Hellknight

Malgrim Ironhide's page

23 posts. Alias of Theorythmus.


Full Name

Malgrim Ironhide

Race

Abilities:
Combat expertise: -1 to attack +2 Dodge bonus | Fighting Defensively: -2 to attack +3 Dodge bonus

Classes/Levels

Male Hobgoblin Fighter 4

Gender

Vitals:
HP: 53/53 | AC: 23 T: 14 FF: 19 CMD: 21 | Will: +4, Ref: +5, Fort: +9 | Init: +4 Perc: +11 darkvision | Effects: none

Age

22

Alignment

N

Languages

Common, Goblin, Undercommon, Sign language

Occupation

Bounty Hunter

Strength 16
Dexterity 18
Constitution 20
Intelligence 14
Wisdom 16
Charisma 14

About Malgrim Ironhide

Tracked Resources:

Trail Rations: 15/15
Healer's kit 1: 10/10
Healer's kit 2: 10/10
Healer's kit 3: 10/10
Potion of CLW: 7/7
Quiver 1
Blunt Arrows: 20/20
Quiver 2
Durable Arrows: 20/20
Quiver 3
Alchemical Silver, Durable Arrows : 10/10
Cold, Durable Arrows : 10/10
Quiver 4
Adamantine, Durable Arrows : 5/5
Grappling Arrows: 5/5
Thistle Arrows: 10/10

Malgrim Ironhide:

Malgrim Ironhide (22 years old)
Male Hobgoblin Fighter 4
N Medium humanoid (Goblinoid)
Init +4; Senses Darkvision, Perception +11
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Defense
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AC : 23 | T : 14 | F : 19
hp 53 (4d10+20)
Fort +9, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee MW Whip (Foelasher) +9 (1d3+3 20/x2 S)
. . Cold Iron Morningstar +7 (1d8+3 20/x2 B & P)
. . Alchemical Silver Morningstar +7 (1d8+2 20/x2 B & P)
. . Handaxe +7 (1d6+3 20/x3 S)
Ranged Composite Longbow (+3 STR) +8 (1d8+3 20/x3 P)
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Statistics
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STR 16 DEX 18 CON 20 INT 14 WIS 16 CHA 14
BAB +4; CMB +7/(+9 with whip); CMD 19
Feats Combat Expertise, Exotic Weapon Proficiency(Whip), Weapon Focus(Whip), Whip Mastery, Exotic Weapon Proficiency(Madu)
Traits Seeker
Precise Treatment
ACP -3 (-2 without madu)
Skills
acrobatics [3]+4+3-3=7
climb [1]+3+3-3=4
craft(armor) [4]+2+3=9 *
craft(weapons) [1]+2+3=6
craft(alchemy) [1]+2+3=6
diplomacy [0]+3=3
Heal [2]+3+1=6
Intimidate [1]+2+3=6
Knowledge (dungeoneering) [1]+2+3=6
Knowledge (engineering) [1]+2+3=6
Profession (bounty hunter) [4]+3+3=10 *
Perception [4]=3+3+1=11
Survival [4]+3+3=10
Stealth [0]+4+4-3=5
Swim [1]+3+3-3=4
* the 2 skills selected per the character creation rules
Languages Common, Goblin, Undercommon, Sign language
Combat Gear +1 Breastplate, +1 Steel Madu, MW Whip, Cold Iron Morningstar, Alchemical Silver Morningstar, Handaxe, Composite Longbow(+3 STR) ;Other gear Explorer's outfit, MW backpack, 2 belt pouches, Bag of holding, Compass, waterskin;Gear in Bag of Holding Armored coat, MW artisan’s tools, Small Tent, Silk Rope (200 ft), Twine (250 ft), Grappling Hook, Flint and steel, winter blanket, bedroll, hammer, 4 bells (each with different note), Iron spike, 3 pitons, 3 of the 4 arrow quivers;
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Other info
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Carried weight
Carrying capacity Light 76 lbs. or less Medium 77-153 lbs. Heavy 154-230 lbs.
with MW backpack Light 86 lbs. or less Medium 87-173 lbs. Heavy 174-260 lbs.

remaining wealth 4 GP

Appearance:

A beefy tall darkskinned hobgoblin with grey eyes. He has a small black beard and his hair is braided together in one tail.
Most of this is covered up by the black suit of armor he wears, although he wears a more casual coat from time to time.

Personality:

He is a no-nonsense kind of guy. He will do his best to protect those in his unit/squad/company, but they better pull their own weight when necessary.

Reduced Background(known by the group):

Malgrim Ironhide is a hobgoblin. Like most of this engineered race, he used to be human. After his "rebirth" he trained as a warrior.

