Amiri

Illo Autumnbreath's page

7 posts. Alias of KoolKobold.


Full Name

Illo Autumnbreath

Race

Human

Classes/Levels

Barbarian 10/Champion 4

Gender

Female

Alignment

CG

Deity

Desna

Strength 19
Dexterity 18
Constitution 14
Intelligence 9
Wisdom 14
Charisma 10

About Illo Autumnbreath

female human barbarian 10/champion 4
CG Medium humanoid (human)
Init +10; Senses Perception +15
DEFENSE
AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflect, +4 Dex)
hp 127 (10d12 (87) + 20 (Con) + 10 (fcb) + 10 (Toughness))
*while raging hp 147 (10d12 (87) + 40 (Con) + 10 (fcb) + 10 (Toughness))
Fort +12, Ref +10, Will +9
*while raging Fort +14, Ref +10, Will +11
DR 2/-; Defensive evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 40 ft (30 ft in armor)
Melee +1 furious greatsword +15/+10 (2d6 + 5/18-20)
*while raging +1 furious greatsword +19/+14 (2d6 + 10/18-20)
Special Attacks mythic power (13/day), rage (32 rounds/day), rage powers (celestial totem, elemental rage, flesh wound, lesser celestial totem, lesser elemental rage), surge +1d8
Mythic Abilities champion's strike (sudden attack), maximized critical, mythic rage, titan's rage, penetrating damage
STATISTICS
Str 19, Dex 18, Con 14, Int 9, Wis 14, Cha 10
*while raging Str 23, Con 18
Base ATK +10; CMB +13 (+15 while raging); CMD 25 (27 while raging)
Feats Critical Focus, Extra Mythic Power, Extra Rage, Improved Critical (greatsword), Improved Initiative, Intimidating Prowess, Mythic Improved Initiative, Toughness
Skills (40 ranks total)
Acrobatics +17 (10 [ranks] + 4 [Dex] + 3 [csb])
Intimidate +16 (10 [ranks] + 3 [Str] + 3 [csb])
Perception +15 (10 [ranks] + 2 [Wis] + 3 [csb])
Survival +15 (10 [ranks] + 2 [Wis] + 3 [csb])
SQ fast movement, recuperation
GEAR
1,935 gp
+1 furious greatsword (4,050 gp)
+2 hide armor (4,015 gp)
belt of physical might +2 (10,000 gp)
ring of protection +2 (8,000 gp)
cloak of resistance +3 (9,000 gp)
ring of evasion (25,000 gp)
TRAITS
Chance Encounter (campaign): Once per day,
if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand,
or Stealth check, you may immediately reroll that check
as a free action. You must take the second result, even
if it is worse.
Indomitable Faith-+1 to Will saves

BARBARIAN ABILITIES:

Rage-+4 Strength & Constitution, +2 Will saves, and -2 AC while raging
Rage Powers:
Celestial Blood, Lesser-While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.
Celestial Totem-This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects non-good creatures.
Elemental Rage-While raging, all of the barbarian’s melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage.
Elemental Rage, Lesser-As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Flesh Wound-Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.
Improved Uncanny Dodge-At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Trap Sense-+3 Reflex save & +3 dodge bonus against traps

CHAMPION ABILITIES:

Hard to Kill-Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Maximized Critical-Whenever you score a critical hit, the weapon’s damage result is always the maximum possible amount you could roll. This doesn’t affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability.
Mythic Power-Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Mythic Rage-As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction.
Penetrating Damage-Whenever you deal damage to a creature with damage reduction, you can overcome one of the following types of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature’s damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means.
Recuperation-At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Sudden Attack-As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Titan's Rage-You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons.
This size increase lasts a number of rounds equal to your tier, and doesn’t stack with any other spell or ability that alters your size.
Surge-You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

FEATS ABILITIES:

Critical Focus-+4 on attack rolls made to confirm critical hits
Extra Rage-6 additional rounds of rage
Improved Critical-doubles crit range of weapon
Mythic Improved Initiative-The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Background:
Illo was born in a modest farm of Eastern Varisia to her father, Trebio, and her mother, Atia. Life was simple, save for the occasional goblin causing trouble, until one night where a rogue ogre demon worshipper tried to steal all of the family's livestock. They would have suffered a great loss, possibly including their own lives, had Trebio not catch the giant by surprise with his greatsword-a powerful weapon passed down from his Kellid ancestors for several generations. It was at that night that Illo grew to idolize her father, wishing to be as brave and fearless as he is. Thus, within the years, she would train by herself to become stronger and sharper of wit, so that one day she can go off on an adventure with the family greatsword. Everything was going great.

Until she met Vyranos.

Bumping into him by chance at the nearby town, Illo offered to help the confused half elf in whatever he was looking for. When she heard he was looking for a man named Trebio Autumnbreath, she immediately asked to know what the wizard was looking for. And thus, Illo was told of how, sometime before she was born, Trebio has a one night affair with an elf adventurer-Vyranos's mother-and the two parted ways, and then, Vyranos was born into a largely elven settlement who did not take kindly to the half elf's existence. More or less exiled, Vyranos wished to speak to his father to gain his approval.

Illo bringing her half brother to her home was the worst mistake she could've made. Not only did Trebio attacked Vyranos on sight, but it was revealed that said one night stand happened the night before his marriage to Atia-something that shook the family to the core. At first, everyone tried to move on as if nothing happened, but the revelation soured Illo's view on her father; it didn't help that the man devolved into drinking, and would rant and rage at anyone within his sights while drunk-especially his family. The tipping point came when Atia tried to get her husband to stop his drinking, which resulted in them both screaming at each other in the dead of night. By the time Illo woke up, the screams of rage from her mother turned into screams of fear, and the next thing Illo knew, she saw her father strangling her mother to death...and everything went red.

After she used the family's greatsword to murder the monster that used to be her father, she buried her mother in a nearby glen, then packed as much as she could carry and left. That night changed her, and soon she was wandering everywhere to help others-not only because she wanted to, but because she believed that doing such good will remove the blood off of her hands. Eventually, she decided to take on the biggest source of corruption she could find-the Worldwound. She knew it was stupid. She had no knowledge of demons, nor the skills to go to war, but she didn't care.

Her recklessness almost got her killed, had it not been for the arrival of a mysterious woman, who masterfully saved her with the use of a longbow. The woman told Illo that, while wrath may give the barbarian the strength she needed, she couldn't always rely on her anger and grief to fuel her fury. Illo was picked up by crusaders, and ever since then, helped out in the crusades as much as possible, fighting with immense fury, but also keeping in the back of her mind that she was not the only one who was fighting this war.

Personality:
Illo is, to put it simply, a kind hearted woman who is completely done with the corruption and cruelty within this world. Illo at first glance will seem like a very bitter woman, one who rarely stops to smell the flowers. But once you get to know her, she holds an immense amount of kindness to those she calls friends.

Appearance:
Illo is still young for a human, and her body is riddled with small scrapes and scars from her various adventures. She wears her brunette hair into a small ponytail, held by a hairband with a symbol of Desna. Her brown eyes will flash whenever she enters a rage.