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Armag Twice-BornCreature 14


UniqueCNMediumHumanHumanoid
Source Pathfinder Kingmaker
Perception +24
Languages Hallit
Skills Athletics +27, Intimidation +26, Survival +24
Str +5, Dex +2, Con +5, Int +0, Wis +2, Cha +4

AC 35; Fort +28; Reflex +23; Will +25;
HP 300
Speed 30 feet
Resistances Physical 10

Ovinrbaane One Action +28 (+23, +18) to hit (artifact, cursed, intelligent, magical, versatile p) 2d12+13 Slashing + 1d6 Bleed
Shoulder Spikes One Action +27 (+22, +17) to hit 3d6+13 Piercing

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

No Time To Die

As long as Armag wields Ovinrbaane and is raging, the combination of the sword's magic and Armag's furious conviction that he is the true Armag protects him from death. His eyes and the sword's blade weep with blood and glow with red light at this time. As long as these conditions persist, he never increases beyond Dying 3 and is not rendered Unconscious. Instead, Armag becomes Confused and continues to fight. If Ovinrbaane is taken from him (such as via a successful Disarm), or if his rage ends while he is dying, he immediately dies regardless of his dying condition value. If he's healed to at least 1 Hit Point, the confusion effect immediately ends.

Second Wind Reaction

Trigger Armag is Fatigued and scores a critical hit with a melee strike or reduces a creature to 0 Hit Points with a melee Strike

Effect Armag draws upon inner reserves of furious energy. He is no longer fatigued.

Armag's Rage Free Action

Requirements Armag is not Fatigued or raging.


Effect Armag flies into a rage that lasts 1 minute. While raging, he gains a +6 status bonus to damage rolls and suffers a -1 status penalty to AC. During his rage, Armag gains an additional reaction at the start of his turn, but he can only use this additional reaction for Attacks of Opportunity. After the rage ends, Armag is fatigued.

Effect: Rage

Awesome Blow One Action

Requirements Armag's last action was a successful Strike.

Effect The weight of Armag's previous swing drives his foe back. He attempts an Athletics check against the target's Fortitude DC.


Critical Success Armag gains the critical success effects of a Shove, then the critical success effect of a Trip against the target.

Success Armag gains the success effect of a Shove, then the success effect of a Trip against the target.

Failure Armag pushes the foe back 5 feet.

Greatsword Critical Specialization

On a critical hit from a greatsword Strike, the target is made off-balance and becomes Flat-Footed until the start of Armag's next turn.

Shoulder Slam One Action

Armag Strides forward and hunkers down to attempt a shoulder spike Strike against a target at the end of that movement. If he critically hits a creature with this Strike, that creature is knocked Prone.


Armag was not born with that name, but today, he fully believes he is the legendary ancient leader reborn to lead the Tiger Lords back to an age of glory. He has long forgotten his birth name, as well as much of his childhood, as his brief but overwhelming recent experiences forced these memories out of his mind to make room for bloodlust, an addiction to violence, and obsession with mayhem. Only his worship of Gorum remains today, yet even this has been corrupted-tainted by the fell influence of the Sisters of the Bloodshot Eye. Little remains in Armag's mind today save for a desire to conquer, to wield the mighty greatsword Ovinrbaane in battle, and to revel in the glory of war. While he claims to be the reborn ancient hero, his "memories" of this previous life are largely hallucinations and fantasies implanted by the influence of his weapon.

Armag himself appears as a muscular human with unruly brown hair, a full beard, and an expression that seems incapable of any other visage than anger, wrath, or fury.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.