Cabbagehead

Mholg's page

34 posts. Alias of Black Dow.


Race

Male Human (Ogre Blooded)

Classes/Levels

Fighter [Brawler] 1 | HP 13/13 | AC 16/T11/FF15 | CMD 16, CMB +6 | F+6, R+1, W+0 | Perc +5 | Init +1 | Move: 20ft. | Heroforge Mholg

About Mholg

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“It was an age of freaks, monsters, and grotesques. All the world was misshapen in marvelous and malevolent ways.”Alfred Bester, The Stars My Destination

“If brute force doesn't work, you aren't using enough”Sherrilyn Kenyon, Styxx

“Sometimes freedom comes at an ugly price.”Rebecca Schaeffer, When Villains Rise

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Male Human Fighter (Brawler) 1

Chaotic Neutral Medium Humanoid (Human)

Favoured Class: Fighter

Favoured Class Options:

+1 HP (Selected @ Level -)
+1 Skill Point (Selected @ Level 1)
+1 to the fighter’s CMD when resisting two combat manoeuvres of the character’s choice. (Selected @ Level -)

Speed: 30ft Unarmoured/20ft Armoured
Init: +1
Senses: Perception +5

DEFENCE:

AC 16 (10 Base, +1 DEX, +4 MW Hide Armour, +1 Rusty Metal Klar)
Touch AC 11 (10 Base, +1 DEX)
Flat Footed AC 15 (10 Base, +4 MW Hide Armour, +1 Rusty Metal Klar)

HP 13 (1d10HD [10]; +3 Con)

SAVES*: Fort +6* Ref +1 Will +0

* +1 Fort save from Zincher’s Patsy Campaign Trait.

CMD: 16* (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

* +1 CMD from Giant Ancestry.

OFFENSE:

BAB +1
Melee: Club +5 [1d6+4B/x2] or Rusty Metal Klar +5 [1d6+4S/x2] or Crude Punching Dagger +5 [1d4+4P/X3]
Ranged: Club +2 [1d6+4B/x2] Range 10ft. (Thrown)
Touch Attack: +5
Ranged Touch Attack: +2
CMB: +6* (BAB+STRMod+SizeMod)

* +1 CM checks from Giant Ancestry.


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STATS: STR 19 (+4); DEX 13 (+1); CON 16 (+3); INT 7 (-2); WIS 13 (+1); CHA 8 (-1)

20 PT STAT BUILD:

13 Points - STR (17) +2 = 19
3 Points - DEX (13) = 12
10 Points - CON (16) = 16
-4 Points - INT (7) = 07
0 Points - WIS (10) = 10
-2 Points - CHA (8) = 08

+2 Racial Bonuses to STR


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RACE ABILITIES:

Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (STR chosen)
Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat manoeuvre checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled. Source Horror Adventures pg. 41

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FIGHTER CLASS:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armour (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

FIGHTER ARCHETYPE - BRAWLER:

Source Ultimate Combat pg. 44

All melee is up close and personal, but some warriors bring it as close as they can get. Brawlers can be found anywhere, among all races and societies. A brawler could be hired muscle in a tavern, a local crime syndicate enforcer, or a hotheaded recruit among the ranks of a baron’s guard. Often brawlers’ in-your-face attitudes are as powerful as their tactics.

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FEATS:

Bludgeoner (Combat, 1st Level Character Feat)[Source Ultimate Combat pg. 90]You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Intimidating Prowess (General, Bonus Human Racial Feat)Source: PRPG Core Rulebook pg. 128Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Enforcer (Combat, 1st Level Fighter Feat)[Source Source Advanced Player's Guide pg. 159, Pathfinder Campaign Setting pg. 125]You are skilled at causing fear in those you brutalise.
Prerequisites: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralise your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

TRAITS:

