Rage
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 16; hp 52; Fort +8, Will +4; Melee +1 Large bastard sword +9 (2d8+10/19–20); Str 22, Con 18; CMB +10; Skills Climb +11, Swim +10. She can rage for a total of 12 rounds per day, and can end a rage as a free action. When her rage ends, she loses the 8 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).
Cleave
As a standard action, Amiri can make a single melee attack. If she hits, she deals damage normally and makes another attack against a foe that is adjacent to the first and within reach. She can make only one additional attack per round with this feat, and takes a –2 penalty to AC until the start of her next turn.
Killer
When Amiri confirms a critical hit, she deals an additional amount of damage equal to her weapon’s critical modifier (+2 with her +1 Large bastard sword or +3 with her longbow). This additional damage is added to the final total and is not multiplied by the critical hit multiple itself.
Power Attack
Before attacking, Amiri may choose to take a –2 penalty on all melee attack rolls and combat maneuver checks until her next turn and gains a +6 bonus on melee damage.
Rage Powers
Amiri gains the benefits of special abilities called rage powers that affect her only while she’s raging.
Guarded Stance: As a move action that doesn’t provoke an attack of opportunity, Amiri can gain a +1 dodge bonus to AC against melee attacks for a number of rounds equal to her current Constitution modifier (typically 4 rounds).
Powerful Blow: Once per rage as a swift action before rolling an attack roll, Amiri can gain a +2 bonus on the damage roll if she hits with that attack.
Uncanny Dodge
Amiri cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against her.