Weapon Spirit(2/day, +1 enhancement bonus)[Spending it on Bane(whatever enemy is making it mad)]: +22/+15 +2= +24/+17
Sudden Charge: add a +1 to the atk roll when using the MP
Steph's bull's strength: +6 strength; +3 to hit, +4 to dmg(1.5 mod); +6 to dmg overhand)
Frenzy: If she takes damage, 1/day, gain a +2 racial str(+1 atk/dmg)
Overhand Chop: When making a single attack/single Charge, add double your str bonus to the hit(IMPORTANT)
Weapon damage dice: Based on the FAQ found here: https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f
a medium scythe does 2d4 which the chart treats as a 1d8, therefore from medium to colossal(giant trox(Huge) --> Demonic Bulk(Gargantuan)--> Impact(Colossal)) increase the dice by 8 steps, which gives you 6d6
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 68 (7d8)
Fort +5, Ref +5, Will +2
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +12 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +7; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Acrobatics +10, Climb +3, Intimidate +3, Perception +7, Survival +7
SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.