Paladins

Callous Rake CR 1/2

XP 200

Human paladin 1

LG Medium humanoid (human)

Init +1; Senses Perception +0

Defense

AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)

hp 12 (1d10+2)

Fort +3, Ref +1, Will +2

Offense

Speed 20 ft.

Melee longsword +5 (1d8+3/19–20)

Ranged dagger +2 (1d4+3/19–20)

Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)

Paladin Spell-Like Abilities (CL 1st; concentration +3)

At will—detect evil

Tactics

During Combat The paladin begins with Dazzling Display, then uses smite evil on the strongest evil opponent. If he is confident he will win the battle, he continues to demoralize opponents.

Statistics

Str 17, Dex 12, Con 13, Int 8, Wis 10, Cha 14

Base Atk +1; CMB +4; CMD 15

Feats Dazzling Display, Weapon Focus (longsword)

Skills Intimidate +3, Sense Motive +4

Languages Common

SQ aura, code of conduct

Combat Gearpotion of cure light wounds; Other Gear banded mail, heavy wooden shield, dagger, longsword, locked gauntlet, silver holy symbol, 33 gp

The callous rake is a young paladin exhibiting unpaladinlike behavior. If unchecked, these habits become the first step toward disgrace.

Tristram Reis

Tall, lean, and exceedingly handsome, Tristram Reis is the vision of a true and noble paladin—until he opens his mouth. The son of a lesser noble, he has faith in the goddess of valor, but is a bit arrogant and enamored with his own status as a holy warrior.

Honorable Outcast CR 1

XP 400

Half-orc paladin 2

LG Medium humanoid (human, orc)

Init –1; Senses darkvision 60 ft.; Perception +2

Defense

AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex)

hp 23 (2d10+8)

Fort +7, Ref 0, Will +5

Defensive Abilities orc ferocity

Offense

Speed 20 ft.

Melee mwk greataxe +5 (1d12+3/×3)

Ranged shortbow +1 (1d6/×3)

Special Attacks smite evil 1/day (+1 attack and AC, +2 damage)

Paladin Spell-Like Abilities (CL 2nd; concentration +3)

At will—detect evil

Tactics

During Combat The paladin prefers to attack with her bow before entering melee with her greataxe. She uses Power Attack unless she fights heavily armored enemies.

Statistics

Str 15, Dex 8, Con 16, Int 10, Wis 12, Cha 13

Base Atk +2; CMB +4; CMD 13

Feats Power Attack

Skills Heal +5, Intimidate +3, Perception +2, Sense Motive +6

Languages Common, Orc

SQ aura, code of conduct, lay on hands (1d6, 2/day), orc blood, weapon familiarity

Combat Gearpotion of cure light wounds, tanglefoot bags (2); Other Gear banded mail, masterwork greataxe, shortbow with 20 arrows, wooden holy symbol, 28 gp

Honorable outcasts are far from their homes and often found alone. Some have been questing in the wild for so long that they have lost any semblance of social graces and tact.

Haughty Avenger CR 2

XP 600

Half-elf paladin 3

LG Medium humanoid (elf, human)

Init +2; Senses low-light vision; Perception +4

Aura courage (10 ft.)

Defense

AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)

hp 21 (3d10)

Fort +5, Ref +5, Will +6; +2 vs. enchantments; Immune disease, fear, sleep

Offense

Speed 30 ft.

Melee mwk rapier +4 (1d6+2/18–20), dagger +3 (1d4+1/19–20) or mwk rapier +6 (1d6+2/18–20)

Ranged dagger +5 (1d4+2/19–20)

Special Attacks smite evil 1/day (+2 attack and AC, +3 damage)

Paladin Spell-Like Abilities (CL 3rd; concentration +5)

At will—detect evil

Tactics

During Combat The paladin uses her quick speed and athletic skill to outmaneuver opponents, wearing them down with smite evil.

Statistics

Str 15, Dex 15, Con 10, Int 8, Wis 12, Cha 14

Base Atk +3; CMB +5; CMD 17

Feats Skill Focus (Acrobatics), Two-Weapon Defense, Two-Weapon Fighting

Skills Acrobatics +7, Diplomacy +7, Perception +4

Languages Common, Elven

SQ aura, code of conduct, elf blood, lay on hands (1d6, 3/day), mercy (shaken)

Combat Gear holy water; Other Gear +1 chain shirt, dagger, masterwork rapier, 53 gp

Haughty avengers often serve as diplomats and bodyguards.

