Amiri

Amiri - FiliDestro's page

1 post. Alias of FiliDestro.


Full Name

Amiri

Race

Human

Classes/Levels

Barbarian 5 | HP 83/83 | AC22 | F+12 R+10 W+9 | Perc+9 (+ 11 when using for Initi.) | Current effects: none

Gender

Female

Size

M

Alignment

CN

Deity

Gorum

Languages

Common, Hallit

Strength 19
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 10
Charisma 14

About Amiri - FiliDestro

ANCESTRY Human (Versatile)
BACKGROUND Hunter
Speed 25 Feet
Perception +9 (Expert; +11 when rolling for initiative)

STR 19 (+4)
DEX 16 (+3)
CON 16 (+3)
WIS 10 (+0)
INT 10 (+0)
CHA 14 (+2)

STRIKES
Melee [one-action] +1 striking Large bastard sword +14 (clumsy 1 while using; two‑hand d12), 2d8+4 slashing (2d8+10 when raging)
Ranged [one-action] javelin +12 (thrown 30 feet), 1d6+4 piercing

DEFENSES
Hit Points 83
AC 22
Fortitude +12
Reflex +10
Will +9

SKILLS
+13 • • ATHLETICS (STR)
+0 LORE (OTHER; INT)
+0 SOCIETY (INT)
+0 OCCULTISM (INT)
+2 DIPLOMACY (CHA)
+3 THIEVERY (DEX)
+11 • ACROBATICS (DEX)
+2 PERFORMANCE (CHA)
+7 • CRAFTING (INT)
+11 • • INTIMIDATION (CHA)
+7 • TANNING LORE (INT)
+7 • NATURE (WIS)
+0 RELIGION (WIS)
+7 • SURVIVAL (WIS)
+0 ARCANA (INT)
+2 DECEPTION (CHA)
+0 MEDICINE (WIS)
+10 • STEALTH (DEX)
• = TRAINED •• = EXPERT ••• = MASTER

FEATS AND ABILITIES
Ancestry Abilites Natural Ambition*, Natural Skill*
Class Feats No Escape, Raging Athlete, Raging Intimidation, Sudden Charge
Skill Feats Assurance (Athletics), Intimidating Glare, Rapid Mantel, Survey Wildlife GENERAL FEATS Diehard, Incredible Initiative
Class Features anathema, brutality, deny advantage, giant instinct, Rage

EQUIPMENT
WORN backpack, bracelet of dashing, coyote cloak, hide armor, wayfinder WEAPONS +1 striking Large bastard sword, javelins (4)
STOWED
bedroll, two belt pouches, chalk (10 pieces), healer’s tools, lesser elixir of life, minor elixir of life, flint and steel, grappling hook, 50 feet of rope, 14 days’ rations, soap, torches (5), waterskin
WEALTH 4 gp, 8 sp
BULK 7

EQUIPMENT FEATS AND ABILITIES

Bracelet of Dashing: This silver bracelet grants you a +1 item bonus to Acrobatics checks (factored in). Activate [one-action] (command) Frequency 1/day; Effect You get a +10‑foot status bonus to Speed for 1 minute.
Coyote Cloak: This dusty cloak grants a +1 item bonus to Survival checks (factored in). If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures.
Clumsy 1 (condition): You take a –1 conditional penalty to AC, attack rolls, Dexterity‑based checks, and Reflex saves. You are clumsy 1 while you wield your Large bastard sword (this is already reflected in the attack bonus for your Large bastard sword, but not in your AC, skills, or saves).
Grappling Hook: You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Elixir of Life, Lesser (alchemical, consumable, elixir, healing) Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 3d6+6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Thrown (trait): You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet.
Two-Hand (trait): This weapon can be wielded with two hands, changing its weapon damage die to the indicated value.
Wayfinder: This magical device can be used as a compass. When an aeon stone is slotted into a wayfinder, the wayfinder can draw out the aeon stone’s resonant power. Activate [one-action] command; Effect The wayfinder is targeted by a 1st‑level light spell, causing it to glow with bright light in a 20‑foot radius (and dim light for the next 20 feet) like a torch.

Natural Ambition feat is already applied in her character statistics.
Anathema: It is anathema for you to fail to face a personal challenge of strength. If you violate your anathema, you deal only 2 additional points of damage while raging and wielding your Large bastard sword.
Assurance (Athletics): You can forgo rolling an Athletics check to instead receive a result of 19 (do not apply any other modifiers).
Brutality: When raging, critical successes with your bastard sword make the target flat‑footed until the start of your next turn.
Demoralize [one-action] (auditory, concentrate, emotion, mental): You attempt to frighten a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against the target’s Will DC. No matter the result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. Critical Success The target becomes frightened 2. Success The target becomes frightened 1.
Deny Advantage: You aren’t flat‑footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Diehard: You are harder to kill than most. You die when you reach dying 5, rather than dying 4.
Giant Instinct: Your rage gives you the raw power of a giant. You can use a weapon that is built for a Large creature, though you gains the clumsy 1 condition while you do so, because of the weapon’s unwieldy size.
Incredible Initiative: You gain a +2 circumstance bonus to initiative rolls.
Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you doesn’t take a penalty if the creature doesn’t understand your language.
No Escape [free-action] Trigger A foe within reach tries to move away from you; Effect Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Rage [one-action] (barbarian, concentrate, emotion, mental) Requirements You are not fatigued or already raging; Effect You can tap into your inner fury and begin raging. You gain 8 temporary hit points. Your rage lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging, you: • Deal 2 additional points of damage with melee weapons and unarmed attacks (instead deal 6 additional damage with your Large bastard sword). • Take a –1 penalty to AC • Can’t use actions that have the concentrate trait unless they also have the rage trait. You can Seek while raging.
Raging Athlete: While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically.
Raging Intimidation: You can use the Demoralize action while raging and gain Intimidating Glare as an additional skill feat.
Rapid Mantel: When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
Sudden Charge [two-actions] You dash up to a foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Survey Wildlife: You can spend 10 minutes assessing the area around your to find out what creatures are nearby based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a ‑2 penalty to learn more about the creatures just from these signs.