Amiri

Amiri //Pregen's page

61 posts. Organized Play character for Razfalo.


Race

HP 52/52 || AC:18 T:12 FF:16 CMD:22 || Fort:8 Refl:3 Will:4 (+2 vs fear, +1 vs traps) ||

Classes/Levels

Init:2 Perception:8 || NG Female Human Barbarian 4 || +1 Large bastard sword (2d8+7/19-20); Longbow +6 (1d8/3) ||

Stats during rage 2/12:
AC 16; hp 52; F +8, W +4; L.bastard sword +9 (2d8+10/19–20); Str 22, Con 18; CMB +10

Strength 20
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Amiri //Pregen

Female Human
Barbarian 4
CN Medium humanoid (human

Init +2 | Perc +8 |
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Defence
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AC
18 | Flat-footed 16 | Touch 12 (+6 armor, +2 dex, +1 natural)
HP 45 (4d12+12)
Fort +6 | Ref +3 | Will +2; +2 vs fear, +1 vs fear
Defensive abilities Uncanny Dodge
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Offense
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Base Atk
+4; CMB +8; CMD 20
Speed 30 ft / 6 sq
Melee
+1 Large bastard sword (2d8+7/19-20)
Ranged
Longbow +6 (1d8/3)
Special Attacks
rage 12rnd/day
rage powers (guarded stance, powerful blow +2)

Skills:
* - class skills, only trained
Ranks 4 + Int + 1(human)/lvl (3)

Climb +9
Handle Animal +5
Intimidate +7
Perception +8
Survival +7
Swim +8
Armor Check Penalty -2

Traits:

Courageous: The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).

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.

Feats:

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.

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 –2 penalty on all melee attack rolls and combat maneuver checks until her next turn and gains a +6 bonus on melee damage.

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.

Special Abilities:

RageRage 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 6 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). 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 6 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).

[b]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.

Equipment:

Combat Gear
potion of cure light wounds
potion of cure moderate wounds
acid;

Other Gear
+1 hide armor
+1 Large bastard sword
longbow with 20 arrows
amulet of natural armor +1
backpack
bedroll
caltrops
flint and steel
hemp rope (50 ft.)
shovel
torches (5)
trail rations (4)
waterskin
19 gp