Amiri

Enraged Voodoo Amiri's page

11 posts. Alias of VoodooMonkey.


Full Name

Amiri

Classes/Levels

Barbarian 4 (HP:53/53) (AC:18 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +10; CMD 20 (FORT:+8 REF:+3 WILL:+4)(INIT:+2) (PER:+8)

Gender

F

Size

M

Strength 22
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 12
Charisma 10

About Enraged Voodoo Amiri

CRUNCH:
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 53 (4d12+12+8)
Fort +8, Ref +3, Will +4; +2 vs. fear, +1 vs. traps
Defensive Abilities uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 Large bastard sword +9 (2d8+10/19–20)
Ranged longbow +6 (1d8/×3)
Special Attacks rage (1/12), rage powers (guarded stance,
powerful blow +2)

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 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.
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 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.