Invulnerable Rager 4 (hp 45/45 | AC 16 | Per +6 | Init +4 | Fort +6 | Ref +3 | Will +1)
Rage - +4 Str/Con, +2 Will saves (6 rnds)
Konnar woke up one day in a dark room, strapped to a stone slab. He had no memory of his past or even who he was. Soon, a man wearing robes entered the room. "Disappointing," the man muttered, "The cloning process is not working quite right... something must be wrong with the spell. Oh well, back to my research... Locaesus, please dispose of this one."
Konnar strained to see who the robed one addressed, but could only see the slightest movement out of the corner of his eye. Suddenly, a clamor rang out from the other room. It sounded like fighting. In response, he heard the ring of steel being removed from a scabbard as the one called Locaesus rushed out in response.
After a couple of minutes, the din of fighting quieted. Soon, a new face presented itself to the young clone. "Well then, I think Master Torch will want to talk to you..."
Since that fateful day, Grandmaster Torch explained to Konnar that a Pathfinder named Regus created the clone in an attempt to resurrect the True Azlanti race. The spell that Regus had created to accomplish this was flawed and would not work until he could find the flesh of a True Azlanti.
Torch had sent his Shadow Lodge agents to investigate rumors of Regus' involvement in the murder of a fellow Pathfinder, and they discovered Konnar's predicament. At first, they thought he was just a young man in trouble, but later learned about his history when Torch reviewed Regus' notes.
Now Konnar dutifully serves Grandmaster Torch and the Shadow Lodge.
Male human (Azlanti clone) invulnerable rager 4
CG Medium humanoid (human)
Init +4; Senses Perception +6
DEFENSE AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 45 (12+21+8+4)
Fort +6, Ref +3, Will +1
Defensive Abilities Extreme Endurance (heat); DR 2/-
OFFENSE Speed 40 ft (30 ft base)
Melee brass knuckles +9 (1d3+4, x2) or improvised weapon (varies, x2)
Special Attacks Rage +4 rage bonus to Str/Con, +2 to Will saves (12 rnds/day); lesser hurling
STATISTICS Str 18 Dex 14 Con 14 Int 13 Wis 10 Cha 12
Base Atk +4; CMB +8; CMD 20
Feats Catch Off-Guard, Intimidating Prowess, Power Attack
Skills Acrobatics +9, Climb +10, Craft (carpentry) +8, Handle Animal +5, Intimidate +12, Perception +6, Survival +5, Swim +10
SQRage Powers – hurling (lesser), renewed vigor
Combat Gear mwk cold iron knuckles; Other Gear+1 studded leather armor, backpack, artisan’s outfit, mwk artisan’s tools, torch (x7), tankard (clay), trail rations (4 days), soap, spade, tent, mess kit, cold weather outfit, winter blanket; Money 4,233 gp, 7 sp, 1 cp
TraitReactionary - +2 Initiative; Fortified – Once per day, you can negate a critical hit or sneak attack damage as if you had the fortification armor ability with a 20% chance.
Fame – 15; Prestige – 15; XP – 9
Raging – AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, -2 raging); hp 53 (12+21+16+4); Fort +8, Ref +3, Will +3; Speed 40 ft (30 ft base); Melee mwk cold iron knuckles +11 (1d3+6, x2); Str 22 Dex 14 Con 18 Int 13 Wis 10 Cha 12; Base Atk +4; CMB +10; CMD 22