Cain of Garund's page

95 posts. Alias of Pete H..


| HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9


| Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out)

Strength 18
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 14
Charisma 12

About Cain of Garund

PRIMARY MELEE: +1 Large bastard sword +9 (2d8+4 slashing); sluggish 1,
two-hand 2d12+4

[dice=Big Bastard]1d20+9[/dice] for [dice=Slashing]2d8+4[/dice]
[dice=2 Handed B.B.]1d20+9[/dice] for [dice=Slashing]2d12+4[/dice]
[dice=Raging B.B.]1d20+9[/dice] for [dice=Slashing]2d8+10[/dice]
[dice=Raging 2 Handed B.B.]1d20+9[/dice] for [dice=Slashing]2d12+10[/dice]

MELEE: expert hatchet +10 (1d6+4 slashing); agile, sweep, thrown 10 feet
RANGED: expert hatchet +9 (1d6+4 slashing); agile, sweep, thrown 10 feet
RANGED: javelin +9 (1d6+4 piercing); thrown 30 feet

Rage: You gain 8 temporary Hit Points and enter a state of pure
rage that lasts for 3 rounds. You cannot perform this action if you are
fatigued, raging, or wearing heavy armor. While you Rage, you are
affected you in three ways:
• Gain a +3 conditional bonus to damage rolls with melee weapons or
unarmed strikes. The bonus is only +1 if your weapon or unarmed
attack is agile. The bonus is +6 if y our weapon is Large.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they
have the rage trait. The Seek basic action gains the rage trait while
you’re raging.
After you have stopped Raging, you lose any remaining temporary
Hit Points you got from taking the Rage action, you can’t Rage again
for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop
Raging. If you stop Raging before its usual duration expires, you are
fatigued and can’t Rage again until after the end of your next turn.
Fatigued (Condition): You’re hampered 5. You take a –1 conditional
penalty to AC and saving throws; each action you take during an
encounter increases the penalty by 1 until the start of your next turn.
The penalty increases after each action you take.

While Raging
Raging Athlete: When you Rage, you gain a climb Speed of 30 feet
and a swim Speed of 30 feet.

Raging Courage: When you Rage, reduce your frightened condition by 1.

Sudden Charge: With a quick sprint, you dash up to your foe
and swing. Stride up to double your Speed. If you end the move within
melee reach of at least one enemy, you can make a melee Strike against
an enemy. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding Speed.

Other Abilities
Critical Brutality: While you are Raging, you gain the following
critical specialization effects with melee weapons. Other such effects
are found on page 183 of the Pathfinder Playtest Rulebook.
Bastard Sword: The target becomes flat-footed for 1 round.
Handaxe: Choose one creature adjacent to the target and within
reach. If your attack roll would also hit that creature, you deal 1d6
damage to that creature.

Deny Advantage: You are not considered flat-footed by creatures of 5th level or lower who are flanking you. You are not considered flat-
footed against attacks from sensed or unseen creatures of 5th level or lower.

Fast Recovery: You recover twice as many Hit Points from resting.Each time you succeed at a Fortitude save against an ongoing toxin,
you reduce its stage by 2, or by 1 against a virulent toxin. Each critical
success you achieve against an ongoing toxin reduces its stage by 3,
or by 2 against a virulent toxin. In addition, you reduce the severity of
your drained condition by 2 when you rest for a night instead of by 1.
You reduce your enervated condition by 2 when you succeed at your
Fortitude save or spend a day of downtime training, and by 3 when you
critically succeed at your Fortitude save.

Haughty Obstinacy: Your powerful ego makes it harder for others
to order you around. If you succeed at a saving throw against a mental
effect that attempts to directly control your actions, you critically succeed
instead. If a creature fails to Coerce you using the Intimidation skill, it
treats the result as a critical failure instead (so it can’t try to Coerce you
again for 1 week).

One-Handed Climber: You can climb even if one of your hands is
occupied. You must still have one hand and two legs available for climbing.

Quick Jump: You can use High Jump and Long Jump as a single action
instead of as 2 actions. If you do, you don’t perform the initial Stride, and
you don’t need to have moved 10 feet.

Survey Wildlife: You can spend 10 minutes assessing the area around
you to find out what animals are nearby, based on nests, scat, and marks on
vegetation. Attempt a Survival check against a DC determined by the GM. If
successful, you identify 1–2 types of animals that live in the environment,
and you find tracks you can follow if you want to seek one out. On a critical
success, you identify 3–4 types of animals and their tracks.

Worn: backpack, bracers of missile deflection, +1 hide armor

Weapons: +1 Large bastard sword, expert hatchet, javelins (3)

Gear: barkskin potion, bedroll, climbing kit (expert; hemp rope [50 feet],
3 pulleys, 12 pitons, hammer, grappling hook, crampons), fear gem,
flint and steel, lesser healing potions (2), moderate healing potion,
necklace of fireballs type I
, rations (3 days), sheath, torches (5),

Secret Actions

ATHLETICS +8 (+10) Expert
LORE (HUNTING) +5 Trained
NATURE +7 Trained
STEALTH +6 Trained
SURVIVAL +7 Trained

Amiri never fit into the expected gender roles of her tribe, refusing to
be the docile, domestic sort of woman that the Six Bear tribe valued.
Instead, she insisted on competing with the male warriors of her
tribe, and constantly one-upped them. If another hunter brought
back a caribou to feed the tribe, she brought back two. If the man
considered the best warrior among them killed four orcs in a raid,
she killed six.
Though many were secretly impressed by her prowess, other tribes
mocked the Six Bears, and the village elders knew that tradition could
not be dishonored in such a manner without grave consequences.
Amiri had to die. When the tribe attempted to send her on a suicide
mission, however, Amiri refused to fall. Instead, she returned with
an enormous trophy: a frost giant’s sword. Her former comrades’
laughter—how could she possibly expect to wield such a huge blade—
and the admission that she’d been sent out to die was too much for
Amiri. Rage overtook her, and in that blind bloodlust she found a
strength she’d never known she possessed. When the red mists
cleared, the dead members of her hunting party surrounded her.
While she was unrepentant for the deaths of the men who
preferred to betray her rather than admit her skill, Amiri still
knew that kin-killing was a crime she could never live down. She
abandoned her people to the cold steppes and tundra and headed
south toward more civilized lands, enjoying the heady rush of
finally being free of blind tradition. Since then, she has taken to
traveling only with those adventurers and mercenary companies
who show her proper respect. She values her oversized sword (even
though she can only truly wield it properly when her blood rage
takes her), but never speaks of the circumstances that forced her to
f lee her homeland. Some things are better left unsaid.