Detective BooneBarbarian 5


Medium
Human
Duskwalker
Humanoid
Perception +10; Low-Light Vision
Languages Common, Necril
Skills Acrobatics +2, Athletics +13, Deception +9, Intimidation +11, Lore: Warfare +7, Occultism +7, Thievery +9
Str +4, Dex +2, Con +4, Int +0, Wis +1, Cha +2
Items Breastplate
AC 22; Fort +13, Ref +9, Will +10
HP 93
Deliberate Death Frequency once per day Trigger You are about to gain the dying condition as a result of another creature's attack or ability, and that creature is within your melee reach. Once, you died because someone - murderer, monster, or soldier - chose to strike you down. Just before losing consciousness, make a melee Strike against the triggering creature. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Spiritual Guides Prerequisites spirit instinct Frequency once per day Trigger You fail, but don't critically fail, a Perception check or a skill check. Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are raging. Sometimes they're even helpful, and their guidance can even cut through the haze of your rage. Reroll the triggering check, using the second result even if it's worse.
Willing Death Frequency once per day Trigger An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition. Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. Reduce the damage the triggering ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, and so on don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally (such as poison from a venomous bite)-your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the dying condition. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat.
Speed 30 feet
Melee Scythe +13 (Deadly d10, Trip), Damage 1d10+4 S
Intimidating Strike ◆◆ (Emotion, Fear, Mental) Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
Rage (Barbarian, Concentrate, Emotion, Mental) Requirements You aren't fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging: • You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. • You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.
Quick-Tempered (Barbarian) Trigger You roll initiative. Requirements You are not encumbered or wearing heavy armor. So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.
Additional Feats Adrenaline Rush, Assurance, Duskwalker, Intimidating Glare, Lead Climber, Toughness
Additional Specials Assurance (Intimidation), Furious Footfalls, Instinct (Spirit Instinct)