About Anakris Azram
Anakris Azram
Male human (shoanti) barbarian (armored hulk) 1/cleric of Gorum 9 (Pathfinder RPG Ultimate Combat 28)
CN Medium humanoid (human)
Init +1; Senses Perception +18
--------------------
Defense
--------------------
AC 27, touch 11, flat-footed 26 (+11 armor, +1 dexterity, +2 natural, +3 shield)
hp 96 (1d12+9d8+39)
Fort +14, Ref +10 (+1 bonus vs. trample attacks), Will +14
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 keen cold iron greatsword +13/+8 (2d6+8/17-20) or
armor spikes +12/+7 (1d6+5) or
dagger +12/+7 (1d4+5/19-20) or
shortsword +12/+7 (1d6+5/19-20) or
spiked gauntlet +12/+7 (1d4+5)
Ranged longbow +8/+3 (1d8/×3)
Special Attacks channel positive energy 2/day (DC 13, 5d6), destructive smite (+4, 8/day), rage (16 rounds/day), weapon master (9 rounds/day)
Cleric Spells Prepared (CL 9th; concentration +14)
5th—flame strike (DC 20), righteous might, shout{super}D{/super}
4th—air walk, blessing of fervor{super}APG{/super} (DC 19), divine power{super}D{/super}, freedom of movement
3rd—deadly juggernaut{super}UC{/super}, dispel magic, invisibility purge, prayer, rage{super}D{/super}
2nd—align weapon, bull's strength{super}D{/super}, bull's strength, resist energy, lesser restoration, silence (DC 17)
1st—compel hostility{super}UC{/super}, liberating command{super}UC{/super}, protection from evil, shield of faith (2), true strike{super}D{/super}
0 (at will)—guidance, light, mending, stabilize
D Domain spell; Domains Destruction (Rage subdomain), War (Tactics subdomain)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 16, Int 10, Wis 20, Cha 8
Base Atk +7; CMB +14; CMD 23 (24 vs. overrun)
Feats Cleave, Cleaving Finish[UC], Combat Casting, Lightning Reflexes, Power Attack, Weapon Focus (greatsword)
Traits bred for war (shoanti), deft dodger
Skills Acrobatics +2, Climb +4, Intimidate +10, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Perception +18, Sense Motive +11, Spellcraft +5, Survival +9 (+11 to avoid becoming lost), Swim +4
Languages Common, Orc, Shoanti
SQ indomitable stance, seize the initiative
Combat Gear oil of daylight (2), potion of darkvision, potion of enlarge person (9), potion of fly (2), potion of invisibility (2), potion of restoration, lesser, wand of cure light wounds, alchemist's fire (2); Other Gear +2 armor spikes full plate, +2 buckler, +1 keen cold iron greatsword, arrows (40), dagger, longbow, shortsword, spiked gauntlet, amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +3, golembane scarab, headband of inspired wisdom +2, clear spindle ioun stone, deep red sphere ioun stone, swarmbane clasp, wayfinder, backpack, masterwork, bedroll, belt pouch, blanket, canteen, chalk, cold weather outfit, flint and steel, iron holy symbol (Gorum), iron holy symbol (Gorum), silk rope (50 ft.), spell component pouch, trail rations (7), weapon cord, weapon cord, prayer beads (worth 500 gp), 2,268 gp, 1 sp, 6 cp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Cleric Channel Positive Energy 5d6 (2/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Cleric Domain (Tactics)
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Destructive Smite +4 (8/day) (Su) Make a melee attack with morale bonus to damage.
Don't Sully the Name +2 to Sense Motive to know renegade pathfinder, +1 to att & dam vs renegade.
Fence Contact (1/session) Use Sczarni fence to gain additional 10% from the sale of one item.
Hunting Lodge Can use Survival for Day Job rolls.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Ioun stone (clear spindle) Sustains bearer without food or water.
Potion of restoration, lesser Add this item to create a potion of a chosen spell.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Seize the Initiative (8/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon Master (9 rounds/day) (Su) As a swift action, temporarily gain a combat feat you qualify for.