Race |
Amiri |
Classes/Levels |
- Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ] |
About M's
Human barbarian 1
CN Medium humanoid (human)
Init +1;
Senses Perception +5
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1; +2 vs. fear
OFFENSE
Speed 30 ft.
Melee bastard sword +5 (d10+4/19–20x2)
Melee cestus +5 (d4+4/19-20x2)
Ranged Sling +2 (1d4+4/×2)
Special Attacks rage (6 rounds/day)
STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (bastard sword)*, Power Attack
Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5,
Survival +5; Armor Check Penalty –3
Traits courageous*, killer
Languages Common
SQ fast movement*
Combat Gear: Flask of acid; Other Gear: Heavy wooden shield, kikko armor, bastard sword, sling, 20 sling bullets, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), torches (5), trail rations (4), waterskin, 2.5 gp
* The effects of this ability have already been calculated into
Amiri’s statistics.
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 13; hp 17; Fort +6, Will +3; Melee bastard sword +7 (d10+9/19–20); Str 22, Con 18; CMB +7; Skills Climb +7. She can rage for a total of 6 rounds per day, and can end a rage as a free action.
When her rage ends, she loses the 2 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).
Killer When Amiri confirms a critical hit, she deals an additional amount of damage equal to her weapon’s critical modifier (+2 with her bastard sword and with her sling). This additional damage is added to the final total and is not multiplied by the critical hit multiple itself.
Power Attack Before attacking, Amiri may choose to take a –1 penalty on all melee attack rolls and combat maneuver checks until her next turn and gains a +2 bonus on melee damage.