Amiri

- Amiri -'s page

69 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Amiri

Race

| HP 0/15, Temp HP 2/2 | AC 15 (13), T 11, FF 14 | CMD 16| F +4 R +1 W +1; +2 vs. fear | Init +1 | Perc +5

Classes/Levels

| Speed 40ft | Rage 5/6 | Power attack -1/+3 | Active Conditions: Rage

Gender

Female CN Medium Human Barbarian 1

Size

Medium

Alignment

CN

Languages

Common

About - Amiri -

Amiri
Female human barbarian 1
CN Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 15 (1d12+3)
Fort +4, Ref +1, Will +1; +2 trait bonus vs. fear
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Offense
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Speed 40 ft.
Melee (L) bastard sword +3 (2d8+6/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks rage (6 rounds/day)
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Statistics
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Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Traits courageous, killer
Skills Acrobatics +1 (+5 to jump), Climb +8, Handle Animal +4, Intimidate +4, Perception +5, Survival +5; Armor Check Penalty –3
Languages Common
SQ fast movement
Combat Gear acid; Other Gear hide armor, Large bastard sword, shortbow with 20 arrows, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, tent, torches (5), trail rations (4), waterskin, 13 gp
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Special Abilities
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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (6 rounds/day) (Ex)As a free action, Amiri can go into a rage that makes her deadlier, tougher, and dauntless—but easier to hit. When raging, Amiri’s stats are AC 13; hp 17; Fort +6, Will +3; Melee Large bastard sword +5 (2d8+9/19–20); Str 22, Con 18; CMB +7; Skills Climb +7. She can rage for a total of 6 rounds per day, and can end a rage as a free action.
When her rage ends, she loses the 2 hit points she gained from raging, and if this brings her below 0 hit points, she falls unconscious and begins dying. Ending her rage also makes her fatigued (imparting a –2 penalty to her Strength and Dexterity) for 2 rounds for every round she spent in a rage, and she can’t rage while fatigued or exhausted. While raging, she can’t use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride).
Killer When Amiri confirms a critical hit, she deals an additional amount of damage equal to her weapon’s critical modifier (+2 with her Large bastard sword or +3 with her shortbow). This additional damage is added to the final total and is not multiplied by the critical hit multiple itself.
Large Bastard Sword The sword Amiri carries is difficult for her to wield because it was created to be swung by a giant. She takes a –2 penalty on attack rolls with the sword (this is already calculated into her attack bonus). Though a bastard sword can normally be wielded in one hand, Amiri must use two hands because the sword is sized for a Large creature. The sword deals 2d8 points of damage because of its Large size.
Power Attack Before attacking, Amiri may choose to take a –1 penalty on all melee attack rolls and combat maneuver checks until her next turn and gains a +3 bonus on melee damage.
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Group Loot:

- five small dogslicers
- five small short bows
- five suits of small leather armour
- five light wooden shields
- 43 small arrows
- small light crossbow
- small crossbow bolts 10
- small dagger
- a wooden unholy symbol featuring an image of a wolf-like goblin crudely carved into it.

Background:
Amiri never fit into the expected gender roles of her tribe, refusing to be the docile, domestic sort of woman that the Six Bear tribe valued. Instead, she insisted on competing with the male warriors of her tribe, and constantly one-upped them. If another hunter brought back a caribou to feed the tribe, she brought back two. If the man considered the best warrior among them killed four orcs in a raid, she killed six.

Though many were secretly impressed by her prowess, other tribes mocked the Six Bears, and the village elders knew that tradition could not be dishonored in such a manner without grave consequences. Amiri had to die. When the tribe attempted to send her on a suicide mission, however, Amiri refused to fall. Instead, she returned with an enormous trophy: a frost giant’s sword. Her former comrades’ laughter—how could she possibly expect to wield such a huge blade—and the admission that she’d been sent out to die was too much for Amiri. Rage overtook her, and in that blind bloodlust she found a strength she’d never known she possessed. When the red mists cleared, the dead members of her hunting party surrounded her.

While she was unrepentant for the deaths of the men who preferred to betray her rather than admit her skill, Amiri still knew that kin-killing was a crime she could never live down. She abandoned her people to the cold steppes and tundra and headed south toward more civilized lands, enjoying the heady rush of finally being free of blind tradition. Since then, she has taken to traveling only with those adventurers and mercenary companies who show her proper respect. She values her oversized sword (even though she can only truly wield it properly when her blood rage takes her), but never speaks of the circumstances that forced her to flee her homeland. Some things are better left unsaid.