Half-Orc

Malgrim Habrak's page

116 posts. Alias of Demon Lurking.


Full Name

Malgrim Habrak

Race

| HP: 18/18 | AC: 18 (T: 13, F: 15) | CMB: +4, CMD: 17 | F: +7, R: +3, W: +3/ooc] | Init: +3 | [ooc]Perc: +7, SM: +3

Classes/Levels

| Speed 30ft | Rage: 9/9 | Active conditions: None.

Gender

Male CG hobgoblin barbarian (unchained, superstitious) 1

Size

5'6" 212 lbs.

Age

21

Alignment

Chaotic Good

Deity

Gorum

Languages

Common, Draconic, Dwarven, Giant, Goblin, Orc

About Malgrim Habrak

Male hobgoblin barbarian (unchained, superstitious) 1
CG Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +7, Sense Motive +3

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 18 (1d12+6)
Fort +7, Ref +3, Will +3; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.

Offense
Speed 40 ft. (30 ft. in armor)
Melee bardiche +4 (1d10+4/19-20) or
dagger +4 (1d4+3/19-20)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks rage (9 rounds/day)

Statistics
Str 17 +3, Dex 16 +3, Con 20 +5, Int 17 +3, Wis 16 +3, Cha 12 +1
BAB +1; CMB +4; CMD 17
Feats Arcane Vendetta
Traits classically schooled, warded against witchery
SQ +1 hit point, fast movement, magehunter

Skills
Acrobatics -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Appraise +3; (Ranks:0, +3 Int)
Bluff +1; (Ranks:0, +1 Cha )
Climb -1; (Ranks:0, +0 class, +3 Str, -4 ACP)
Craft (armor)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Craft (blacksmith)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Craft (weapons)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Diplomacy +1; (Ranks:0, +1 Cha)
Disguise +1; (Ranks:0, +1 Cha)
Escape Artist -1; (Ranks:0, +3 Dex, -4 ACP)
Fly -1; (Ranks:0, +3 Dex, -4 ACP)
Heal +3; (Ranks:0, +3 Wis)
Intimidate +1; (Ranks:0, +0 class, +1 Cha)
Knowledge (arcana)* +4; (Ranks:1, +3 Int)
Knowledge (nature)* +1; (Ranks:1, +1 class, +3 Int)
Linguistics* +4; (Ranks:1, +3 Int)
Perception +1; (Ranks:1, +3 class, +3 Wis)
Ride -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Sense Motive +3; (Ranks:0, +3 Wis)
Spellcraft +8 (+10 to identify spells) (+11 to identify spells cast by evil arcane spellcasters); (Ranks:1, +3 class, +3 Int, +1 trait) (+2 magehunter) (+1 warded against witchery)
Stealth -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Survival +7; (Ranks:1, +3 class, +3 Wis)
Swim -1; (Ranks:0, +0 class, +3 Str, -4 ACP)
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc

Equipment and Encumberence
Weapons and Ammo bardiche, dagger (12)
Armor and Defense scale mail
Combat Gear
Other Gear backpack (bedroll, grappling hook, hemp rope (50 ft.), waterskin), bandolier (daggers), belt pouch (chalk (10), fishhook (2), flint and steel, twine (50'), whetstone), belt pouch (money), cold weather outfit
Coins 8 gp, 10 sp, 7 cp
Carrying Capacity
L / M / H - 86 / 173 / 260 lbs.
Encumberence
Light Load - 84 lbs.

Tracked Resources
Dagger - 0/12
Rage (Unchained, 9 rounds/day) (Ex) - 0/9

Special Abilities
+1 Hit Point (FCB) (1) +1 Hit Point
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Classically Schooled You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Magehunter +2 to Spellcraft to identify spells and +1 attack against arcane spellcrafters.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Warded Against Witchery You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Background
Born into slavery, Malgrim has no recollection of his parents. His earliest memories are of pain and hardship. Raised by a scarred witch doctor and his apprentice, his childhood was filled with constant harassment as he was always the target of practiced spells. Their tribe lived in caves under the Kodor Mountains.

The scarred witch doctor was the spiritual leader of the tribe and while he was Malgrim's primary keeper, the hobgoblin was expected to perform much manual labor around the camp for any who requested. He was forced to perform many tasks that the tribe members refused, such as filling the latrine sumps.

When Malgrim was around 10, the tribe was conquered by a group of frost giants led by a white witch. This witch desired to conquer the Witchcaves. As such she served up a war camp to arm and train her subjects. There he found himself chained to the bellows, still periodically taunted by both the enslaved witch doctor and the white witch.

