Description

Hurleth, half orc male

Hurleth was abandoned as a child and doesn't know, or care, who his parents are. He grew up in a human space port where he struggled hard to survive. Luck shined on him, however, and he managed, killing and eating rats when he had to. As he was just reaching puberty Hurleth met the man that would set him on his life's path. A cleric of the planar church of Hell, Dread (the cleric used no other name) found the scrawny, rebellious half-orc fighting several other local youths and immediately saw his potential as the half-orc refused to give up even when obviously beaten. He approached Hurleth when the fight was over (after the half-orc had lost badly and suffered a bad beating) and offered him a chance at power in return for loyal service. The half-orc immediately agreed.

Hurleth learned the ways of Hell's church quickly and by the time he'd reached maturity was a full-fledged cleric of the Hellish faith. He watched the political maneuvering in the church carefully and quickly came to understand the various ways power could be achieved and what had to be done to maintain it. As he learned his mentor grew worried, for the half-orc obviously desired immediate personal power too much to ever ride for long on another's coattails. With several other acolytes also serving him (including some more skilled that Hurleth), the cleric finally decided it was time to send Hurleth away.

Hurleth has been on his own since. He has worked with slavers and pirates and found their organizations only slightly different from his own church. He has become crafty and cautious, never willing to overexpose himself but always trying to make himself essential to those in power. He does not usually helm ships as he prefers to be casting spells and fighting, involved in the action. He always goes about armed and armored, wary of a knife in the back as well as sudden battle. He also brews potions whenever possible and uses them to increase his stature by making him a source of ready magic among those he serves with.

Hurleth's dream is to gain power. He would like to acquire his own ship which he would captain and use for piracy and slave trading. Or he might forcibly take control of a community, becoming its ruler and installing those willing to serve him into key positions. Only the planar church of Hell would be allowed with him as its high priest. Followers are key to Hurleth's dreams as well as opportunity and he's constantly working on both.

Personality: Hurleth is a schemer and manipulator. He is not afraid of hard work and has learned unusual patience for a half-orc, being willing to wait to gain revenge or power or to see a plan come to fruition. He is not easily sidetracked from goals he cares about and his craftiness and cunning are well known among those he's worked with, both in planning military operations and in dealing with those around him. He always leaves himself a way out of any situation, however, as he continually worries that he will be batrayed. Though ugly, he has a forceful personality and a quick mind that allows him to dominate and manipulate those around him. Hurleth's only weaknesses are his religious faith (though he's very much a realist in terms of what it does for him and that there will be no intervention for him) and his resentment of the way he was treated by human society as a half-orc. He feels that even as a cleric of the planar church of Hell he has no place in society other than its illegal side.

Uses: Hurleth is crafty and a survivor. He could be an excellent advisor to enemies of the PCs without becoming personally attached to the struggle. As a manipulator the PCs might ruin some of his plans, reducing his credibility and power and thereby earning his enmity. He might even have a powerful place among slavers or pirates the PCs oppose or perhaps he's acquired that ship he wants. He might even have taken over a small colony or a primitive village or perhaps is trying to and the PCs need to oppose him. He will not fight impossible odds and is smart enough to quickly realize when he's overmatched. He will simply retreat or hide while gathering allies and personal power and perhaps damaging the PCs' support network (like killing their followers and henchmen--probably in a way that won't allow for raising). He is also good for getting the PCs involved in battling enemies the DM wants to throw at them but they have avoided so far. If they anger Hurleth he might manipulate another power group into focusing on the PCs while quietly slipping away.

Advancement: In 3e, Hurleth will take the leadership feat as soon as possible. In either edition, rising to 5th level will allow him to animate dead, which he will immediately do once he is able.

Equipment: hard soled boots, iron unholy symbol, chainmail, footman's mace (2e) or morning star (3e), heavy crossbow (3e) or sling (2e), case of 20 heavy crossbow bolts (3e) or pouch of 20 sling bullets (2e), purse with 15 sp, 2 chests with locks, 2 vials of unholy water, potion of cure light wounds/healing (3e/2e), buckler, in chests: 83 gp, 24 pp, 2 potions of intelligence (3e only), 2 potions of charisma/human control (3e/2e), and 3 potions of cure light wounds/healing (3e/2e)

3e Stats

C4 (4d8+4); hp 29; Init +5; MV 20'; AC 17; Atk +5 melee (1-8, morning star) or +4 missile (1-10, crit 19-20/x2, heavy crossbow); AL LE; SV Fort +5, Ref +2, Will +7; S 15; I 14; W 16; D 12; Cn 12; Ch 12
languages: common, orc, draconic, infernal
skills: knowledge(religion) +9, spellcraft +9, concentration +8, scry +9
feats: simple weapons, light armor, medium armor, heavy armor, shield, improved initiative, brew potion
spells: 5L0, 4+1 L1, 3+1 L2
Domains: Destruction, Evil
Domain powers: cast evil spells at +1 level, smite power once/day (supernatural ability, gain +4 attack bonus and +1 damage/cleric level if hit)

2e Stats

AC 4; C4 (uses soldier kit from PO:S&P); hp 25; #AT 1; Dmg by weapon; AL LE; THAC0 18; S 14; I 15; W 15; D 12; Cn 13; Ch 13
proficiencies: common, orcish, religion (SJ), read/write common, spacemanship, spellcraft, wildspace navigation, balance, space heraldry, phlogiston navigation, zero-G combat, healing, footman's mace, club, sling
spells: 5L1, 3L2