Kinstal Minare
Kinstal Minare

Male human (Arcadian) fighter (armor master) 6 (Pathfinder RPG Ultimate Combat 44)
LG Medium humanoid (human)
Init +1; Senses Perception +2

Defense

AC 23, touch 14, flat-footed 21 (+8 armor, +1 Dex, +1 dodge, +3 shield)
hp 78 (6d10+30)
Fort +9, Ref +3, Will +2
DR 3/

Offense

Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +10/+5 (1d8+3/19-20) or
warhammer +9/+4 (1d8+3/3) or
chakram +8/+3 (1d8+3)
Ranged composite longbow +7/+2 (1d8+3/3)

Statistics

Str 17, Dex 13, Con 18, Int 13, Wis 11, Cha 9
Base Atk +6; CMB +9 (+13 overrun); CMD 21 (23 vs. overrun)
Feats BodyguardAPG, Combat Reflexes, Dodge, Greater Overrun, Improved Overrun, Mobility, Power Attack,
Shield Focus
Traits armor expert, salty dog
Skills Acrobatics +1 (-3 to jump), Climb +7, Handle Animal +3, Heal +1, Intimidate +7, Knowledge
(dungeoneering) +6, Perception +2, Profession (sailor) +5, Ride +2, Swim +7
Languages Common, Dwarven
SQ armor training 1, armored defense, deflective shield, manifestation points, ability scores
Combat Gear potion of cure moderate wounds (2); Other Gear +1 field plateISWG, mwk heavy steel shield,
arrows (30), chakramAPG (5), composite longbow (+3 Str), mwk longsword, warhammer, belt of mighty
constitution +2, backpack, bedroll, belt pouch, flint and steel, grappling hook, hammer, mess kitUE, piton (6),
pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 120 gp, 4 sp

Special Abilities

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armored Defense (1/2/3) (Ex) At 5th level, an armor master gains DR 1/ - when wearing light armor, DR 2/ -
when wearing medium armor, and DR 3/ - when wearing heavy armor. At 19th level, this damage reduction
increases to DR 4/ - when wearing light armor, DR 8/ - when wearing me
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Deflective Shield +2 (Ex) +2 bonus to touch AC, up to AC bonus provided by shield worn.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid
you.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.


Born in a small sleep village Kinstal was always filled with dreams of being a great warrior like his grandfather.   Kinstal has a younger brother Jorval and an older sister Harliss.  After their parents died in a goblin raid, they swore that someday they would avenge their parents and all the good folk of their village that were killed in the raid.  Kinstal and Harliss trained with the local militia while Jorval discovered a natural talent for spellcasting.  Over the next several years they each trained and went their own ways, but always keeping in touch.  Harliss joined the military for a neighboring kingdom while Jorval went to apprentice with a wizard far to the south.
Kinstal made his way through many lands and found a bit of spirituality with the church of Iomedae.  Kinstal continued to travel the lands making friends and fighting the good fight.  Always a friendly, caring family man, Kinstal eventually made his way to find his brother Jorval.
The two of them started a small adventuring group and found some small fame across the land.  After several seasons of this the group broke apart but all swore if any needed aid they would come as fast as possible.
Jorval took a position within the same kingdom that Kilara was fighting for.  Harliss now a battle Captain vouched for her brother yet Kinstal did not want to join, he felt he had a greater purpose for him to discover.
After leaving his siblings he headed for the coast and hired on as a sailor/guard for a sailing vessel.  And this is where we meet up with our daring hero.