Willow

Willow Sinclair is a Fighter in the Dread Powers campaign.

Physical Description
Willow Sinclair is a human fighter. She is 5'-10" and weighs 150lbs. She is 23 years old. She has long blonde hair, green eyes, and pale skin. She wears tight black leather pants and black knee high boots. She also wear a black corset.

Personality
She is aligned as True Neutral.

Growing Up
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Finding the Party
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Quests
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Notable Items
Lamellar Leather (Masterwork) - Armor Bonus +4, Max Dex Bonus 3, Armor Pen 0

Earth Breaker (Masterwork) - (2d6 damage) It's a giant mallet with two rounded sides, one is a flat circle, and the other is a circle with multiple spikes protruding from it. It is painted red.

Blind Man's Torch - While using this item and closing your eyes, the Blind Man's torch grants Darkvision 60 and Tremorsense 60.

Wayfinder Ion Stone - Lilac Prism: can create up to 8 mirror images per day

Feats
Iron Will: +2 to Will saves

Weapon Focus: +1 to attack with Earth Breaker

Acrobatic: You get a +2 bonus on all Acrobatics and Fly skill checks.

Dodge: 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.

Acrobatic Dodge: As an immediate action when you would normally be hit with a melee or ranged attack roll, you may make an Acrobatics check to avoid being hit. The DC for this check is equal to the attack roll that hit you. You gain a free 5‑foot step as part of this Acrobatics check, and must take it. (If you cannot take your 5‑foot step, you cannot use this feat. The movement doesn’t count against any other movement you are taking, and does not provoke an attack of opportunity.) You may only use this feat when you have an armor check penalty of 0, are carrying no more than a light load, and are not wielding a two‑handed weapon or shield. You may use this ability a number of times per day equal to 3 + your Dexterity bonus.

Vital Strike: Roll the damage dice for the weapon twice.

Power Attack: (-2/+4)

You can choose to take a penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. The damage is increased by half (+50%) if you are making an attack with a two-handed weapon.

Furious Focus: You don't take the negative penalty on the attack when using Power Attack.

Human Abilities
Bonus Feat: Humans select one extra feat at 1st level.

History of Terrors: Humans with this trait gain a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. This racial trait replaces the skilled trait.

Languages: Common (100%), Elvish (100%), Dwarvish (80%), Abyssal (70%)

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.”

Bravery (Ex) (+2)
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 his 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.

Lvl 5: Hammers

Mythic Ascension
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Path Abilities
Tier 1 -

Mythic Feats
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