Amiri (Iconic Barbarian 12)

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 12) CR 12

XP 19,200
Female Human Barbarian 12
CN Medium humanoid (human)
Init +2; Senses Perception +16


AC 24, touch 13, flat-footed 22 (+9 armor, +3 deflection, +2 Dex, +2 natural, –2 rage)
hp 191 (12d12+108)
Fort +19, Ref +10, Will +12
Defensive Abilities improved uncanny dodge, trap sense +4; DR 3/—


Speed 40 ft.
Melee +3 Large bastard sword +24/+19/+14 (2d8+18/19–20)
Ranged +1 longbow +15/+10/+5 (1d8+1/×3)
Special Attacks greater rage (30 rounds/day), rage powers (guarded stance [+3 dodge vs. melee], increased damage reduction +1, powerful blow +4, renewed vigor [3d8+7 hp], strength surge +12, surprise accuracy +4)


During Combat Amiri rages whenever she's in combat, preferring to fight in her enemies' faces rather than attacking from range—a practice she often describes uncharitably as “the coward's way.” 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 26; hp 155; Fort +16, Will +9; DR 2/—; Melee +3 Large bastard sword +21/+16/+11 (2d8+13/19–20); Str 24, Con 18; CMB +19 (+21 bull rush), CMD 34 (36 vs. bull rush); Skills Climb +20, Swim +17.


Str 30, Dex 14, Con 24, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +22 (+24 bull rush); CMD 35 (37 vs. bull rush)
Feats Cleave, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Bull Rush, Power Attack, Toughness, Weapon Focus (bastard sword)
Skills Climb +23, Handle Animal +9, Intimidate +15, Perception +16, Survival +13, Swim +20
Languages Common
SQ fast movement
Combat Gear javelin of lightning, potion of cat's grace, potions of cure serious wounds (5), potion of delay poison, potion of fly, potion of haste, potion of lesser restoration; Other Gear +5 hide armor, +3 Large bastard sword, +1 longbow with 20 arrows, amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +4, ring of counterspells (calm emotions), ring of protection +3, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 420 gp