Nyalil Stormstrike

Nyalil sees herself as a full elf, not a half-breed. She so thoroughly rejects her human side that she treats humans as lesser creatures—but can be so charming that humans often love her anyway.

Combat Encounters: Nyalil is often in the company of elven knights, wizards, and priests, who only halfway accept her.

Roleplaying Suggestions: Nyalil is both charming and arrogant, and her words are often a stream of veiled insultsand clever quips, especially when she's dealing with humans.

Skirmishing Crusader CR 3

XP 800

Gnome paladin 4

LG Small humanoid (gnome)

Init +1; Senses low-light vision; Perception +5

Aura courage (10 ft.)

Defense

AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 shield, +1 size)

hp 36 (4d10+10)

Fort +11, Ref +7, Will +8; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fear

Offense

Speed 20 ft.

Melee mwk longsword +7 (1d6+1/19–20)

Ranged mwk longbow +8 (1d6/×3)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, channel positive energy (DC 16, 2d6), smite evil 2/day (+4 attack and AC, +4 damage)

Gnome Spell-Like Abilities (CL 4th; concentration +8)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Paladin Spell-Like Abilities (CL 4th; concentration +8)

At will—detect evil

Paladin Spells Prepared (CL 1st; concentration +5)

1st—lesser restoration

Tactics

During Combat The paladin attempts to stay out of melee, preferring to use cover and attack with her bow.

Statistics

Str 12, Dex 12, Con 15, Int 10, Wis 8, Cha 18

Base Atk +4; CMB +4; CMD 15

Feats Point-Blank Shot, Weapon Focus (longbow)

Skills Diplomacy +8, Handle Animal +8, Perception +5, Stealth +6

Languages Common, Gnome, Sylvan

SQ aura, code of conduct, lay on hands (2d6, 6/day), mercy (fatigued)

Combat Gearpotion of cure light wounds, potion of invisibility, holy water (2); Other Gear chain shirt, light wooden shield, masterwork longbow with 20 arrows, masterwork longsword, cloak of resistance +1, antitoxin, silver holy symbol, 131 gp

A skirmishing crusader often serves as a scout in the army of a noble, or roams the boundaries of civilization, working with rangers to hold the line against evil. She spends her life in the wilds, and as a result can often be awkward and crass.

Hammer of Justice CR 4

XP 1,200

Dwarf paladin 5

LG Medium humanoid (dwarf)

Init –1; Senses Perception +7

Aura courage (10 ft.)

Defense

AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield)

hp 62 (5d10+30)

Fort +8, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fear

Offense

Speed 20 ft.

Melee+1 warhammer +9 (1d8+3/×3)

Ranged mwk light crossbow +5 (1d8/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day (+0 attack and AC, +5 damage)

Paladin Spell-Like Abilities (CL 5th; concentration +5)

At will—detect evil

Paladin Spells Prepared (CL 2nd; concentration +2)

1st—divine favor

Tactics

During Combat The paladin prefers melee. He uses Power Attack if easily able to hit opponents, and his divine bond to give his weapon the flaming property.

Statistics

Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 11

Base Atk +5; CMB +7; CMD 16 (20 vs. bull rush or trip)

Feats Power Attack, Toughness, Weapon Focus (warhammer)

Skills Craft (weapons) +4, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sleight of Hand +1

Languages Common, Dwarven

SQ aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 2/day), mercy (sickened)

Combat Gearpotion of shield of faith; Other Gear half-plate, heavy steel shield, +1 warhammer, masterwork light crossbow with 10 bolts, silver holy symbol, 107 gp

A hammer of justice lives to crush evil with his divinely enhanced weapon, and is beholden to none but his god.

Holy Archer CR 5

XP 1,600

Elf paladin 6

LG Medium humanoid (elf)

Init +4; Senses low-light vision; Perception +9

Aura courage (10 ft.)

