Half-Elf Paladin 19
LG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +17; Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
AC 31, touch 16, flat-footed 29 (+10 armor, +4 deflection, +2 Dex, +2 natural, +3 shield)
hp 185 (19d10+76)
Fort +20, Ref +13, Will +15; +2 vs. enchantments
DR 5/evil; Immune charm, compulsion, disease, fear, poison, sleep; Resist fire 30
Speed 30 ft.
Melee +4 axiomatic longsword +29/+24/+19/+14 (1d8+9/17–20) or +1 lance +26/+21/+16/+11 (1d8+6/19–20/×3)
Special Attacks channel positive energy (DC 22, 10d6), smite evil 7/day (+3 attack and AC, +19 damage)
Paladin Spell-Like Abilities (CL 19th; concentration +22)
At will—detect evil
Paladin Spells Prepared (CL 16th; concentration +19)
4th—death ward, neutralize poison
3rd—daylight, greater magic weapon, prayer, remove blindness
2nd—delay poison, eagle’s splendor (2), resist energy
1st—bless, create water, divine favor (2), lesser restoration
During Combat The paladin fights on horseback or on foot as the situation warrants. He casts eagle’s splendor to enhance his smite evil attacks, but otherwise relies on standard melee tactics and healing himself with lay on hands.
Without delay poison, greater magic weapon, and resist energy the paladin’s statistics are Immune charm, compulsion, disease, fear, sleep; Resist none; Melee +1 axiomatic longsword +26/+21/+16/+11 (1d8+6/17–20).
Str 20, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +19; CMB +24; CMD 40
Feats Extra Lay on Hands, Great Fortitude, Improved Critical (lance, longsword), Improved Initiative, Mounted Combat, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (longsword, lance)
Skills Diplomacy +11, Intimidate +6, Knowledge (local) +5, Knowledge (nobility) +8, Perception +17, Ride +10 (+12 to stay in the saddle)
Languages Common, Elven
SQ aura, code of conduct, divine bond (weapon +5, 4/day), elf blood, lay on hands (9d6, 14/day), mercies (blinded, dazed, diseased, fatigued, paralyzed, shaken)
Combat Gear potion of haste; Other Gear +4 mithral chainmail, +1 heavy steel shield, +1 axiomatic longsword, +1 lance, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, horseshoes of speed, ring of protection +4, slippers of spider climbing, combat-trained heavy horse, military saddle, holy symbol, 2,010 gp
DESCRIPTIONThe mithral master is a gleaming symbol of honor.
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.