Holy Knight CR 7
Speed 20 ft.
Melee +1 longsword +13/+8 (1d8+4/19–20)
Ranged javelin +8 (1d6+3)
Special Attacks channel positive energy (DC 15, 3d6), favored enemy (undead +2), smite evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +5)
Str 16, Dex 10, Con 14, Int 8, Wis 12, Cha 16
Base Atk +8; CMB +11; CMD 21
Feats Extra Mercy, Improved Shield Bash, Power Attack, Shield Focus, Shield Wall, Vital Strike, Weapon Focus (longsword)
Skills Diplomacy +14, Heal +5, Knowledge (religion) +7, Perception +6, Sense Motive +7
SQ aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 5/day), mercy (shaken, sickened), sentinel against undeath +1
Combat Gear potion of eagle’s splendor, potion of lesser restoration, holy water; Other Gear +1 full plate, +1 heavy steel shield, +1 longsword, javelins (4), cloak of resistance +1, silver holy symbol, sunrods (2), 7 gp
A Celestial Knight gains a bonus equal to 1/3 his Celestial Knight level on Perception and Sense Motive checks against undead. He also gains this bonus as a dodge bonus to his AC and CMD against attacks made by undead.
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.