| HP 8/50 0/5 while raging | AC 20 AC 19 while raging | F +9 R +7 W +7 | Perc +7 (+2 Init) | Default Exploration (Search)
Classes/Levels
| Speed 25ft | Active Conditions: Clumsy 1
Gender
Amiri | Female CN Medium Human Barbarian 3
About GM Dennis Pregen
Amiri - Level 3
Female human barbarian 3
CN, Medium, Human, Humanoid Perception +7 (+9 to initiative rolls.)
Languages Common, Hallit
Skills Acrobatics +6, Athletics +9, Intimidation +8, Nature +5, Stealth +1, Survival +5, Tanning Lore +5, Thievery +1
Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Other Items hide, +1 bastard sword, javelins (4), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, grappling hook, healer's tools, lesser cheetah’s elixir, minor elixir of life, rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, [i]wayfinder[/i], purse (2 gp; 8 sp)
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AC 19; Fort +9; Ref +6; Will +7
HP 50 Hero Points 1
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Speed 25 feet
Melee [1] (L) +1 bastard sword +10 (two-hand (1d12), magical), Damage 1d12+4 slashing
Ranged [1] javelin +6 (thrown 30 ft.), Damage 1d6+4 piercing
Rage [1] (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging. Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Feats Assurance, Diehard, Incredible Initiative, Intimidating Glare, Natural Ambition, No Escape, Raging Intimidation, Sudden Charge, Survey Wildlife
Other Abilities anathema, deny advantage, giant instinct, hunter, instinct, titan mauler (instinct ability)
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Skills:
Acrobatics +7 (Trained)
Arcana +0
Athletics +9 (Trained)
Crafting +0
Deception +1
Diplomacy +1
Intimidation +8 (Expert)
Tanning Lore +5 (Trained)
Lore Other +0
Medicine +0
Nature +5 (Trained)
Occultism +0
Performance +1
Religion +0
Society +0
Stealth +2
Survival +5 (Trained)
Thievery +2
Special Abilities:
Anathema: It is anathema for you to fail to face a personal challenge of strength. If you violate your anathema, you deal only 2 additional points of damage while raging and wielding your Large bastard sword.
Assurance (Athletics): You can forgo rolling an Athletics check to instead receive a result of 15 (do not apply any other modifiers).
Demoralize [one-action] (auditory, concentrate, emotion, mental): - You attempt to frighten a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against the target’s Will DC. No matter the result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Deny Advantage: You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Diehard: - You are harder to kill than most. You die when you reach dying 5, rather than dying 4.
Giant Instinct: - Your rage gives you the raw power of a giant. You can use a weapon that is built for a Large creature, though you gain the clumsy 1 condition while you do so, because of the weapon’s unwieldy size.
Intimidating Glare: - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you doesn’t take a penalty if the creature doesn’t understand your language.
Rage [one-action] (barbarian, concentrate, emotion, mental) - Requirements You are not fatigued or already raging; Effect You can tap into your inner fury and begin raging. You gain 5 temporary hit points. Your rage lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging, you:
• Deal 6 additional points of damage with melee weapons and unarmed attacks (instead deal 6 additional damage with your Large bastard sword).
• Take a –1 penalty to AC
• Can’t use actions that have the concentrate trait unless they also have the rage trait. You can Seek while raging.
Raging Intimidation: - You can use the Demoralize action while raging and gain Intimidating Glare as an additional skill feat.
Sudden Charge [two-actions] (flourish, open) - You dash up to a foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Because Sudden Charge has the flourish and open traits, you can only use Sudden Charge if you haven’t used an action with the attack, flourish, or open trait yet this turn.
Survey Wildlife: - You can spend 10 minutes assessing the area around your to find out what creatures are nearby based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs.
Equipment:
Backpack - A backpack can hold up to 4 Bulk worth of items. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. The first 2 Bulk of items stowed in your backpack do not count against your Bulk limits (and are not included in your worn Bulk).
Clumsy 1 (Condition) - Clumsy 1 (condition): You take a –1 status penalty to Dexterity-based checks and DCs, such as AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery. You are clumsy 1 while you wield your Large bastard sword (this is not reflected in your AC, skills, or saves, but it is reflected in your accuracy with the bastard sword).
□ Cheetah’s Elixir (alchemical, consumable, elixir) Activate [one-action] (Interact); Effect Upon drinking this elixir, you gain a +5 foot status bonus to your speed for 1 minute.
□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
□ Savior Spike (abjuration, consumable, force, magical, talisman) [one-actionActivate [free-action] (command); Effect Before you attempt a check to Grab an Edge, you can Activate this spike to steady yourself. If you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead.
Thrown (trait): - You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet.
Two-Hand (trait): - This weapon can be wielded with two hands, changing its
weapon damage die to the indicated value.
Wayfinder: This magical device functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but protects the stone from being noticed or stolen easily. Activate [one-action] command; Effect The wayfinder is targeted by a 1st-level light spell, causing it to glow with bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch.