Amiri (Iconic Barbarian 7)

Amiri is a fierce tribal warrior from the north who left behind the lands of her chauvinistic tribe to escape the bonds of tradition. Her over-sized bastard sword is a trophy from when she was sent on a suicide mission against a frost giant camp by her tribe's elders.

Amiri (Iconic Barbarian 7)

CR 7

XP 3,200

Female Human Barbarian 7

CN Medium humanoid (human)

Init +2; Senses Perception +11

DEFENSE

AC 19, touch 11, flat-footed 17 (+7 armor, +1 deflection, +2 Dex, +1 natural, –2 rage)

hp 86 (7d12+35)

Fort +9, Ref +4, Will +5

Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—

OFFENSE

Speed 40 ft.

Melee +2 Large bastard sword +15/+10 (2d8+12/19–20)

Ranged mwk longbow +10/+5 (1d8/×3)

Special Attacks rage (18 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], powerful blow +2, surprise accuracy +2)

TACTICS

During Combat Amiri rages whenever she's in combat, preferring to fight in her enemies' faces rather than from range. She uses Power Attack and Cleave at every opportunity, though if she has difficulty hitting a target that particularly infuriates her, she either forgoes the extra damage and uses powerful blow to make up the shortfall, or combines her Power Attack with surprise accuracy to keep her chance to hit high. She bull rushes foes into positions where they can be flanked.

Base Statistics

When not raging, Amiri's statistics are AC 21; hp 72; Fort +7, Will +3; Melee +2 Large bastard sword +13/+8 (2d8+9/ 19–20); Str 20, Con 14; CMB +12 (+14 bull rush), CMD 25; Skills Climb +13, Swim +11.

STATISTICS

Str 24, Dex 14, Con 18, Int 10, Wis 12, Cha 10

Base Atk +7; CMB +14 (+16 bull rush); CMD 27 (29 vs. bull rush)

Feats Cleave, Exotic Weapon Proficiency (bastard sword), Improved Bull Rush, Power Attack, Weapon Focus (bastard sword)

Skills Acrobatics +0 (+9 when jumping), Climb +15, Handle Animal +7, Intimidate +10, Perception +11, Survival +9, Swim +13

Languages Common

SQ fast movement

Combat Gear javelin of lightning, potions of cure serious wounds (2), potion of delay poison, potion of fly, potion of lesser restoration, acid flask; Other Gear +3 hide armor, +2 Large bastard sword, masterwork longbow with 20 arrows, amulet of natural armor +1, belt of giant strength +2, ring of jumping, ring of protection +1, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 220 gp

DESCRIPTION

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 best warrior among them killed four orcs in a raid, she killed six. Though many were secretly impressed by her prowess, other tribes mocked them, and the village elders knew that tradition could not be mocked 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, she was surrounded by dead members of her hunting party. 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 no longer being bound by tradition. Since then, she has taken to traveling only with those adventurers and mercenary companies who show her proper respect. She values her over-sized 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.

Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.