A few years later the giants captured Ovarik Daurstone, a Dwarven smith, who took Malgrim under his wing and taught him the art of the forge. After several years of study under his Dwarven mentor, he started secretly forging his own weapons and armor, and plotting his escape.

A new captive helped to precipitate the events that led to the downfall of both the orcs and the giants. Iozif Greenleaf, a ranger and agent of the Pathfinder Society was captured while investigating raids on nearby trade routes and villages. Iozif was able to use Malgrim's growing arsenal to arm many other captives and organize a revolt against the white witch and her minions. One night, while the winter witch was away, Iozif led Malgrim and Ovarik to skay their captors and help the captives fight their way out of the compound. However, Ovarik was wounded in the escape and died before they were able to reach civilization.

After their escape Iozif taught Malgrim the art of surviving in the wilderness. How to make and find shelter against the cold, trap food, find water, identity edible plants and navigate. Though he had had help, many of the survivors credited Malgrim with saving them.

Since then, he has wandered in search of slaves to free and witches to slay. He strives to be a good person, but his lust for vengeance against the winter witches leads him to frequently take the more enjoyably violent way through problems. He also tends to believe that the end justifies the means and is usually willing to make sacrifices (sometimes of other lives) to achieve his goals.

Description
Malgrim Habrak is a hulking brute of a hobgoblin, standing nearly five and a half feet tall and bulging with rope-like muscles. His tanned and weathered grey-green skin is covered with angular spiraling tattoos and scars, both from battle and in arcane symbols, from his shaven scalp and bare cheeks, to his rough calloused hands and feet. His chipped and cracked tusks protrude from the thick black goatee cascading from his chin braided in the Dwarven style.

His clothing consists of little more than a tattered cloth shirt beneath his metal scale armor and a much patched leather loincloth hanging at his waist. A pair plain leather sandals adorn his feet, the laces wrapped around his thick calves. A patchwork leather pack rests upon his back and a bandolier crosses his chest bristling with the hilts of many daggers.

He carries a massive polearm over his shoulder. A collection of charms and trinkets hang from various straps and cords arrayed about his person. His calloused hands periodically check the knots to make sure none of them have come loose. His red eyes constantly look around warily, searching for signs of danger.

10 Minute Background
Step 1: Background and Concept elements (at least 5) (history, description, personality)

  • He is covered in a collection of good luck charms and protective trinkets. Most of his gear is as well.
  • He escaped a lifetime of slavery at the hands of multiple evil arcane spellcasters. He doesn't trust wizards, sorcerers, or witches.
  • He has no issues with divine magic, preferably druidic (including Rangers and Hunters).
  • He's a wanderer, preferring the wilderness to civilization.
  • He is a prime candidate for the Heralds of Summer's Return, but doesn't know about them.

    Step 2: Goals (one character, one player)

  • Malgrim's goal: Slay Baba Yaga (simple goal, very difficult execution)
  • Player's goal: I'd like to see him reunited with Iozif and Ovarik. Maybe get to kill Yilena Harcatha. (But really, just having a good time role playing the character will do.)
  • Player's goal: I'd like to see him in some form of spiked agile breastplate.

    Step 3: Secrets (one known, one unknown)

  • Known: Malgrim knows that the White Witch that he escaped was descended from Harcatha.
  • Unknown: She still lives and seeks to get her revenge on those who destroyed her war camp.

    Step 4: People (at least two allies/friends and one adversary)

  • Ovarik Daurstone: Dwarven smith, deceased. He was raised and re-enslaved by Yilena Harcatha. He yearns to be free again and has tried sending secret messages to Iozif and Malgrim, but does not know if they reached their recipients.
  • Iozif Greenleaf: Varisian Ranger who snuck into Irrisen on behalf of the Pathfinder Society. He was captured by Yilena, but escaped with Malgrim's help. He is currently employed as a messenger, carrying information between cells of the Heralds of Summer's Return.
  • Yilena Harcatha: Jadwiga White Witch. She wants to kill Iozif and Malgrim. Maybe even raise them as undead. (And plunder the secrets of the Whichcaves.)

    Step 5: Three Memories, Mannerisms, or Quirks

  • His capture by Yilena Harcatha and her frost giants. He was glad to see some of the orc tribe slaughtered, but that was tempered by his own further enslavement.
  • His escape from Yilena Harcatha. A triumphant moment, tempered by the death of Ovarik.
  • Due to his long servitude, he tends to be subservient until he remembers his current freedom and then is willing to express his own opinions.