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

hp 43 (6d10+6)

Fort +7, Ref +8, Will +8; +2 vs. enchantments

Immune disease, fear, sleep

Offense

Speed 30 ft.

Melee longsword +6/+1 (1d8/19–20)

Ranged+1 longbow +11/+6 (1d8+1/×3)

Special Attacks channel positive energy (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)

Paladin Spell-Like Abilities (CL 6th; concentration +8)

At will—detect evil

Paladin Spells Prepared (CL 3rd; concentration +5)

1st—bless weapon, cure light wounds

Tactics

During Combat The paladin uses her bow to smite evil before it can reach her. She uses cover and her mobility to maintain an advantage over her opponents.

Statistics

Str 10, Dex 18, Con 11, Int 10, Wis 12, Cha 14

Base Atk +6; CMB +6; CMD 20

Feats Point-Blank Shot, Precise Shot, Rapid Shot

Skills Climb +2, Perception +9, Sense Motive +5, Stealth +5

Languages Common, Elven, Orc

SQ aura, code of conduct, divine bond (weapon +1, 1/day), elven magic, lay on hands (3d6, 5/day), mercies (fatigued, staggered), weapon familiarity

Combat Gear+1 demon-bane arrows (5), +1 undead-bane arrows (5), potion of pass without trace, potion of shield of faith, alchemist's fire (2); Other Gear masterwork chain shirt, +1 longbow with 20 arrows, longsword, silver holy symbol, 184 gp

Few expect honorable archers to be paladins, since they do not fit the typical image. Other paladins sometimes look down on these archers for shunning close combat, but they care only about efficiency in protecting their flocks.

Dog rider Knight CR 6

XP 2,400

Halfling paladin 7

LG Small humanoid (halfling)

Init +2; Senses Perception +5

Aura courage (10 ft.)

Defense

AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 shield, +1 size)

hp 60 (7d10+17)

Fort +10, Ref +8, Will +8; +2 vs. fear

Immune disease, fear

Offense

Speed 15 ft.

Melee+1 lance +14/+9 (1d6+5/×3) or

mwk longsword +13/+8 (1d6+4/19–20)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day (+3 attack and AC, +7 damage)

Paladin Spell-Like Abilities (CL 7th; concentration +10)

At will—detect evil

Paladin Spells Prepared (CL 4th; concentration +7)

2nd—bull's strength

1st—bless weapon, divine favor

Tactics

Before Combat The paladin casts bull's strength.

During Combat The paladin uses Ride-By Attack to charge his foes, and uses smite evil.

Base Statistics Without bull's strength, the paladin's statistics are Melee+1 lance +12/+7 (1d6+3/×3) or mwk longsword +11/+6 (1d6+2/19–20); Str 14; CMB +8; CMD 20; Skills Climb +0.

Statistics

Str 18, Dex 14, Con 13, Int 10, Wis 8, Cha 16

Base Atk +7; CMB +10; CMD 22

Feats Mounted Combat, Ride-By Attack, Toughness, Weapon Focus (lance)

Skills Acrobatics +0 (–4 when jumping), Climb +2, Heal +7, Perception +5, Ride +8 (+10 to stay in the saddle), Survival +1

Languages Common, Halfling

SQ aura, code of conduct, divine bond (mount), lay on hands (3d6, 6/day), mercies (dazed, shaken)

Combat Gearpotion of aid, potion of shield of faith; Other Gear+1 breastplate, +1 heavy steel shield, +1 lance, masterwork longsword, silver holy symbol, exotic military saddle, 420 gp

Desert Protector CR 7

XP 3,200

Human paladin 8

LG Medium humanoid (human)

Init +3; Senses Perception +8

Aura courage (10 ft.), resolve (10 ft.)

Defense

AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex)

hp 64 (8d10+16)

Fort +10, Ref +4, Will +11

Immune charm, disease, fear

Offense

Speed 20 ft.

Melee+1 falchion +14/+9 (2d4+7/18–20)

Ranged mwk starknife +8/+3 (1d4+4/×3)

Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day (+2 attack and AC, +8 damage)

Paladin Spell-Like Abilities (CL 8th; concentration +10)

At will—detect evil

Paladin Spells Prepared (CL 5th; concentration +7)

2nd—delay poison, resist energy

1st—bless, lesser restoration

Tactics

During Combat The paladin draws attention away from weaker allies, and heals allies who are competent fighters.