He currently roams the surface working as a bounty hunter. Although that’s technically the job he holds, he does more than just collecting bounties on people. If there is a merchant who wants his caravan guarded or some guy who found a map to a cache of precat goods and wishes to get it, they can count on Malgrim Ironhide. As long as the price is right of course. When there ain’t bounties or other opportunities, Malgrim tries to get a temporary job at a smithy to tide him over till the next assignment.

Full Background(GM only):

Malgrim is what you can call an experiment gone right. Since the great war had ceased, scientists had been busy trying to alter human genes, to better adapt us to life on the surface.
Malgrim was one of the people who volunteered to get “upgraded”. So although Malgrim used to have another name and may have been born to a loving family that worried for his well being, he is not longer that. He now was born anew as a proud Hobgoblin and a fine specimen at that, adept at surviving in this forsaken wasteland we call our home.

After his so called rebirth, he spent most of his years training to become a great and fierce warrior. One might say there is not much to it. But to be truly great, one must do more than swing a big stick at something and hope it goes down. No, Malgrim spent countless of days learning how to properly maintain his equipment, how to capture rather than kill your opponent and most importantly he was learned the importance of precise medical treatment from Vesile, one of his many teachers. He remembers her words like it was yesterday, "Even the greatest of warriors can fall if his wounds are not treated properly and although there is now “Magic” in this world, not many can harness it."

During his warrior training he sparred a lot with Oktar Bonebreaker. While Oktar favored powerful attacks to try and finish his opponent in a few heavy hits, Malgrim bolstered his defenses with sturdy armor and defensive stances. This is when he started calling himself Ironhide, much to the disdain of Oktar, who had a difficult time beating Malgrim.
Malgrim doesn't know what Oktar is up to nowadays, but if he's still alive on the surface he's probably busy beating someone's skull in.

A grand competition, the Champion Trial, is held at the end of each training cycle in which the participants compete against each other over the course of 3 weeks in various skill challenges. In the end, the winner gets a weapon of his choice, crafted by headmaster Saltuk Ironfist himself, a gifted warrior, crafter and magic user. Malgrim competed in the Trial and won. This is how he got his trusted whip Foelasher.

He currently roams the surface working as a bounty hunter. Although that’s technically the job he holds, he does more than just collecting bounties on people. If there is a merchant who wants his caravan guarded or some guy who found a map to a cache of precat goods and wishes to get it, they can count on Malgrim Ironhide. As long as the price is right of course. When there ain’t bounties or other opportunities, Malgrim tries to get a temporary job at a smithy to tide him over till the next assignment.

Original Item list:

breastplate (+6, max dex +4), masterwork & +1 200+150+1000=1350 GP 30 lbs
armored coat (+4, max dex +3) 50 GP 20 lbs
madu, steel (+1), masterwork & +1 40+150+1000 = 1190 GP 6 lbs
whip, MW 301 GP 2 lbs
morningstar, cold iron 16 GP lbs 6 lbs
longbow, composite (+3 STR mod) 110+(100 x 3) = 410 GP 3 lbs
bag of holding = 2500 GP 15 lbs
backpack, MW 50 GP, 4 lbs
masterwork artisan’s tools 55 GP, 5 lbs
Tent, small 10 gp 20 lbs
Silk Rope (200 ft) 10 GP & 5 lbs/50 ft
morningstar, alchemical silver 98 GP 6 lbs
grappling hook 1 GP 4 lbs
grappling arrow 1 gp ½ lb /arrow x5 = 5 GP
durable arrows : 1 GP /arrow x 20 = 20 GP
alchemical silver, durable arrows : 3 GP /arrow x 10 = 30 GP
cold iron, durable arrows : 2 GP /arrow x10 = 20 GP
adamantine, durable arrows : 61 GP /arrow → x5 = 305
thistle arrows : 1 GP 0.15 lb / arrow x10 -> 10 GP
blunt arrows : 2 GP 3 lbs / 20 arrows
Flint and steel 1 gp
Handaxe 6 gp 3 lbs (1d6 x3)
Belt pouch 2x 1 gp 0.5 lb
compass 10 GP 0.5 lbs
waterskin 1 gp / 4 lbs
blanket, winter 5 sp, 3 lbs
Hammer 5 sp 2 lbs
Bell 1 GP / bell - lbs x 4
Bedroll 1 sp 5 lbs
twine 1 cp 0.5 lbs / 50 ft x5 =250 ft
Iron spike 5 cp 1 lb
Piton 1 sp 0.5 lb x3
trail rations 5 sp / 1 lbs x 15 = 7.5 GP 15 lbs
3 x healer’s kit 50 GP 1 lbs = 150 GP
7 x CLW potion = 350 GP
4 GP left of 7000 GP