Until Thy Kingdom Come
z Scyleia Blade
Half Elf Fighter (Weaponmaster) 6
Init + 2; Senses low-light vision; Perception + 10
AC 23, touch 13, flat-footed 21; (+ 2 Dex, + 9 armor, + 1 enhancement, + 1 deflection)
vs Swords: + 3 dodge bonus.
vs Humans: + 2 bonus to AC, DR 2/-
hp 48 (6d10+ 12)
Aegis: If wearer is reduced to 0 hit points, aegis heals 2d8+ 3 and crumbles to dust.
Fort + 8, Ref + 5, Will + 4
Bravery: + 2 bonus to Will saves vs fear
Aegis: + 2 on all ongoing saving throws to overcome continuing effects.
Blessed: + 1 morale bonus to attack rolls and on saves versus fear effects
Autarch’s Chosen: + 2 morale to Will saves vs mind affecting effects
Speed 30 (20) ft
Feather Step Slippers: Ignore penalty for moving through difficult terrain.
Swift Runner’s Shirt: Swift Action. Make a free Movement action.
Melee + 1 humanbane adamantine nodachi + 13/+ 8 (1d10+ 9, 18-20 x2)
Power Attack + 11/+ 6 (1d10+ 15, 18-20 x2)
Felling Smash (Standard, Power Attack) + 11 (1d10+ 15, 18-20 x2)
Swift Action: Make a Trip attempt (+ 15)
vs Humans + 2 enhancement bonus to hit and damage, + 2d6 damage
Reliable Strike (Ex): 1/day reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.
Ranged Composite short bow 5, x3)
Space 5 ft.; Reach 5 ft.
Str 20, Dex 14, Con 14, Int 13, Wis 13, Cha 7
Base Atk + 6/+ 1; CMB + 11 (+ 15 to trip); CMD 24 (25 sunder, 26 trip, 30 overrun, 31 disarm, + 3 dodge bonus to CMD vs sword attacks).
Feats (7) Skill Focus (Sense Motive), Power Attack, Combat Reflexes, Combat Expertise, Improved Trip, Greater Trip, Felling Smash, Defensive Weapon Training (Swords)
Skills (18). Perception + 12, Sense Motive + 14, Climb + 9, Ride + 6, Survival + 5, Swim +9, Profession: Soldier +5
attack bonus (6) + str (5) + weaponmaster (1) + enhancement (1)
Fullplate + 1, Defiant (vs Human: + 2 AC, DR 2/-), Swift runners shirt, belt of strength 3 and crumbles to dust.) Cloak of Resistance +1, Feather Step Slippers, Ring of Protection +1
Weapon Training: +1 to attack and +1 to damage
+1 CMD vs Disarm, Sunder
half elf class fighter +6 CMD vs Disarm, Overrun
Imp. Trip: +2 bonus to trip attempts, +2 CMD vs trip
Greater trip: +2 bonus to trip attempts
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Felling Smash (Combat)
You commit all your focus to a devastating blow, trying to crush your opponent to the ground.
Prerequisites: Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus + 6.
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
Defensive Weapon Training (Combat)
You know how to defend yourself against a certain class of weaponry.
Prerequisites: Int 13, base attack bonus + 5.
Benefit: Choose a weapon group from the fighter’s weapon training class ability list (except natural weapons). You gain a + 2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to + 3.
Bastard (Sense Motive class skill)
Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood).
Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon.
Reliable Strike (Ex): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.