About Kesten Bane Garess
KESTEN GARESS
Male Human Fighter 6 (High Guardian)
CN Medium humanoid (human)
Init +2; Senses Perception +0,
DEFENSE
AC 25, touch 13, flat-footed 23 (+10 armor, +2 Dex, +1 misc, +2 shield, )
hp 78 (6d10)+18
Fort +7, Ref +4, Will +2, + Will saves vs. compulsion spells and effects.
OFFENSE
Speed 30 ft.
Melee
[dice=adamantine +1 longsword]1d20 +14[/dice]
[dice=slashing damage]1d8 +5[/dice] (19-20)
[dice=2nd longsword]1d20 +9[/dice]
[dice=slashing damage]1d8 +5[/dice]
Ranged
[dice=MW composite longbow]1d20+9[/dice]
[dice=arrow damage]1d8 +4[/dice] x3
[dice=2nd longbow]1d20+4[/dice]
[dice=arrow damage]1d8 +4[/dice] x3
STATISTICS
Str 18,
Dex 14,
Con 14,
Int 13,
Wis 10,
Cha 14
Base Atk +6; CMB +10; CMD 22
Feats:
Antagonize,
Bodyguard,
Combat Reflexes,
Cut from the Air,
In Harm's Way,
Power Attack,
Stand Still,
Weapon Focus (Longsword)
Skills
Appraise +1,
Bluff +2,
Climb +6,
Craft (Untrained) +1, Diplomacy +2, Disguise +2, Handle Animal +10, Intimidate +10, Knowledge (Local) +5, Knowledge (Nobility) +5, Perform (Untrained) +2, Ride +8, Survival +8, Swim +6,
Languages Common, Dwarven
Archetypes High Guardian,
SQ Armor Training, Bonus Feat, Bonus Feats, Defender's Reflexes, Obligation, Right Hand, Royal Protector, Skilled, Unassailable Allegiance, Weapon Training,
Possessions:
adamantine/+1 longsword; uniform (soldier's); mithral/+1 full plate (armor spikes); mithral heavy shield; Pouch, Belt ; Masterwork Composite Longbow (+4) ; Backpack [ Bedroll; Flint and Steel; Pot, Iron; Mess Kit; Rope (50 ft.); Soap; Torch (x10); Rations, Trail (x5); Waterskin; ]; Pot, Iron ; Waterskin ;
SPECIAL ABILITIES
No Racial Subtype You have chosen no racial subtype.
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. (Halfling Nanny)
Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feat Humans select one extra feat at 1st level.
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." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Defender's Reflexes (Ex) A high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.
Defender of the Society (Pathfinder Society) Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor.You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Halfling (Trait ~ Helpful ~ Halfling)
Helpful You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Obligation (Ex) A high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can�t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a -2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Right Hand (Ex) A high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Royal Protector (Ex) A high guardian gains Bodyguard and In Harm's Way as bonus feats, though he can use them only to improve his obligation�s AC or intercept a successful attack against his obligation.
Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Stand Still
Sword Scion You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Unassailable Allegiance (Ex) A high guardian gains a +2 bonus on Will saves against compulsion spells and effects.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +1