Table of Contents

Lvl Class SP BAB Feats PP Features Favoured Class
1 Fighter 1 12 (d10(10)+1+1) 4 +1 EWP(Scorpion Whip), W.Focus(Scorpion Whip), Wild Talent Bonus Feat +1 HP
2 Fighter 2 15 (d10(1)+1+1) 8 +2 Power Attack Bonus Feat +1 HP
3 Fighter 3 22 (d10(5)+1+1) 12 +3 Cleave Bravery +1 HP
4 Fighter 4 28 (d10(4)+1+1) 16 +4 Weapon Specialization(Scorpion Whip) Bonus Feat +1 HP
5 Rogue 1 37 (d8(8)+1) 26 +4 Combat Expertise Sneak attack +1d6, trapfinding
6 War Mind 1 43 (d10(5)+1) 30 +5  2  (2+0) Chain of personal superiority +2, warrior’s journey
7 War Mind 2 52 (d10(8)+1) 34 +6 Gang Up  6  (5+1) Chain of defensive posture +2
8 War Mind 3 60 (d10(7)+1) 38 +7 10 (9+1) Enduring body (DR 1/-)
9 War Mind 4 71 (d10(10)+1) 42 +8 Melee Weapon Mastery 16 (14+2) Well of power
10 War Mind 5 79 (d10(7)+1) 46 +9 22 (20+2) Sweeping strike
Total Mod Race Lv Item Misc Original Saves Fort Ref Will
STR 22 +6 +2 +2 18 Total 8 6 4
DEX 10 +0 10
CON 13 +1 13 Abilities +1 +1
INT 13 +1 13 Fighter +4 +1 +1
WIS 13 +1 13 Rogue +2
CHA 7 -2 7 War Mind +3 +3 +2
Defense Melee Attack Ranged Attack
Defense			24
  Base			10
  Armor			+9
  Shield		+5
  Ability(DEX)		+0
  
  Defensive Posture	+2
  
Melee		+15	Whip			+15
  Base		+9	Base			+9
  Ability(STR)	+6	Strength		+6
  			Weapon Focus		+1
  			Melee Weapon Mastery	+2
  			Power Attack		-3
  
  			Chain of Offense	+1
Ranged			+7
  Base			+9
  Ability(DEX)		+0





Maneuvre Melee Damage Special Qualities
CMB		+25
Base		10
BAB		+9
Strength	+6

CMD		25
Base		10
BAB		+9
Strength	+6
Dex		+0
Whip Cleave	 1d4+22
Whip		 1d4
Strength	 +9
Weapon Focus	 +2
MWM		 +2
Power attack	 +9

Chain of Offense +1


DR		1/-









Skills, feats & features

Not done

Equipment

42500	+1 Heavily Fortified Skin of Ectoplasmic Armor
1000	Lesser Armor Crystal of Aquatic Action
9180	+1 Animated Tower Shield
6305	+1 Scorpion Whip of Mirror Strike ( Mirror Strike on one attack/round )
300	Least Crystal of Return
4200	Boots of Agile Leaping (MiC.76) & Boots of the Light Step (MiC.198) sans water walk
750	Healing Belt
500	Reach Gauntlets ( 3/day spend 1 PP to increase reach by 5' )

265 remaining

Spells & Stuff

Warmind
Cost Known Save DC
1 Chameleon 12 (10+1+1)
3 Empathic Transfer 13 (10+2+1)
5 Empathic Transfer, Hostile 14 (10+3+1)
Other uses
4 Well of Power
1 Reach Bracers (3/day)

Description and backstory

Notes

5 levels War mind
6 levels Nightsong Enforcer
3 levels Half-Dragon


War Mind
Requirements
To qualify to become a war mind, a character must fulfill all the following criteria.
Base Attack Bonus: +3.
Skills: Knowledge (history) 2 ranks, Knowledge (psionics) 5 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have had some instruction by another war mind, have access to the Codex of War, or belong to an organization that has access to the Codex of War.

Nightsong Enforcer
REQUIREMENTS
To qualify to become a nightsong enforcer, a character
must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Hide 10 ranks, Move Silently 10 ranks.
Feats: Improved Initiative.
Special: Evasion class feature.
Special: The character must undergo intensive training
and tests with the Nightsong Guild before she can gain
the class abilities.


1, 1	1	Exotic Weapon Proficiency(Scorpion Whip), Weapon Focus(Scorpion Whip), Wild Talent
	2	Power Attack
3		Cleave
	4	Weapon Specialization(Scorpion Whip)
5		
7		Combat Acrobat
9		Melee Weapon Mastery		

Balance, Tumble, Combat Acrobat
Melee Weapon Mastery: +2 Atk, +2 Dmg; requites focus and spec

Base: +14
PA: -3/+9

Combat Expertise -> Gang up
Imp. Feint