NG Female Human Fighter 8|HP: 84/84|AC: 21|Touch: 11|FFAC: 20|Initiative: +3|Fort: +8|Reflex: +3|Will: +5|Speed: 20ft|Will Always Power Attack
About Serafina Vasili
This is my Character Sheet
Female Human Fighter 8
Speed: 20 Feet
Languages: Common and Infernal
HP: 84 AC: 21 Touch: 11 FFAC: 20 CMB: 14 CMD: 25
Fort: +8 Will: +5 Reflex: +3
Attack: +2 Greatsword +18/+13 2d6+12/2d6+15 Slashing (17-20 x2 Crit)
Attack: +2 Greatsword (PA) +18/+10 2d6+23/2d6+26 Slashing (17-20 x2 Crit)
Attack: +2 Greatsword (PA & Vital Strike) +18 4d6+26 Slashing (17-20 x2 Crit)
Attack: +1 Adamantine Greatsword (PA) +17/+9 2d6+22/2d6+25 Slashing (17-20 x2 Crit)
Stats: Str23 Dex12 Con14 Int12 Wis12 Cha7
Skills: Knowledge Planes +9 | Perception +13 | Sense Motive +9 | Survival +12
Feats: Power Attack, Furious Focus, Weapon Focus (Greatsword), Toughness, Weapon Specialization, Iron Will, Vital Strike, Lunge, Improved Critical
Traits: Reactionary & Seeker
Class Features: Shattering Strike, Overhand Chop, Weapon Training, Backswing
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon. (Greatsword)
Toughness: 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).
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon. (Greatsword)
Iron Will: You get a +2 bonus on all Will saving throws.
Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Reactionary: 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.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Weapon Training (Ex): Starting at 5th level and every 4 levels after, 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, but the bonuses only apply when wielding two-handed melee weapons.
Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Improved Critical: When using the weapon you selected, your threat range is doubled.
Backswing: At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.
Equipment: Greatsword +2, Adamantine Greatsword +1, Full Plate +1, Belt of Giant Strength +2, Quickmetal Bracers