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Male Human Fighter () 9
Chaotic good Medium Humanoid
Init +7;
Senses Normal Vision Perception +10
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Defense
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AC 30, touch 15, flat-footed 27 (+11 armor, +4 Shield, +2 Dex, +0 natural, +1 Dodge, +2 Deflection)
hp 84 (9d10+27) (+7 Toughness)
Fort +11, Ref +8, Will +8
Resist
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Offense
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Offenses
Speed 30 ft.
Ranged Composite Longbow +1 +13/+7 (1d8+1 20/x3) (110Ft)
Melee Adamantine Scimitar +1 Human Bane +17/+11 (1d6+7 18-20/x2)
Melee -- +4 (-d- --/x-)
Special Attacks
Spell-Like Abilities
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Statistics
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Str 19, Dex 14, Con 16, Int 13, Wis 12, Cha 10
Base Atk +9; CMB +13; CMD 25
Languages Common, Hallit, Dwarven, Skald, Cyclops, Jistka
SQ
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Feats
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Iron Will (Human Bonus Feat)
You get a +2 bonus on all Will saving throws.
Toughness (Level 1 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Improved Initiative (Fighter Bonus Feat 1)
You get a +4 bonus on initiative checks.
Weapon Focus (Scimitar) (Fighter Bonus Feat 2)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Dodge (Level 3 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Weapon Specialization (Scimitar) (Fighter Bonus Feat 4)
You gain a +2 bonus on all damage rolls you make using the selected weapon.
Blind-Fight (Level 5 Feat)
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Nimble Moves(Fighter Bonus Feat 6)
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Improved Iron Will (Level 7 Feat)
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Greater Weapon Focus (Scimitar) (Fighter Bonus Feat 8)
You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Critical Focus (Level 9 Feat)
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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Traits
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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. You gain a +2 trait bonus on initiative checks.
Upstanding (Faction) (Sense Motive)
Your preferred means of doing business involves giving your clients a fair deal and winning their continued business and good will. You gain a +1 trait bonus on Diplomacy and Sense Motive checks, and one of these skills (your choice) becomes a class skill for you.
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Class Features
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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.
Bravery (Ex):
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex):
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
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Skills
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Acrobatics +4 (+6 Rank, +0 trained, +1 Ability, -3 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +0 (+0 Rank, +0 trained, +0 Ability)
Climb +4 (+1 Rank, +3 trained, +3 Ability, -3 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +1 (+0 Rank, +0 trained, +0 Ability, +1 Trait)
Disable Device -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Fly -1 (+0 Rank, +0 trained, +2 Ability, -3 Armor)
Handle Animal +4 (+1 Rank, +3 trained, +0 Ability)
Heal +2 (+1 Rank, +0 trained, +1 Ability)
Intimidate +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Dungeonnering) +7 (+3 Rank, +3 trained, +1 Ability)
Knowledge (Engineering) +7 (+3 Rank, +3 trained, +1 Ability)
Linguistics +4 (+3 Rank, +0 trained, +1 Ability)
Perception +10 (+9 Rank, +0 trained, +1 Ability)
Perform +0 (+0 Rank, +0 trained, +0 Ability)
Ride +3 (+1 Rank, +3 trained, +2 Ability, -3 Armor)
Sense Motive +10 (+5 Rank, +3 trained, +1 Ability, +1 Trait)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +4 (+3 Rank, +0 trained, +2 Ability, -3 Armor, +5 Competence)
Survival +9 (+5 Rank, +3 trained, +1 Ability)
Swim +7 (+3 Rank, +3 trained, +4 Ability, -3 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)
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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Prepared (4) Level 0 DC --
[/i]
Spells Prepared (2+1) Level 0 DC --
[i]
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Special Abilities
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Weapon Training (Ex):
Heavy Blades - +2 Attack , +2 Damage
Close - +1 Attack, +1 Damage
Armor Training (Ex):
Armor Check Penalty reduced by 2
Max Dex allowed increased by 2
At 7th level, a fighter can move at his normal speed while wearing heavy armor.
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Equipment
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Equipment list]
Melee Weapons Adamantine Scimitar +1 Human Bane
Ranged Weapons C.Longbow +1, 40 arrows
Armor Red Dragon Hide Full Plate +2, Heavy Steel Shield +2
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (10 days), and a waterskin.
Explorer's Clothes
Winter Clothing
Magic Item
Ring of Protection +2
Elven burial shroud +2
Belt of Physical Might +2
Nexus Crystal
Whenever the bearer takes damage from negative energy, such as channel energy or an inlict spell, she takes 10 less points of damage.
Wealth 10 749gp