Knight CR 8
Speed 20 ft.
Melee +1 bastard sword +14/+9 (1d10+5/17–20) or mwk lance +13/+8 (1d8+4/×3)
Ranged +1 throwing axe +11 (1d6+4)
Special Attacks channel positive energy (DC 17, 5d6), smite evil (+3 attack and AC, +9 damage)
Paladin Spell-Like Abilities (CL 9th; concentration +12)
At will—detect evil
Paladin Spells Prepared (CL 6th; concentration +9)
During Combat The knights activate their divine bond ability to add the flaming burst property to their bastard swords. If they have time, they cast bull’s strength and divine favor, and use smite evil against evil foes.
Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +9; CMB +12; CMD 23
Feats Cleave, Great Cleave, Improved Critical (bastard sword), Power Attack, Toughness, Weapon Focus (bastard sword)
Skills Diplomacy +10, Handle Animal +8, Heal +4, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +3, Ride +7, Sense Motive +4, Spellcraft +4
SQ divine bond (weapon +2, 2/day), divine grace, lay on hands (4d6, 7/day), mercies (cursed, fatigued, shaken)
Gear +1 full plate, +1 throwing axe, +1 bastard sword, masterwork throwing axe, masterwork lance, silver holy symbol, heavy horse with military saddle
Pathfinder Adventure Path #48: Shadows of Gallowspire. © 2011, Paizo Publishing, LLC; Author: Brandon Hodge.