SQ fast movement
+3 Breastplate Mithral
+3 Large bastard sword
ring of protection +1
cloack of resistance +3
flint and steel
trail rations x4
wand of clw - 37 charges
potion of fly x3
potion of cure moderate wounds
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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 +1 Large bastard sword +13/+8 (2d8+11/19–20); 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 -3/+9 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.