Your close but not quite their here let me show you mine fyi I left some things out for many reasons.
Name: Woren
Height : 5'11"
Weight : 190
Race : Human
Alignment : NG
Speed : 30ft
Total Level : 10
Experience : 105,000 / 71,000
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Character Class Information
Class and Level : Fighter level 10
Class and Level :
Class and Level :
Favorite Class(es) : Fighter
Favorite Class Bonus : +1 Hit point AND +1 skill point
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Ability Scores
Strength : 20 (+5) 10 point buy + 2 racial + 0 level + 2 misc
Dexterity : 16 (+3) 5 point buy + 0 racial + 0 level + 2 misc
Constitution : 14 (+2) 5 point buy + 0 racial + 0 level + 0 misc
Intelligence : 22 (+6) 7 point buy + 0 racial + 1 level + 6 misc
Wisdom : 18 (+4) 2 point buy + 0 racial + 0 level + 6 misc
Charisma : 20 (+5) 3 point buy + 0 racial + 1 level + 6 misc
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Combat Statistics
Hit Points : 112 (10/10 Temp HP)
Base Attack (BAB) : +10
Initiative : +7 3 Dex + 4 misc
Base Melee : +15 10 BAB + 5 Str + 0 misc
Base Ranged : +13 10 BAB + 3 Dex + 0 misc
Combat Maneuver : +15 10 BAB + 5 Str + 0 misc <- CMB
Maneuver Defense : 28 10 + 10 BAB + 5 Str + 3 Dex + 0 misc <- CMD
*+2 CMD vs disarm and sunder
Armor Class : 29 10 base + 11 armor + 2 shield + 3 Dex + 3 misc
Touch AC : 15 10 base + 3 Dex + 2 misc
Flat-Footed AC : 26 10 base + 11 armor + 2 shield + 3 misc
*+1 AC, CMD and Reflex during Haste; +2 AC VS crminals
DR 3/-
Stamina pool: 12/12
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Attacks
Weapon Atk Damage Type Crit Range Special
+2 herosword | +25 | 1d8+13 | S |19~20x2| | 1-hand
+2 herosword | +22 | 1d8+19 | S |19~20x2| | 1-hand+power attack
+2 herosword | +25 | 1d8+13 | S |17~20x2| | 1-hand VS criminals
*+1 atk when using haste from boots
*+1 atk and dmg VS empire troops
*+4 atk when confirming critical
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Saving Throws
Fortitude : +12 7 base + 2 Con + 3 misc
Reflex : +9 3 base + 3 Dex + 3 misc
Will : +14 3 base + 4 Wis + 7 misc
Conditional Bonuses and Penalties : +2 VS fear
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Racial Abilities and Features
Racial feat - Gain 1 bonus feat at lvl 1.
Skilled - +1 skill point per level.
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Class Abilities and Features
Proficient with all simple and martial weapons. With all armors and shields.
Bonus feats - At 1st, 2nd and every 2 levels thereafter gain 1 Combat feat.
Bravery - +3 to will saves.
Armor training 2 - Reduce ACP by 2 and increase armor M.Dex by 2. Heavy armor
no longer impedes speed.
Weapons training - +2 atk, dmg and disarm+Sunder CMD with Heavy Blades.
Advanced Weapon training (Armed Bravery) - Bravery applies to all will save throws.
The DC to intimidate you is increased by double your bravery bonus.
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Traits and Feats
Trait #1 : Courageous - +2 save VS fear.
Trait #2 : Armor expert - Reduce ACP by 1.
Racial Feat: Weapon focus (longsword) - +1 atk with longswords. You can spend 2 Stamina points to have this feat apply to any weapon for 1 turn.
Level 1 Feat: Power attack - optional: -3 atk; +6 dmg (+9 if 2-handed). By spending 2
stamina points you can turn off this feat at the end of your turn (instead of just at the start
of your turn).
Level 3 Feat: Signature weapon(longsword) - +3 to attack with longsword
Level 5 feat: Martial Training I - You can now use the Iron Turtle discipline.
Bluff is now a class skill. Gain two lvl 1 maneuvers. You can ready 1 maneuver. You can
regain 1 maneuver by spending a fullround action. All maneuvers are regained once a
fight ends.
