| HP 75/75 (IN RAGE 66/89)| AC 20, T 13, FF 18 | CMD 25| F +7 R +4 W +3; +2 vs. fear(IN RAGE Fort +9, Will +5;) ; +2 vs. traps | Init +2 | Perc +11
| Speed 30ft | Rage 12/18 | Power attack -2/+6 | Active Conditions:.
”Amiri” | Female CN Medium Human Barbarian 7
About Luke Redwood
Female human barbarian 7
CN Medium humanoid (human)
Init +2; Senses Perception +11
AC 20, touch 13, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, +1 natural)
hp 75 (7d12+21)
Fort +7, Ref +4, Will +3; +2 trait bonus vs. fear
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—
Speed 40 ft. (30 ft. in armor)
Melee (L) +2 bastard sword +13/+8 (2d8+9/19-20)
Ranged mwk longbow +10/+5 (1d8/×3)
Special Attacks rage (18 rounds/day), rage powers (guarded stance +2, powerful blow +2, surprise accuracy +2)
Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +12 (+14 bull rush); CMD 25 (27 vs. bull rush)
Feats Cleave, Exotic Weapon Proficiency (bastard sword), Improved Bull Rush, Power Attack, Weapon Focus (bastard sword)
Traits courageous, killer
Skills Climb +13, Handle Animal +7, Intimidate +10, Perception +11, Survival +9, Swim +11
SQ fast movement
Combat Gear potion of cure serious wounds (2), potion of fly, potion of lesser restoration, acid; Other Gear +2 hide armor, +2 Large bastard sword, mwk longbow with 20 arrows, amulet of natural armor +1, belt of giant strength +2, ring of protection +1, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 19 gp
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 19; hp 89; Fort +9, Will +5; Melee +2 Large bastard sword +15/+10 (2d8+12/19–20); Str 24, Con 18; CMB +14 (+16 bull rush); CMD 27 (29 vs. bull rush); Skills Climb +15, Swim +13. She can rage for a total of 18 rounds per day, and can end a rage as a free action. When her rage ends, she loses the 14 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.
Damage Reduction (1/-)Subtract 1 point from the damage Amiri takes each time she is dealt damage from a weapon or a natural attack.
Improved Uncanny Dodge (Lv >= 11) (Ex) Amiri cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dex bonus to AC if immobilized or if an opponent successfully uses the feint action against her. She also cannot be flanked, and a rogue can’t sneak attack her unless the rogue is 11th level or higher.
Killer When Amiri confirms a critical hit, she deals an additional amount of damage equal to her weapon’s critical modifier (+2 with her +2 Large bastard sword or +3 with her masterwork 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 -2/+6 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 +2: As a move action that doesn’t provoke an attack of opportunity, Amiri can gain a +2 dodge bonus to AC against melee attacks for a number of rounds equal to her current Constitution modifier (typically 4 rounds).
Powerful Blow +2: 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.
Surprise Accuracy +2: Once per rage as a swift action before rolling an attack roll, Amiri can gain a +2 morale bonus on the attack roll.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
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 flee her homeland. Some things are better left unsaid.