Demon Hunter CR 19
Human Paladin 20
LG Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +19; Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
AC 30, touch 14, flat-footed 30 (+14 armor, +4 deflection, +2 natural)
hp 214 (20d10+100)
Fort +23, Ref +14, Will +19
DR 10/evil; Immune charm, compulsion, disease, fear, poison; Resist electricity 30, fire 30
Speed 30 ft.
Melee +4 cold iron evil outsider–bane greatsword +32/+27/+22/+17 (2d6+14/17–20)
Ranged +1 shortbow +21/+16/+11/+6 (1d6+1/×3)
Special Attacks channel positive energy (DC 23, 60 points), smite evil 7/day (+3 attack and AC, +20 damage, banish evil outsiders)
Paladin Spell-Like Abilities (CL 20th; concentration +23)
At will—detect evil
Paladin Spells Prepared (CL 17th; concentration +20)
4th—break enchantment, death ward, dispel evil
3rd—daylight (2), greater magic weapon, prayer
2nd—delay poison, eagle’s splendor (2), protection from energy (2)
1st—divine favor (3), lesser restoration (2)
During Combat The paladin targets the most powerful creature present or an obviously demonic target. She uses her divine bond to add the brilliant energy, holy, keen, and speed special abilities to her greatsword as appropriate, and uses mercies to counteract any negative conditions or afflictions she gains.
Without delay poison, greater magic weapon, and protection from energy, the paladin’s statistics are Immune charm, compulsion, disease, fear; Resist none; Melee +1 cold iron evil outsider–bane greatsword +29/+24/+19/+14 (2d6+11/17–20).
Str 24, Dex 10, Con 17, Int 12, Wis 8, Cha 16
Base Atk +20; CMB +27; CMD 41
Feats Critical Focus, Extra Lay on Hands, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stunning Critical, Toughness, Weapon Focus (greatsword)
Skills Climb +7, Diplomacy +11, Heal +7, Intimidate +13, Knowledge (arcana) +6, Knowledge (planes) +21, Linguistics +3, Perception +19, Survival +2, Swim +7
Languages Abyssal, Celestial, Common, Infernal
SQ aura, code of conduct, divine bond (weapon +6, 4/day), holy champion, lay on hands (60 points, 15/day), mercies (dazed, nauseated, poisoned, sickened, staggered, stunned)
Combat Gear +1 evil outsider–bane arrows (5), +1 evil outsider–bane holy arrows (5), +1 holy arrows (5), potions of fly (2); Other Gear +5 full plate, +1 cold iron evil outsider–bane greatsword, +1 shortbow with 20 arrows, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of striding and springing, cloak of resistance +3, goggles of night, phylactery of faithfulness, ring of protection +4, 4,760 gp
The demon hunter has sworn to battle the hordes of the Abyss. Though the demons constantly tempt her and try to lead her from her path, she remains resolute—though somewhat paranoid and difficult to befriend because of the number of allies she’s seen slain.
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.