Level 7 feat: Athletic - +2 climb and swim. +4 if you have +10 ranks in them.
Level 9 feat: Triple strike - 1/day, for 1 round, for each attack action you perform
you gain 2 extra attacks on the same target. These attacks are perform with non-magical weapons.
Bonus 1 feat: Improved initiative - +4 initiative
Bonus 1 feat: Combat Stamina - Gain a stamina pool equal to BaB + Con mod. When you attack
with an unarmed strike, manufactured or natural weapon, after the dice roll but before seeing the
result on whether the attack succeeds, you can spend up to 5 stamina points to increase the attack
roll by up to 5 points.
Bonus 2 feat: Combat Reflexes - Gain extra Aoos equal to Dex mod. If you miss an Aoo you can
spend 2 stamina points to perform a 2nd Aoo attack for the same action that provoked the first,
but with a -5 atk penalty.
Bonus 4 feat: Weapon Specialization - +2 bonus to dmg With longsword. You can spend 2 Stamina
points to have this feat apply to any weapon for 1 turn.
Bonus 6 feat: Martial Training II - Gain two level 2 maneuvers and 1 stance.
You can ready 1 extra maneuver.
Bonus 8 feat: Martial Training IV - Gain two level 4 maneuvers and 1 stance.
You can ready 1 extra maneuver.
Bonus 10 feat: Expert trainer - Retraining any takes you half the time it normally would
(and thus half the gp cost).
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Skills and Languages 9x10= 90 skill points
Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.
[ ] Acrobatics : +00 0 ranks + 3 Dex + 0 class + 0 misc - 3 armor
[ ] Appraise : +00 0 ranks + 6 Int + 0 class + 0 misc
[ ] Artistry : +00 0 ranks + 6 Int + 0 class + 0 misc
[c] Bluff : +13 5 ranks + 5 Cha + 3 class + 0 misc
[c] Climb : +12 5 ranks + 5 Str + 3 class + 2 misc - 3 armor
[c] Craft: weapon : +00 0 ranks + 6 Int + 3 class + 0 misc
[c] Craft Alchemy : +19 10 ranks + 6 Int + 3 class + 0 misc
[ ] Diplomacy : +00 0 ranks + 5 Cha + 0 class + 0 misc
[ ] Disable Device ^ : - 0 ranks + 3 Dex + 0 class + 0 misc - 3 armor
[ ] Disguise : +00 0 ranks + 5 Cha + 0 class + 0 misc
[ ] Escape Artist : +00 0 ranks + 3 Dex + 0 class + 0 misc - 3 armor
[ ] Fly : +00 0 ranks + 3 Dex + 0 class + 0 misc - 3 armor
[c] Handle Animal ^ : +10 2 ranks + 5 Cha + 3 class + 0 misc
[ ] Heal : +9 5 ranks + 4 Wis + 0 class + 0 misc
[c] Intimidate : +12 4 ranks + 5 Cha + 3 class + 0 misc
[ ] Know: Arcana ^ : +16 10 ranks + 6 Int + 0 class + 0 misc
[c] Know: Dungeon ^ : +13 4 ranks + 6 Int + 3 class + 0 misc
[c] Know: Engineer ^ : +14 5 ranks + 6 Int + 3 class + 0 misc
[ ] Know: Geography ^ : - 0 ranks + 6 Int + 0 class + 0 misc
[ ] Know: History ^ : - 0 ranks + 6 Int + 0 class + 0 misc
[c] Know: Local ^ : +13 4 ranks + 6 Int + 3 class + 0 misc
[ ] Know: Nature ^ : - 0 ranks + 6 Int + 0 class + 0 misc
[ ] Know: Nobility ^ : - 0 ranks + 6 Int + 0 class + 0 misc
[ ] Know: Planes ^ : +16 10 ranks + 6 Int + 0 class + 0 misc
[ ] Know: Religion ^ : +16 10 ranks + 6 Int + 0 class + 0 misc
[ ] Linguistics ^ : - 0 ranks + 6 Int + 0 class + 0 misc
[c] Lore Evocation ^ : +18 9 ranks + 6 Int + 3 class + 0 misc
[ ] Perception : +14 10 ranks + 4 Wis + 0 class + 0 misc
[ ] Perform: : +00 0 ranks + 5 Cha + 0 class + 0 misc
[c] Profession:Soldier^: +19 10 ranks + 4 Wis + 3 class + 2 misc
[c] Ride : +8 5 ranks + 3 Dex + 3 class + 0 misc - 3 armor
[ ] Sense Motive : +06 0 ranks + 4 Wis + 0 class + 2 misc
[ ] Sleight of Hand ^ : - 0 ranks + 3 Dex + 0 class + 0 misc - 3 armor
[ ] Spellcraft ^ : - 0 ranks + 6 Int + 0 class + 0 misc
[ ] Stealth : +00 0 ranks + 3 Dex + 0 class + 0 misc - 3 armor
[c] Survival : +14 7 ranks + 4 Wis + 3 class + 0 misc
[c] Swim : +12 5 ranks + 5 Str + 3 class + 2 misc - 3 armor
[ ] Use Magic Device ^ : - 0 ranks + 5 Cha + 0 class + 0 misc
Languages : Common, Elven, Dwarven.