Statistics

Str 18, Dex 8, Con 12, Int 10, Wis 14, Cha 14

Base Atk +8; CMB +12; CMD 22

Feats Cleave, Improved Initiative, Power Attack, Toughness, Weapon Focus (falchion)

Skills Diplomacy +10, Heal +8, Knowledge (religion) +11, Perception +8, Sense Motive +13, Survival +4

Languages Common

SQ aura, code of conduct, divine bond (weapon +2, 1/day), lay on hands (4d6, 6/day), mercies (diseased, sickened)

Combat Gearpotion of cure moderate wounds; Other Gear+1 breastplate, +1 falchion, masterwork starknife, cloak of resistance +1, ring of protection +1, silver holy symbol, 426 gp

A desert protector watches over the bodies and souls of a nomadic desert community.

Oriana Sallic

Oriana is one of the most effective god-speakers in her tribe, leading her people on a constant crusade against horrible desert monsters and cruel raiders.

Saintly Knight CR 8

XP 4,800

Half-orc paladin 9

LG Medium humanoid (human, orc)

Init –1; Senses darkvision 60 ft.; Perception +9

Aura courage (10 ft.), resolve (10 ft.)

Defense

AC 21, touch 9, flat-footed 21 (+10 armor, –1 Dex, +2 shield)

hp 72 (9d10+18)

Fort +10, Ref +5, Will +12

Defensive Abilities orc ferocity; Immune charm, disease, fear; Resist fire 10

Offense

Speed 20 ft.

Melee+1 lance +14/+9 (1d8+5/×3) or +1 heavy mace +14/+9 (1d8+5)

Ranged mwk heavy crossbow +9 (1d10/19–20)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Special Attacks channel positive energy (DC 16, 5d6), smite evil 3/day (+2 attack and AC, +9 damage)

Paladin Spell-Like Abilities (CL 9th; concentration +11)

At will—detect evil

Paladin Spells Prepared (CL 6th; concentration +8)

2nd—resist energy, zone of truth

1st—divine favor, lesser restoration, protection from evil

Tactics

Before Combat The paladin casts resist energy (fire) unless he expects damage from a different energy type. He applies silversheen to his weapon if he expects to fight devils or lycanthropes.

During Combat The paladin uses Ride-By Attack and Spirited Charge, preferring to attack the opposing leader. When on foot, he uses his mace. If facing a powerful foe, he drinks his potions.

Base Statistics Without resist energy, the paladin's statistics are Resist none.

Statistics

Str 18, Dex 8, Con 12, Int 10, Wis 13, Cha 15

Base Atk +9; CMB +13; CMD 22

Feats Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (Perception), Spirited Charge

Skills Handle Animal +6, Intimidate +4, Knowledge (history) +1, Knowledge (religion) +5, Perception +9, Ride +5 (+7 to stay in the saddle)

Languages Common, Orc

SQ aura, code of conduct, divine bond (mount), lay on hands (4d6, 6/day), mercies (frightened, shaken, staggered), orc blood, weapon familiarity

Combat Gearpotion of bull's strength, potion of delay poison, potion of shield of faith, silversheen; Other Gear+1 full plate, masterwork heavy steel shield, +1 heavy mace, +1 lance, masterwork heavy crossbow with 10 bolts, cloak of resistance +1, military saddle, 297 gp

A saintly knight accomplishes great acts with his indomitable spirit and martial prowess.

Tregor the Just

Tregor believes himself to be a good soul trapped in a body of filth. The half-orc hates his orc heritage, and though he does not know the circumstances of his birth—he was left on the doorstep of a temple—he doubts it was honorable. Raised by the temple priests, Tregor is the shining example of the paladin ideal, as perfect in discipline and purity as he is ugly in appearance. He constantly seeks to better himself and the world by performing heroic deeds, but though he is stalwart and true, his worldview can be aggravatingly black and white .

Combat Encounters: Tregor is usually encountered riding his horse, seeking those who need a champion. He questions everyone he meets on the road, and assures them that they have nothing to fear from him—so long as their spirits are pure.

