Amiri

Amiri The Barbarian's page

40 posts. Alias of Daveak Bringer of Destruction.


Full Name

Amiri

Race

45/45 HP, AC: 18, T: 12, FF: 16, CMD: 15, F: +6 , R: +3, W: 2,

Classes/Levels

Init +2, Pereption +8, CG Female Human Large Bastard Sword +7 (2d8+7/19-20x2)

About Amiri The Barbarian

Female human barbarian 4 CN Medium humanoid (human)

Init +2; Senses Perception +8

DEFENSE AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)

hp 45 (4d12+12) Fort +6, Ref +3, Will +2; +2 vs. fear, +1 vs. traps

Defensive Abilities uncanny dodge

OFFENSE Speed 30 ft. Melee +1 Large bastard sword +7 (2d8+7/19–20) Ranged longbow +6 (1d8/×3) Special Attacks rage (12 rounds/day), rage powers (guarded stance, powerful blow +2)

STATISTICS Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10 Base Atk +4; CMB +8; CMD 20

Feats Cleave, Exotic Weapon Proficiency (bastard sword)*, Power
Attack

Skills Climb +9, Handle Animal +5, Intimidate +7, Perception +8, Survival +7, Swim +8; Armor Check Penalty –2

Traits courageous*, killer Languages Common SQ fast movement*, trap sense +1*

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 *

SPECIAL ABILITIES Rage 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.

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.

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.

Rage Powers, 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.