Kintargo, swept through the city killing anyone who they thought might be able to oppose his plans, and burning down their homes. This included the members of the Society, most of whose identities Barzilai had figured out.
This makes Urist the last surviving Archivist, and you can be he’s extremely angry and sad about that. However, just before he left on that last mission, some of his Archivist friends asked him to look after their son if anything happened to them. They weren’t sure anything was going to happen, but things weren’t looking good in general.
So now Urist’s top priority is finding this son, Rexus Victocora, and making sure that he’s safe. And then he’s going to make those damned nazis pay. His demeanor might be jolly but he’s still a dwarf. He knows how to hold a grudge.
Description
Urist has a very typical appearance to go with his very typical name. Stocky, bald, pale skin, white beard, brown eyes. He always carries his clan dagger in his belt, and his axe too. In combat he likes heavy armor and a shield to go with the weapons. Unlike the typical dwarf character, he tends to act jolly a lot of the time, even in the face of adversity and grief.
“Stortebeker” is an epithet that was applied to a historical Dutch pirate. It means roughly “upturner of cups”, which in turn means someone who drinks a lot. Appropriate for a priest who honors the drunk god.
Build Notes
Urist is a pretty typical Dungeon Fantasy Cleric, though he’s more on the fighty side of that archetype than on the “staff and robe” one. So in addition to more spells, his progression plan is going to include better combat skills and possibly some Holy Warrior abilities to make him better at directly fighting demons.
As mentioned above, he’s a dwarf, and his species traits have been included in his character sheet below.
Character Sheet
ST 12 {20}; DX 12 {40}; IQ 14 {80}; HT 12 {20};
Damage 1d-1/1d+2; Basic Lift 14.4kg; HP 12; Will 14; Per 14; FP 14 {6}; Basic Speed 6; Basic Move 5 {-5};
Advantages
- Clerical Investment {5}
- Detect Evil {18}
- Night Vision 5 {5}
- Power Investiture 3 {30}
- Resistant to Poison 6 {6}
- Unfazeable {15}
Features
- Armor not interchangeable with that of humans
Disadvantages
- Charitable (12) {-15}
- Compulsive Carousing (12) {-5}
- Compulsive Generosity (12) {-5}
- Intolerance (Evil Religions) {-5}
- Overconfidence (12) {-5}
- Sense of Duty (Good Entities) {-10}
Quirks
- Define your own! {-5}
Skills
- Axe/Mace (A) DX+2 {8} - 14
- Diagnosis (H) IQ-2 {1} - 12
- Esoteric Medicine (Holy) (H) Per {4} - 14
- Exorcism (H) Will {4} - 14
- First Aid (E) IQ+1 {1}1 - 15
- Gesture (E) IQ {1} - 14
- Hidden Lore (Demons) (A) IQ-1 {1} - 13
- Hiking (A) HT-1 {1} - 11
- Innate Attack (Projectile) (E) DX+2 {4} - 14
- Meditation (H) Will-2 {1} - 12
- Observation (A) Per-1 {1} - 13
- Occultism (A) IQ-1 {1} - 13
- Public Speaking (A) IQ-1 {1} - 13
- Religious Ritual (H) IQ-2 {1} - 12
- Research (A) IQ-1 {1} - 13
- Savoir-Faire (E) IQ {1} - 14
- Shield (E) DX+2 {4} - 14
- Surgery (H) IQ-2 {2} - 12
- Teaching (A) IQ-1 {1} - 13
- Theology (H) IQ-2 {1} - 12
Spells
All get +3 from Power Investiture
- Affect Spirits (H) IQ+1 {1} - 15
- Armor (H) IQ+1 {1} - 15
- Breathe Water (H) IQ+1 {1} - 15
- Cleansing (H) IQ+1 {1} - 15
- Continual Light (H) IQ+1 {1} - 15
- Cure Disease (H) IQ+1 {1} - 15
- Glow (H) IQ+1 {1} - 15
- Lend Energy (H) IQ+1 {1} - 15
- Light (H) IQ+1 {1} - 15
- Major Healing (VH) IQ {1} - 14
- Minor Healing (H) IQ+1 {1} - 15
- Recover Energy (H) IQ+1 {1} - 15
- Recover Energy (H) IQ+1 {1} - 15
- Resist Disease (H) IQ+1 {1} - 15
- Resist Fire (H) IQ+1 {1} - 15
- Resist Lightning (H) IQ+1 {1} - 15
- Resist Poison (H) IQ+1 {1} - 15
- See Secrets (H) IQ+1 {1} - 15
- Shield (H) IQ+1 {1} - 15
- Sunbolt (H) IQ+1 {1} - 15
- Sunlight (H) IQ+1 {1} - 15
Loadout
$1000, 22.18kg, Light Encumbrance.
- Clothing: $0, 1kg.
- Silver-Coated Axe: Reach 1, sw+2 cut; $150, 2kg.
- Small Shield: DB 1; $40, 4kg.
- Small Knife: Clan dagger; $30, 0.25kg.
- Light Cloth Armor: All locations, includes face protection; DR 1; $155, 9.4kg.
- Small Backback: Holds 20kg of gear. $60, 1.5kg.
- First Aid kit: +1 to First Aid. $50, 1kg.
- Holy Symbol: $50, 0.5kg.
- Holy Water: “Grenade” bottle; $15, 0.5kg.
- Pouch: Holds 1.5kg; $10, 0.1kg.
- Minor Healing Potion: heals 1d HP; $120, 0.25kg.
- 13 x Silver Coin: $260, 0.13kg.
- 15 x Copper Coin: $15, 0.15kg.
Combat
Assumes Light Encumbrance and a DB 1 shield.
- Defenses
- Dodge: 9
- Parry: 11U
- DR: 3 on skull, 0 on eyes, 1 everywhere else.
- Attacks
- Axe (14): 1d+4 cut, Reach 1.
- Shield Bash (14): 1d-1 cr, Reach 1.
- Sunbolt (14): 1d-9d burn, Acc 2, Range 75/150, costs 0-8 FP.
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Defaults from Esoteric Medicine (Holy) ↩