Roleplaying Suggestions: Tregor tries to be honest, just, and hospitable, but has no tolerance for evil or cruelty, nor much of a sense of humor.

Pious Guard CR 9

XP 6,400

Human paladin 10

LG Medium humanoid (human)

Init –1; Senses Perception +10

Aura courage (10 ft.), resolve (10 ft.)

Defense

AC 22, touch 10, flat-footed 22 (+11 armor, +1 deflection, –1 Dex, +1 natural)

hp 84 (10d10+25)

Fort +11, Ref +4, Will +9

Immune charm, disease, fear, poison

Offense

Speed 20 ft.

Melee+1 ranseur +17/+12 (2d4+8/×3) or mwk longsword +16/+11 (1d8+7/19–20)

Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)

Special Attacks channel positive energy (DC 17, 5d6), smite evil 4/day (+2 attack and AC, +10 damage)

Paladin Spell-Like Abilities (CL 10th; concentration +12)

At will—detect evil

Paladin Spells Prepared (CL 7th; concentration +9)

2nd—bull's strength, delay poison

1st—bless, lesser restoration, protection from evil

Tactics

Before Combat The paladin casts bull's strength and delay poison.

During Combat The paladin disarms foes to capture and question them. The exceptions are mindless creatures, evil outsiders, and undead, all of which he destroys on the spot.

Base Statistics Without bull's strength, the paladin's statistics are Immune charm, disease, fear; Melee+1 ranseur +15/+10 (2d4+5/×3) or mwk longsword +14/+9 (1d8+4/19–20); Str 16; CMB +13 (+17 disarm); CMD 23 (25 vs. disarm).

Statistics

Str 20, Dex 8, Con 14, Int 14, Wis 10, Cha 14

Base Atk +10; CMB +15 (+19 disarm); CMD 25 (27 vs. disarm)

Feats Cleave, Combat Expertise, Greater Disarm, Improved Disarm, Power Attack, Weapon Focus (ranseur)

Skills Diplomacy +10, Intimidate +7, Knowledge (history, local) +7, Knowledge (nobility, religion) +10, Perception +10, Sense Motive +13, Spellcraft +10

Languages Common, Dwarven, Elven

SQ aura, code of conduct, divine bond (weapon +2, 2/day), lay on hands (5d6, 7/day), mercies (cursed, nauseated, shaken)

Other Gear+2 full plate, +1 ranseur, masterwork longsword, amulet of natural armor +1, ring of protection +1, silver holy symbol, 450 gp

These paladins often serve as guards, or administer justice for judges and merchants who perform good works for the god of cities. Often, entire units of these paladins are formed to protect holy places in large cities.

Delphos Hesara

Delphos comes from a long line of paladins in service to his home city. Despite his low tolerance for the city's corruption, Delphos would rather frighten, disarm, or subdue foes than kill them. He knows one dead body can create a war between powerful or desperate families, and peace is better served by the judicious use of force. The soldiers under his command either love him or hate him. Delphos tries to be harsh but fair, and believes that strict discipline and an organized system of punishments create better guardians. Such punishments take the form of extra duties or unpleasant posts. All punishments for his guards remain within his order—public shaming leads to disrespect and undermines their authority.

Combat Encounters: While on duty, Delphos typically commands a contingent of his soldiers, but he can sometimes be found alone on the streets of his city. He roams the neighborhoods around the temple of his god, seeking to keep the areas around the holy place safe.

Roleplaying Suggestions: When Delphos encounters strangers, he treats them with care, but also curiosity. He goes out of his way to avoid confrontation, but when that is not possible, he rarely backs down. He might deputize adventurers for special tasks that soldiers can't do in the open, such as tracking down corrupt merchants dealing in contraband.

Elven Honorblade CR 10

XP 9,600

Elf paladin 11

LG Medium humanoid (elf)

Init +3; Senses low-light vision; Perception +11

Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +1 natural)

hp 76 (11d10+11)

Fort +10, Ref +9, Will +9; +2 vs. enchantments

Immune charm, disease, fear, poison, sleep; Resist fire 20

Offense

Speed 30 ft.