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Money and Equipment
Armor : Adamant Fullplate armor +2 (+11 AC; m.Dex 3; -2 ACP; Heavy; 50 lbs)
Belt : Belt of Physical might +2 (+2 Str and Dex; 1 lbs)
Body :
Chest :
Eyes :
Feet : Boots of Speed (10/day as a free action gain haste for 1 round 1 lbs)
Hands :
Head :
Headband : Headband of mental superiority +6 (+6 to all mental ability scores; max
3 knowledge skills; 1 lbs)
Neck : Amulet of Natural Armor +1 (+1 Natural AC)
Ring #1 : Ring of protection +2 (+2 Deflection AC)
Ring #2 : Ring of Foe Focus (+2 AC and saving throws VS 1 enemy at a time)
Shield : MW heavy steel shield (+2 AC; -1 ACP; 15 lbs) 170g
Shoulders : Cloak of Resistance +3 (+3 save rolls; 1 lbs)
Wrists :
Weapon : Hero Longsword +2 (+2 enhancement; 1 Hero point; Intelligent: NG; INT 14;
Empathy; Leaping (the weapon moves to your hand automatically); 30ft senses; Ego: 22
At will: Create Ice (turn 1 square into difficult terrain); Infuse weapon (+1 dmg)
Double take (2 rolls on perception); Balance Weapon (+1 atk); Irksome weapon
(
http://www.d20pfsrd.com/magic/...lls/i/irksome-weapon); Bash (+2 atk on next attack;
-10% miss chance VS concealed enemies); Guardian Mote (absorb 1d3 incoming weapon dmg);
Parry Strike (+2 AC VS next melee attack); Parry Shot (+2 AC VS next ranged attack).
1/day Augury;
http://www.d20pfsrd.com/magic/all-spells/a/augury
1/day Dispel Magic;
http://www.d20pfsrd.com/magic/...pells/d/dispel-magic
3/day Cure light wounds; Heal 1d8+5 HP
1/day Symbol of Healing; Heal 2d8+7 HP to all creatures with 60ft. Damages undead.
http://www.d20pfsrd.com/magic/.../s/symbol-of-healing
1/day Weapon's Storm; Create 2 duplicates of your weapon for 5 rounds that attack the
same enemy you hit.
