Urist Stortebeker, the Last Archivist
An update to Urist Stortebeker, one of the player characters for my solo Hell’s Rebels campaign. His description and backstory remain the same as his starting version, and we discuss what changed here.
I tried leading Urist in a “fightier” direction, as befits an axe-wielding dwarf, but my success was mixed here. He’s generally hard to hurt and his new armor should make him even more so, but he hasn’t been the most successful at hurting enemies. That said, his healing spells have been literal life-savers here, and his buff and utility magic has pulled its weight.
He started at 250 points and is now at 294, with zero unspent points. This is a higher total than the others because I noticed I had too many disadvantages on his starting sheet and removed one. I don’t believe it will cause any imbalance.
That said I did try to make him fightier. One level each in Axe/Mace, Shield, ST, and Higher Purpose (Slay Demons) make him hit better and harder, doubly so against demons. He can also wear heavier armor.
He also improved or acquired several skills that help run the rebellion’s strategic layer. Magic-wise, we have a couple of levels of Energy Reserve to help with the casting, which is slightly better for that purpose than more Fatigue because it recovers in parallel.
Character Sheet
ST 13 {30}; DX 12 {40}; IQ 14 {80}; HT 12 {20};
Damage 1d/2d-1; Basic Lift 16.9kg; HP 13; Will 14; Per 14; FP 14 {6}; Basic Speed 6; Basic Move 5 {-5};
Advantages
- Clerical Investment {5}
- Detect Evil {18}
- Energy Reserve (Divine) 2 {6}
- Higher Purpose (Slay Demons) 1 {5}
- Night Vision 5 {5}
- Power Investiture 3 {30}
- Reputation (All the time, everyone but Thrune supporters): +1 {3}
- 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}
- Feature: Armor not compatible with human armor {0}
- Intolerance (Evil Religions) {-5}
- Overconfidence (12) {-5}
- Sense of Duty (Good Entities) {-10}
Skills
- Administration (A) IQ {2} - 14
- Axe/Mace (A) DX+2 {12} - 15
- 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}2 - 14
- Hiking (A) HT-1 {1} - 11
- Innate Attack (Projectile) (E) DX+2 {4} - 14
- Meditation (H) Will-2 {1} - 12
- Observation (A) Per {2} - 14
- Occultism (A) IQ-1 {1} - 13
- Physiology (Demons) (H) IQ {2}2 - 14
- Public Speaking (A) IQ {2} - 14
- Religious Ritual (H) IQ-1 {2} - 13
- Research (A) IQ-1 {1} - 13
- Savoir-Faire (E) IQ {1} - 14
- Shield (E) DX+2 {8} - 15
- Surgery (VH) 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
- 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
$13258.00, 25.615kg, Light Encumbrance.
- Clothing: $0, 1kg
- High Holy Symbol: +2 to Exorcism, Turning, and other appropriate rolls. 8 FP as a Power Item. $1000, 0.5kg.
- Balanced Dwarven Mace: enchanted with Puissance 1. +1 to Skill, +1 to Damage. sw+4 cr, Reach 1, Parry 0. $5450, 2.5kg.
- Small Shield: $40, 4kg
- Small Knife [$30; 0.25 kg]
- Suit of Armor: DR 6 on body, DR 2 on limbs and extremities, no helmet. Lighten 1 and Fortify 1. $4674, 11.7kg.
- Backpack, small: Holds 20kg. $60, 1.5kg
- First Aid Kit $50, 1kg;
- Holy Symbol $50, 0.5kg;
- 4 x Holy Water $15, 0.5kg;
- Pouch $10; 0.1 kg;
- Healing Potion, Minor: Heals 1d HP. $120, 0.25kg.
- 2 x Universal Antidote: Instantly cures all poisons. $750, 0.25kg
- Gold Coin (Halved) $200; 0.005 kg;
- 2 x Silver Coin $20; 0.01 kg;
- 4 x Copper Coin $1; 0.01 kg;
Combat
Assumes Light Encumbrance and a DB 1 shield.
- Defenses
- Dodge: 9
- Parry: 11
- DR: 2 on skull, 0 on eyes, 6 on body, 2 on limbs and extremities.
- Attacks
- Mace (15): 2d+3 cr, Reach 1.
- Shield Bash (15): 1d cr, Reach 1.
- Sunbolt (14): 1d to 9d burn, Acc 2, Range 75/150, costs 0 to 8 FP.