Friendly Fighter

Korak Fists of Fury's page

1,154 posts. Alias of Lemmy.


Full Name

Korak Fists of Fury

Race

Oni-Spawn Tiefling

Classes/Levels

Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5

Gender

Male

Size

6' 6" (198cm)

Age

27

Special Abilities

Advanced Ass-Kickery

Alignment

TN

Deity

Irori

Location

Myrial

Languages

Abyssal, Aquan, Celestial, Common, Draconic, Drow Sign Language, Giant, Infernal, Sylvan

Strength 20
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 16
Charisma 6

About Korak Fists of Fury

Korak is built using the Free Form Class Selection rules created by Rynjin.

Korak Fists of Fury:
Korak Fists of Fury
Male Oni-Spawn Tiefling Barbarian (Invulnerable Rager) 4
N Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; scent; Perception +13
--------------------
Defense
--------------------
AC 22, touch 20, flat-footed 19 (+2 armor, +3 Dex, +3 Wis, +1 Monk level, +3 Innate)
hp 60 (6d10+14)
Fort +8, Ref +9, Will +9; +2 bonus vs. sleep, paralysis and stunning
DR 3/—, 6/lethal; Resist cold 5, electricity 5, fire 5, extreme endurance (fire)
Immune: Fatigue; Disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bardiche +12/+7 (1d10+7/19-20/x2) and
. . Unarmed strike +16/+11 (1d8+12/x2)
Ranged Masterwork Composite longbow (Str +4) +11/+6 (1d8+4/x3)
Special Attacks ki strike (magic), rage (16 rounds/day), rage powers (beast totem(lesser), superstition +3)
Spell-Like Abilities: Disguise Self (at will; Hat of Disguises)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 14, Int 12, Wis 16, Cha 6
Base Atk +7; CMB +12; CMD 32
Feats Dragon Style, Dragon Ferocity, Combat Reflexes, Improved Unarmed Strike, Snake Style, Snake Fang, Improved Disarm, Greater Disarm, Two-weapon Fighting, Spell Sunder.
Traits Quain Martial Artist, Reactionary
Skills Acrobatics +13 (+17 jump), Disguise +0, Intimidate +13, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +6, Perception +13, Sense Motive +18, Stealth +16, Survival +7, Swim +9
Languages Abyssal, Aquan, Celestial, Common, Draconic, Drow Sign Language, Giant, Infernal, Sylvan,
SQ fast movement +10, prehensile tail
Combat Gear Potion of cure light wounds (2), Headband of Havoc; Other Gear Brawling Bracers of Armor +2, Arrows (20), Bardiche, Dagger, Masterwork Composite longbow (Str +4), Pathfinder's kit, Traveler's Any-Tool, Wayfinder, Hat of Disguise. 2251.5gp.
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Ki Defense (Su) Korak can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (5) (Su) You have a ki pool equal to 1/2 your level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Greater Disarm When you disarm an opponent, the weapon lands 15ft away from its previous wielder in a random direction.
Track +3 Add the listed bonus to survival checks made to track.
Light (At will). Wayfinder.

Korak Fists of Fury - RAGE!:

Korak Fists of Fury - RAGE!
Male Oni-Spawn Tiefling Barbarian (Invulnerable Rager) 4
N Medium Outsider (native)
Init +5; Senses darkvision 60 ft.;scent; Perception +13
--------------------
Defense
--------------------
AC 23, touch 21, flat-footed 20(+2 Armor, +3 Dex, +3 Natural Armor, +3 Wis, +1 Monk Training, +3 Innate, -2 Rage)
hp 74 (7d10+28)
Fort +10, Ref +9, Will +11
DR 3/—, 6/lethal; Resist cold 5, electricity 5, fire 5, extreme endurance (fire)
Immune: Fatigue; Disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bardiche +14/+9 (1d10+10/19-20/x2) and
. . Claw x2 (Beast Totem, Lesser) +16 x2 (1d6+7/x2) and
. . Dagger +14/+9 (1d4+7/19-20/x2) and
. . Unarmed strike +18/+13 (1d8+15/x2)
Ranged Masterwork Composite longbow (Str +4) +11 (1d8+4/x3)
Special Attacks rage (18 rounds/day), rage powers (beast totem (lesser), beast totem)
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 18, Int 12, Wis 16, Cha 6
Base Atk +7; CMB +14; CMD 32
Feats Dragon Style, Dragon Ferocity, Combat Reflexes, Improved Unarmed Strike, Snake Style, Snake Fang, Improved Disarm, Greater Disarm, Two-weapon Fighting
Traits Quain Martial Artist, Reactionary
Skills Acrobatics +13 (+17 jump), Disguise +0, Intimidate +13, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +10, Perception +11, Sense Motive +17, Stealth +15, Survival +7, Swim +11
Languages Abyssal, Aquan, Celestial, Common, Draconic, Drow Sign Language, Giant, Infernal, Sylvan
SQ fast movement +10, prehensile tail
Combat Gear Potion of cure light wounds (2), Headband of Havoc; Other Gear Brawling Bracers of Armor +2, Arrows (20), Bardiche, Dagger, Masterwork Composite longbow (Str +4), Pathfinder's kit, Traveler's Any-Tool, Wayfinder, Hat of Disguise.
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) Korak can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (5) (Su) You have a ki pool equal to 1/2 your level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Greater Disarm When you disarm an opponent, the weapon lands 15ft away from its previous wielder in a random direction.
Track +3 Add the listed bonus to survival checks made to track.
Light (At will). Wayfinder.