Zincher’s Patsy (Second Darkness Campaign Trait): Somehow, you’ve gotten yourself indebted to Clegg Zincher, one of Riddleport’s major crime lords. You’ve been trying your damnedest to get out from under his thumb, but no matter how many jobs you do for the man (all of them taxing, physically and morally), he always finds some excuse to increase the debt you owe him that much more. It’s become clear to you that the only way he’ll be forced to call the debt paid is if you manage to repay it in one massive payout—and in order to accomplish that, you’ll have to take a few risks. The Gold Goblin’s ‘Cheat the Devil’ tournament sounds like it’ll be just what you need. And it’s not like you can get yourself into even deeper trouble with Zincher if this doesn’t pan out, right?
Benefit: You gain a +1 trait bonus to Fortitude Saves.

Seeker (Social) [Source Ultimate Campaign pg. 61] You are always on the lookout for reward and danger.
Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Amazingly Ugly (Race) Source Orcs of Golarion pg. 22 Your skull is misshapen in a grotesque way.
Requirement(s): Half-Orc, Orc
Benefit(s): You receive a +1 trait bonus on Intimidate skill checks, and it becomes a class skill.

Misbegotten (Drawback) [Source: Quests and Campaigns pg. 22]Whether due to the influence of malign magic, disease, or the scorn of the gods, you were born with a troublesome deformity that interferes with your movement.
Penalty: You take a –2 penalty on all Dexterity-based skill checks.

SKILLS:

Fighter: 1* (2-2 Int) Adventuring Skill (AS) Ranks per level & 2 Background Skill (BS) Ranks per level.

*Minimum 1 Skill Point per level. LVL 1: +1 Skill Point from Favoured Class bonus.

The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception*, Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Handle Animal +4: 1 BS Rank; +0 WIS; +3 Class
Intimidate +8: 1 AS Rank; -1 CHA; +3 Class; +1 Trait**; +4 Feat***
Lore (Riddleport Crimelords) +2: 1 BS Rank; -2 INT; +3 Class
Perception +5: 1 AS Rank; +0 WIS; +3 Class; +1 Trait

SKILL NOTES
*Seeker Trait: Perception added to Class Skills.
** Amazingly Ugly: +1 bonus to Intimidate checks.
*** Intimidating Prowess: add STR bonus to Intimidate checks.

Giant Ancestry: -2 penalty on Stealth checks.
Misbegotten Drawback: –2 penalty on all Dexterity-based skill checks.
Current Armour Penalty: -2 (MW Hide & Klar)

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LANGUAGES: Common

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GEAR/EQUIPMENT

Combat Equipment: MW Hide Armour; Club; Rusty Metal Klar; Crude Punching Dagger

Magic Items: Potion of Cure Light Wounds; Potion of Shillelagh

Mundane Equipment: Belt Pouch (Coin); Crowbar; Pesh (1 dose); Waterproof Bag (Sack) holding: Moth-eaten Blanket; 50ft Hempen Rope; Sunrod (3).

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WEALTH

Gold Coins: 37
Silver Coins: 29
Copper Coins: 10
Treasure:

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APPEARANCE

Age: ?? Height: 7'3 Weight: 333 lbs. Eyes: One Grey, One Yellow Ochre Hair: Black, lank Skin: Grey, pallid.

Mholg is a huge lump of a man. His ogreish blood gave him both towering height, but also misshapen physique of slab muscle and proportions that are "off". His gait is slow and awkward, one easily mocked by the braver urchins who shuffle and mimic in his wake. Adults know better, and fear the towering enforcer for the mirthless violence he can wrought at Zircher or his capp's behest.

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BACKGROUND

Backstory:

To run his brutally lucrative Arena, Zincher Clegg always requires more monstrous stock to sate the curiosity and bloodlust of his patrons. On one such venture, he headed a team of hunters into the lowlands of Calphiak Mountains in the hopes of capturing a Troll Hound or Drake for his contests.

