Villamar Koth

Kornag the Spellbreaker's page

2 posts. Alias of Barvo Delancy.


Full Name

Kornag the Spellbreaker

Classes/Levels

Barbarian 7 | HP 79 (93) | AC 21 (17), T 12, FF 19 (15) | CMB 11 (13) (+4 vs sunder), CMD 23 (25) | F:7 (9) R:4 W:3 | Init. 6, SPD 40 | Perc. 11 | Rage 18 rds

About Kornag the Spellbreaker

Kornag
Male Human
Barbarian 7
TN Medium Humanoid (Human)
Init: +6, Senses: Perception: +11, Trap Sense +4
Languages: Common

Defense:

AC 21, Touch 12, Flat-footed 19 (-4 AC while raging)

CMD 23 (+2 vs sunder, +2 while raging)
HP 79 (93 while raging)) DR 1/-
Fort: +7 (+9), Ref: +4, Will: +3

Offense:

Speed: 40 ft. (8 Squares)
Face: 5 ft. Reach: 5 ft.
Base Atk: +7, CMB: +11 (+4 vs sunder, +2 while raging)
Melee +1 furious greatsword +12 (2d6+6/19x2)
while raging +14 (2d6+9/19x2)
Ranged composite longbow (18str) +9 (1d8+4/20x3)

Statistics:

Abilities: Str 19, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Feats: Extra Rage Power, Greater Sunder, Improved Initiative, Improved Sunder, Power Attack
Skills: Acrobatics +12, Acrobatics (Jump) +16, Bluff -1, Climb +14, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, Heal +1, Intimidate -1, Knowledge (Nature) +10, Perception +11, Perform (Untrained) -1, Ride +7, Sense Motive +1, Stealth +2, Survival +6,

Gear:

Gear
+1 furious greatsword, +1 mithral breastplate, amulet of natural armor +1, ring of protection +1, cloak of resistance +1, composite longbow (str 18), adamantine weapon blanch (x4), barbarian's kit, 20 arrows, masterwork backpack, potion of cure moderate wounds (x3)

Money
741 gp

Special Ability Detail:

Bonus Trap Sense (4x) Add a +1/2 bonus to trap sense. (+2)
Damage Reduction (Ex) You gain damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 11.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 18 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 14 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Reckless Abandon (Ex) While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature's CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power and be at least 6th level before selecting this rage power.
Superstition (Ex) You gain a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Witch Hunter (Ex) While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.

Background:

Kornag was born into the savage land of Numeria to a Kellid tribe near the Worldwound border. He grew up in chaos and violence, his tribe in perpetual conflict with not only demonic invaders, but the fell government of Numeria itself and its Black Sovereign. Kornag distinguished himself early with his ferocity in battle and earned a place of honour amongst his people, particularly with the ferocity with which he attacked magic users.

However, his tribe's rugged survival did not go unnoticed. The Black Sovereign had finally had his fill of the rebels, and sent the Technic League. Kornag and his people fought valiantly, and they died. The last thing Kornag saw before his own death was a ray of flame, fired by a foul sorcerer.

To this day, Kornag does not know why he accepted the resurrection. His tribe's shaman, having survived the battle found Kornag's skull many years later and brought him back. It was a mistake. Although Kornag was raised to do battle against the Black Sovereign, Kornag's simply left. He saw futility and pain in Numeria, and no hope. Instead, he chose to find his own glory. Kornag now wanders Golarion in search of old ruins, treasure, and greater and greater challenges. Hearing that a place known as the Tomb of Horrors was certain death, he knew he must go. He is not afraid, for he has already seen death.