Korak Fists of Fury - Controlled RAGE!:

Korak Fists of Fury - Controlled RAGE!
Male Oni-Spawn Tiefling Barbarian (Invulnerable Rager) 4
N Medium Outsider (native)
Init +7; Senses darkvision 60 ft.; scent; Perception +12
--------------------
Defense
--------------------
AC 25, touch 20, flat-footed 20(+2 armor, +5 Dex, +3 Natural Armor, +3 Wis, +1 Monk level, +3 Innate, -2 rage)
hp 54
Fort +8, Ref +11, Will +9; +2 bonus vs. sleep, paralysis, and stunning.
DR 3/—, 6/lethal; Resist cold 5, electricity 5, fire 5, extreme endurance (fire)
Immune: Fatigue; Disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bardiche +11/+6 (1d10+7/19-20/x2) and
. . Dagger +12/+7 (1d4+5/19-20/x2) and
. . Unarmed strike +16/+11 (1d8+12/x2)
Ranged Masterwork Composite longbow (Str +4) +13/+8 (1d8+4/x3)
Special Attacks ki strike (magic), rage (12 rounds/day), rage powers (beast totem(lesser), superstition +3)
Spell-Like Abilities Alter Self (1/day)
--------------------
Statistics
--------------------
Str 20, Dex 20, Con 14, Int 12, Wis 16, Cha 6
Base Atk +5; CMB +10; CMD 32
Feats Dragon Style, Dragon Ferocity, Combat Reflexes, Improved Unarmed Strike, Snake Style, Snake Fang, Improved Disarm, Greater Disarm, Two-weapon Fighting
Traits Quain Martial Artist, Reactionary
Skills Acrobatics +14 (+18 jump), Disguise +0, Intimidate +13, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +10, Perception +13, Sense Motive +18, Stealth +15, Survival +7, Swim +9
Languages Abyssal, Aquan, Celestial, Common, Draconic, Drow Sign Language, Giant, Infernal, Sylvan
SQ fast movement +10, prehensile tail
Combat Gear Potion of cure light wounds (2), Headband of Havoc; Other Gear Brawling Bracers of Armor +2, Arrows (20), Bardiche, Dagger, Masterwork Composite longbow (Str +4), Pathfinder's kit, Traveler's Any-Tool, Wayfinder, Hat of Disguise. 428gp.
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Beast Totem +3 AC (Su) +3 Natural Armor while raging.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) Korak can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (5) (Su) You have a ki pool equal to 1/2 your level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Greater Disarm When you disarm an opponent, the weapon lands 15ft away from its previous wielder in a random direction.
Track +3 Add the listed bonus to survival checks made to track.
Light (At will). Wayfinder.

- - -

FFCS - Build Point Distribution:
Free Form Class Selection rules. Created by Rynjin.

- Base Attributes -:
HD: d10 (3bp)
BAB: Full (6bp)
Saves: 3 Good Saves (5bp)
Skills: 6 per level (3bp)
Armor Proficiency: None (0bp)
Weapon Proficiency: Mostly Simple (1bp)
- Class Features -
Level 1 23/25:
Rage (5bp)
Inquisitor Skill Pack (Monster Lore, Stern Gaze, Track) (1bp)
Level 2 28/30:
DR (Invulnerable Rager - Replaces Uncanny Dodge) (3bp)
Rage Power (Beast Totem, Lesser) (2bp)
Level 3 - Start of the Campaign 34/35:
Monk Training (5bp)
Level 4 38/40:
Ki Pool & Ki Strike (3bp)
Bonus feat (Monk) (2bp)
Level 5 43/45:
Immunity to Fatigue (Martial Artist Monk - Replaces Purity of Body) (3bp)
Bonus Feat: Fiendish Heritage - Scent (2bp)
Level 6 48/50:
Fast Movement (Barbarian) (1bp)
Rage Power (Beast Totem) (2bp)
Spell Sunder (2bp)
- Total BP Spent: 48/50 -

- - -

Background:
Korak spent his early childhood in the savage lands of the Realm of the Mammoth Lords. He was part of the Wintersoul tribe, whose warrior's were well known for their ferocity in combat. It was not unusual for neighboring clans to say Wintersoul men fought like demons because that's what they were descendants of.