http://www.d20pfsrd.com/magic/...ells/w/weapons-storm
Special Purpose: Slay/Defeat Imperials; Devotion power: Detect Imperials within 60ft) 4 lbs
Weapon :
Ammo :
Other Equipment :
Item # Cost Weight Location Notes
MW Backpack 1 50g 4 lbs Back +1 Str carry (125 lbs)
Cold-Weather Oufit 1 8g 7 lbs Worn +5 vs cold weather
Handy haversack 5 lbs Backpack 59/120 lbs capacity
-Traveler's Outfit 1 1g 5 lbs Haversack
-Soldier's Uniform 1 - 5 lbs Haversack
-Goblet of Quenching 1 270g 1 lbs Haversack
-Mysterious Box 1 - 3 lbs Haversack Empty
-Cauldron of plenty 1 - 25 lbs Haversack
-Grooming kit 5 - 10 lbs Haversack 130/250
-Gear Maintenance kit 5 - 10 lbs Haversack
Bag of holding I 1 3,125g 15 lbs Worn 211/250 lbs capacity
-Large Tent 2 60g 80 lbs Each fits 4 medium creatures
-Campsite Kit (6 people) 1 12g 58 lbs No rations, cooking kit, firewood
-Shaving kit 2 4g 3 lbs 35/50
-Money - 3,566g 35 lbs
Consumables
-Potion of Barkskin 2 +3 Nat AC for 1 hour
-Potion of Magic fang 2 +1 weapon enchantment for 1 min. to animal
-Potion of C. M. wounds 12 heal 2d8+3 HP
-Potion of Remove disease1 Cures disease
-Shield of Faith +4 1 Potion, +4 Deflection AC for 12 minutes
-Acid 6 6 lbs 1d6 acid splash dmg
-Alchemical fire 6 6 lbs 1d6 fire splash dmg
-Holy water 5 5 lbs 2d4 holy splash dmg
-Tanglefoot bag 3 150g 12 lbs Same as entangle spell
-Vile of Dragon Bile 1
-Vile of Scorpion venom 4
Miscellaneous
-Periapt of Protection from Curses
-Spiritualist rings 1
-Book ??? 1 5 lbs
-Treasurer's Seal 1 1 lbs
-Circlet of persuasion 1 +3 to Cha based checks.
-Hat of Disguise 1 Same as Disguise self spell
Money : 77 GP; 4 SP; 4 CP (0 lbs)
Gems : 25,000 GP worth
Current Load : 104 lbs.
Maximum Load : 460 lbs. (0~153 light; 153~306 medium)
Lift Overhead : 400 lbs. (equal to Maximum Load)
Lift : 800 lbs. (equal to Maximum Load x2)
Drag or Push : 2000 lbs. (equal to Maximum Load x5)
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Maneuvers:
Initiator level: 10
Known:
1st:
Iron shell - Roll an attack roll with your shield (full bab + Shield AC)
against a single enemy melee or ranged attack (that is not a spell or power). If
your attack roll is higher negate that attack. Immediate action.
2nd:
Taunting Turtle - Choose 1 enemy. If he fails a DC 17 will save he MUST
attack you on his next turn. Swift action.
Enraging strike - Attack 1 enemy. The attack does +10 dmg and if it hits
the enemy has to make a DC 16 will save. If he fails it he MUST attack you with a
melee attack on his next turn. He suffers a -2 atk penalty on that attack. Standard
action.
Defensive Shell - Make a shield bash against an enemy attack aimed at an ally.
If successful the attack is negated, Immediate action.
3rd:
Burnished Shell - Make an opposed attack roll plus shield bonus to AC vs an
enemy spellcaster's CL to deny the effects of a spell targeted on you. Immediate action.
4th:
Aggravated Wounds - Anyone you hit for 1 round suffers a cumulative -4 penalty to
attacks against anyone other than you. Swift action.
Snapping Riposte Counter - Roll an attack roll with your shield against an enemy
attack roll. If your attack roll is higher negate that enemy with your sword. Immediate action.
Stances:
Defending Shell - Increase Shield AC by +3.
Iron Tortoise Stance - While in this stance: Increase reach of Aoos by 5 ft.
Gain 1 Aoo per turn (stacks with Combat reflexes), treat CMD as though you are 1
size step larger.
Readied:
-Aggravated Wounds (Swift)
-Iron shell (Immediate)
-Burnished shell (Immediate)
-Snapping Riposte Counter (Immediate)
Things you got wrong: you are level 3 not one and you didn't spend your points right. If you don't spend any points you have a 10. Every time you hit an even number like 12,14,16 etc you can another +1 to that stat and anything that uses that stat. For an example if you had a strength of 18 that would be +4 like I said already. Your current sheet you would have -1 if not more in everything and you don't want that trust me. Look at that site I gave you for more info on point buy. Now mind you you are close try using the info I gave you and my sheet to build on your knowledge and let me know what else you need to have explained to you and I'll do my best to help.
This message was last edited by the player at 04:41, Sat 16 Jan 2016.