Name: Fantora Ossman
Race: Human
Class: Fighter (Weapon Master) 7
Sex: Female
Alignment: Chaotic Good
Initiative +8
Perception +8
=Defense=
AC 10 + 5 Dex +7 Armor +1 NA +1 Def = 24
TAC 16
FF 19
HP 42 + 14 Con +7 FCB +7 Toughness = 70
Fort +9 Ref +10 Will +5
Special Defenses: Weapon Guard (+2 CMD vs Disarm and Sunder attempts and saves vs effects that target the longbow)
=Offense=
Melee
Dagger +9 (1d4 +2 P or S/19-20 x2)
Space 5 ft.; Reach 5 ft.
Ranged
Dagger +9 (1d4 +2 P or S/19-20 x2)
+1 Adaptive Composite Longbow +17 +12 (1d8 + 7 P, Range 110 ft.)
STR 14 (+2)
DEX 17 +2 R +1 L4 +2 Enc = 22 (+6)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
BAB +7 CMB +9 CMD 25
Move 30 feet
=Powers=
Deadly Aim: Can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls.
Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit.
Point-Blank Master: Ranged Attacks do not provoke AOO
Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: Don't get -4 to hit when shooting or throwing into melee.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Reliable Strike: Once per day reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.
Weapon Guard: +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training: +2 to hit and damage with your chosen weapon.
=Feats=
Point-Blank Shot Human Bonus Feat
Precise Shot Fighter Bonus Feat One
Weapon Focus (Longbow) Level One
Deadly Aim Fighter Bonus Feat Two
Rapid Shot Level Three
Weapon Specialization (Longbow) Fighter Bonus Feat Four
Point-Blank Master Level Five
Manyshot Fighter Bonus Six
Toughness Level Seven
=Traits=
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
=Skills=
21 ranks
Acrobatics +6 Dex -1 ACP= +5
Appraise +0 Int = +0
Bluff +0 Cha = +0
*Climb +2 Str -1 ACP = +2
*Craft +0 Int = +0
Diplomacy +0 Cha = +0
Disable Device +0 Int = NA
Disguise +0 Cha = +0
Escape Artist +6 Dex -1 ACP = +5
Fly +6 Dex -1 ACP = +5
*Handle Animal +0 Cha = NA
Heal +1 Wis = +1
*Intimidate +0 Cha = +0
Knowledge (Arcana) +0 Int = NA
*Knowledge (Dungeoneering) +0 Int +3 Class +7 Ranks = +10
Knowledge (Engineering) +0 Int = NA
Knowledge (Geography) +0 Int = NA
Knowledge (History) +0 Int = NA
Knowledge (Local) +0 Int = NA
Knowledge (Nature) +0 Int = NA
Knowledge (Nobility) +0 Int = NA
Knowledge (Planes) +0 Int = NA
Knowledge (Religion) +0 Int = NA
Linguistics +0 Int = NA
Perception +1 Wis +7 Rank = +8
Perform +0 Cha = +0
*Profession +1 Wis = NA
*Ride +6 Dex -1 ACP = +5
*Sense Motive +1 Wis = +1
Sleight of Hand +6 Dex -1 ACP = NA
Spellcraft +0 Int = NA
Stealth +6 -1 ACP = +5
Survival +1 Wis = +1
*Swim +2 Str -1 ACP = +1
*Use Magic Device +0 Cha +3 Class +1 Trait +7 Ranks = 11
=Languages=
Common
=Racial Traits=
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
=Weapon Master Features=
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
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). The bonus increases by +1 for every four levels beyond 2nd
This ability replaces bravery.
Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.
This ability replaces armor training 1, 2, 3 and 4.
Reliable Strike (Sp): 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.
Magic Items:
Amulet of Natural Armor +1
Belt of Incredible Dexterity +2
Cloak of Resistance +2
Efficient Quiver
Handy Haversack
Ioun Torch
Ring of Protection +1
Other Gear: a bedroll, a flint and steel, grappling hook, an iron pot, a mess kit, chalk, mirror, signal whistle, silk rope (100 ft), soap, torch (1), trail rations (20 days), and a waterskin.
Treasure: 164 gp
Full Round Attack (No PBS)
[dice=Manyshot Longbow Attack with DA, RS]1d20 + 17 - 2 - 2[/dice] [dice=Damage (P) from first arrow]1d8 + 7 + 4[/dice]
[dice=Damage (P) from second arrow]1d8 + 7 + 4[/dice]
[dice=Rapid Shot Longbow Attack with DA, RS]1d20 + 17 - 2 - 2[/dice] [dice=Damage (P)]1d8 + 7 + 4[/dice]
[dice=Longbow Attack with DA, RS]1d20 + 12 - 2 - 2[/dice] [dice=Damage (P)]1d8 + 7 + 4[/dice]
Full Round Attack (with PBS)
[dice=Manyshot Longbow Attack with DA, RS, PBS]1d20 + 17 - 2 - 2 + 1[/dice] [dice=Damage (P) from first arrow]1d8 + 7 + 4 +1[/dice]
[dice=Damage (P) from second arrow]1d8 + 7 + 4 +1[/dice]
[dice=Rapid Shot Longbow Attack with DA, RS, PBS]1d20 + 17 - 2 - 2 + 1[/dice] [dice=Damage (P)]1d8 + 7 + 4 + 1[/dice]
[dice=Longbow Attack with DA, RS, PBS]1d20 + 12 - 2 - 2 + 1[/dice] [dice=Damage (P)]1d8 + 7 + 4 + 1[/dice]