Korak had barely started his warrior training when his fiendish heritage was made clear by the tribe's shaman. Plagued by the demons of the World Wound, the people of his clan were not welcoming of anything that even remotely resembled their abyssal enemies, and so, they condemned Korak to death. When 2 warriors perished trying to take the young man's life, the rest of the clan settled for exile.

Korak was infuriated. None of his friends stood up for him, not even his siblings, who shared the very same bloodline who condemned Korak to a life in exile.

"So be it!" - Korak said to himself - "If those weaklings are afraid of demon blood, they can't teach me anything!"

Korak lived in the unforgiving wilds of the Realm of the Mammoth Lords for most of this adolescence. Armed with his bow, dagger, guts and wits, he managed to survive years before accidentally bumping into a trio of Frost Giants.

He managed to disarm and even seriously injury one of them but all this did was cause the monster's raging companions to attack him, almost slicing Korak in half with one of their cleavers. Korak's blood stained the white snow, and his devilish eyes could barely see...

And yet, they saw something. A lightning-fast blur hit one of the Giants in the neck, then quickly proceeded to land countless attacks to another one. The final giant could barely swing his ax before the blur delivered half a dozen blows. That's the last thing Korak saw before passing out.

He woke up in a warm bed. His injuries bandaged and his energy recovered. His grown beard revealed Korak had been there for days. He didn't have much time to ponder about it though, a few minutes later, an old man with shaved head, black beard and colorful tattoos on his torso and arms entered the room.

His name was Hiryu. He had been tracking the Frost Giants raiders for 2 weeks, in order to put an end to their recent attacks on human caravans. He found them as they attacked Korak, but managed to intervene in time to stop them from dealing the final blow.

Hiryu saved Korak's life with a minor healing elixir, but still had to bring him to this place, an ancient Temple of Irori, to properly tend to his wounds. Korak thanked the old man and tried to stand up. He was still in pain, but he could walk.

When Hiryu learned the young tiefling had no place to go, he invited Korak to stay and learn Irori's teachings as Hiryu had learned.

Grateful for the man's kindness and without any other real option, Korak agreed. He joined the other apprentices on their daily training. Although initially distrusted by the other students, Korak didn't take long to make friends and show his potential for martial arts. In the years to come, he learned and practiced as hard as he could, and his efforts showed remarkable results.

However, something was never quite right. Despite the masters' best efforts, Korak never managed to truly embrace self-control while discarding his old savagery in combat. He felt he was a disappointment to his masters, but Hiryu enlightened the young man once more.

"You can only truly master the teachings of Irori after you master yourself. That ferocity is part of you. You must not forsake it, but control it. Bend it to your will."

Korak took those word to his heart. He decided that in order to balance fury and self-control, he should journey and see what the world has to offer, from its most unpredictable chaos to its most serene order.

He departed a few days later, but not before thanking Hiryu and his other masters, as well as his fellow apprentices. He promised to return one day, when his art was complete.

Korak traveled around Golarion by foot, using the occasional conflict he got involved in to hone his ability. An unique combat style that merged monastic discipline and precision with feral instincts and savagery.

He calls this style "The Way of the Beast".

Personality & Physical Appearance:
Personality

Korak is disciplined, but not graceful. His boastful and somewhat arrogant attitude doesn't make him many friends. He is not necessarily rude, but having lived half his life in the wilds and another half in a isolated temple made Korak oblivious to the finer points of social interaction. It's not unusual for him to cause discomfort to those with more sophisticated manners. Add in his huge stature, numerous scars, exotic tattoos and his thin demon-tail, and suddenly, most people feel disinclined to have a chat with him, although he does tend to be quite popular in places where strength, agility, resilience and stamina are greatly valued.

Appearance:

Although not particularly ugly, Korak is rather scary-looking man. He is unusually tall, being 6'6" (198cm) and has a powerful build. His whole body is covered with scars, including a small one slightly above his left eyebrow. His torso, arm and back display tattoos of mixed styles. Some of them resemble Kellid tribal tattoos, while others are much closer to Tian art. And a few of them even look like Shoanti "mystic" tattoos.

Unlike most kellids, Korak has light-colored eyes and hair, both being a light tone of steel-grey, almost certainly thanks to his fiendish heritage. His most unusual feature is a thin tail which he is able to use to manipulate small objects.