Amiri

The Lady and the Blade's page

57 posts. Alias of Karmic Knight.


Full Name

Amiri

Race

Human Female

Classes/Levels

Barbarian 1 | AC 15 (T 11/Fl 14) CMD 16 | hp 6/15 | Init +1 | Fort +4 Ref +1 Will +1 (+2 vs Fear) | Perception +5 | Conditions:

Size

Medium

Alignment

CN

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About The Lady and the Blade

PREGEN Core
Female Human Barbarian 1
XP: 0
N Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1; +2 vs Fear
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Offense
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Speed 40 ft.
Melee Large bastard sword +3 (2d8+6/19–20)
Ranged shortbow +2 (1d6/×3)
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Statistics
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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
TraitsCourageous*
Killer
Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, Survival +5; Armor Check Penalty –3
Languages Common
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Gear
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Hide armor, Large bastard sword,
shortbow with 20 arrows, backpack, bedroll, caltrops, flint and
steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4),
waterskin, vial of acid, 14 gp
* The effects of this ability have already been calculated into
Amiri’s statistics.
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Special Abilities
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RageAs 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 Large bastard sword +5 (2d8+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 Large bastard sword or +3 with her shortbow). 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 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 +3 bonus on melee damage.
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Appearance
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Competitive and brash, Amiri is imposing in armor covered in small trophies from her kills. She speaks little of her past, and only her giant-sized sword gives any hint about her history.