After a fruitless couple of days hunting, it was Zincher and his crew who were set upon by a roving family of ogrekin; fell inbred lesser giants. While the attack was ferocious and cost Zincher two of his beast hunters and several pack animals, the ogrekin were repelled and systematically brought down by the hardbitten crimelord and his crew. It was only when picking over the deformed corpses of the brutes that a misbegotten infant was discovered, still suckling on its now deceased mother’s sour milk.

Ever the opportunist Zincher saw the potential in the lumpy childe, and stayed its execution. Bring the creature back to the Arena, he turned it over to his trainers and bade them rear the mongrel. So it was that Mholg, as he was named, was born through violence and raised through violence.

The ogre-blooded boy was a lumbering ugly child, and as strong as many of the men who worked for the crimelord. Clegg and his cronies spun the lad a tale of saving him as a babe from St. Caspieran’s Salvation, a paltry mission dedicated to Sarenrae filled with orphans, derelicts and the lost. Ever grateful, Mholg laboured in the Arena, his tasks those no-one wanted or aspired to; , disposing the bodies from the Arena floor, feeding the most dangerous beasts (both jobs often were closely related). When he shirked, the punishment from the Overseers was swift and brutal, but Mholg survived and grew in size and numbness to his harsh life.

Soon Mholg's hulking stature alone saw Zincher once again make use of the brute, this time as an enforcer and intimidator in upon the streets of Riddleport. Knowing nothing else but violence and toil, Mholg found a purpose, but also saw more of the world than his Arena prison. He scared people for Zincher, which gave him respect. People who were respected got shiny coins.

Mholg liked respect. Mholg liked shiny coin.

Even his dim ogre-blooded brain saw the potential of a life outwith servitude to the cruel Clegg. However it took a chance meeting with a strange cat-eyed girl to make Mholg realise the chance at freedom had come... Little Kiley was as much a prisoner of her "guardian": Split-Face Knocmar, the self-styled Beggar-King of Riddleport, another of the city's ignoble crimelords. She was smart, sharp as a razor and used words he did not understand fully, but she was also kind, and entertained the brute with beautiful melodies and stirring tales of the world and the opportunities that deserved to be taken. Opportunities Kiley said that were not for men like Knocmar or Clegg, but for the misbegotten, lost and forgotten...

When news of The Gold Goblin's tournament spread through the city it dawned on Mholg (after much cajoling from Kiley) that this was their opportunity to be rich enough to buy their freedoms and see a world beyond Riddleport that only existed in songs and lullabies.

Campaign Notes:

Mholg's prized possession is his hide armour, which was gifted to him by Clegg who claimed it was genuine bulette hide. Mholg is happy to believe and proudly informs anyone whether they like it or not.

He has a taste for soured milk, but knows not why.

His potions were "acquired" and gifted to him by Kiley. He can't remember exactly what they each do ("One harm. One heal") but they look pretty and dainty in their bottles and Mholg likes to look at them through light.

Zincher’s Arena: This massive stone structure dominates the Wharf District. Brutal contests of strength and combat prowess between slaves, criminals, professional gladiators, and captured wild beasts and monsters are held here for the public’s entertainment, but so are formal duels by members of the city’s elite who wish to settle feuds in a public spectacle. The latter are much rarer, as such duel challenges are seldom issued—assassinations and poisonings are so much more efficient—and even more rarely accepted for the same reasons. However, such events draw by far the largest crowds.

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ADVANCEMENT:

Level 1: Fighter 1; Starting Feat (Bludgeoner), Race Feat (Ironhide*), Fighter Bonus Feat (Enforcer)
Level 2: Fighter 2; Fighter Bonus Feat (Intimidating Prowess or Power Attack?)
Level 3: Fighter 3; Advancement Feat (Iron Will)
Level 4: Fighter 4; Fighter Bonus Feat (Intimidating Prowess or Power Attack?)
Level 5: Fighter 5; Advancement Feat (Stoic)
Level 6: Fighter 6; Fighter Bonus Feat
Level 7: Fighter 7; Advancement Feat (Additional Traits?)

*Usual prerequisites waived by GMS