Melee+1 elven curve blade +15/+10/+5 (1d10+5/15–20)

Ranged mwk longbow +15/+10/+5 (1d8/×3)

Special Attacks channel positive energy (DC 17, 6d6), smite evil 4/day (+2 attack and AC, +11 damage)

Paladin Spell-Like Abilities (CL 11th; concentration +13)

At will—detect evil

Paladin Spells Prepared (CL 8th; concentration +10)

3rd—prayer

2nd—delay poison, resist energy

1st—bless, divine favor, lesser restoration

Tactics

Before Combat The paladin casts delay poison and resist energy (fire).

During Combat The paladin uses Mobility, Spring Attack, and Whirlwind Attack to engage and destroy multiple opponents at once. He normally uses his divine bond to give his weapon the flaming and holy special abilities, but if his foes are spread out, he gives it speed instead.

Base Statistics Without resist energy, the paladin's statistics are Immune charm, disease, fear, sleep; Resist none.

Statistics

Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 14

Base Atk +11; CMB +14; CMD 29

Feats Combat Expertise, Dodge, Improved Critical (elven curve blade), Mobility, Spring Attack, Whirlwind Attack

Skills Diplomacy +10, Heal +3, Knowledge (nature) +3, Perception +11, Stealth +12, Survival +4

Languages Common, Elven, Sylvan

SQ aura, code of conduct, divine bond (weapon +3, 2/day), elven magic, lay on hands (5d6, 7/day), mercies (poisoned, sickened, staggered), weapon familiarity

Gear+2 chain shirt, +1 elven curve blade, masterwork longbow with 20 arrows, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, silver holy symbol, 319 gp

An elven honorblade guards pristine forests and hunts evil beasts that would despoil nature.

Jatha Ventoth

Jatha champions the benign nature spirits. He spends his time patrolling his beloved forests, chasing unicorns, and conversing with treants. When danger threatens his home, he has the charisma necessary to unite the creatures of the woods into an army of focused chaos.

Combat Encounters: Jatha might attack the PCs if he believes they or foes that pursue them are a threat to his home or the creatures within it. He attempts to use detect evil before attacking.

Roleplaying Suggestions: Jatha engages in mock battles with mischievous sprites, possibly leading the PCs to think he is under attack.

Forge Rider CR 11

XP 12,800

Dwarf paladin 12

LG Medium humanoid (dwarf)

Init +0; Senses Perception +7

Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection)

hp 142 (12d10+72)

Fort +13, Ref +5, Will +11; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune charm, disease, fear

Offense

Speed 20 ft.

Melee+1/+1 dwarven urgrosh +18/+13/+8 (1d8+7/1d6+7/×3)

Ranged mwk light crossbow +13 (1d8/19–20)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 16, 6d6), smite evil 4/day (+0 attack and AC, +12 damage)

Paladin Spell-Like Abilities (CL 12th; concentration +12)

At will—detect evil

Tactics

During Combat The paladin charges into battle, using Power Attack and Improved Vital Strike. He prefers fighting on horseback, but if dismounted, he finishes the battle on foot.

Base Statistics Without resist energy, the paladin's statistics are Resist none.

Statistics

Str 18, Dex 10, Con 18, Int 8, Wis 15, Cha 10

Base Atk +12; CMB +16; CMD 27 (31 vs. bull rush or trip)

Feats Improved Vital Strike, Mounted Combat, Power Attack, Toughness, Vital Strike, Weapon Focus (dwarven urgrosh)

Skills Intimidate +2, Perception +7 (+9 to notice unusual stonework), Ride +3

Languages Common, Dwarven

SQ aura, code of conduct, divine bond (mount), lay on hands (6d6, 6/day), mercies (dazed, fatigued, poisoned, stunned)

Combat Gearpotion of displacement, potions of haste (2); Other Gear+2 full plate, +1/+1 dwarven urgrosh, masterwork light crossbow with 10 bolts, belt of giant strength +2, cloak of resistance +1, ring of protection +1, silver holy symbol, chainmail barding, military saddle, 379 gp

The forge rider defends dwarven communities and meets foes head on.

Kelgul Klagan

Those who think that a dwarf cannot become an exquisite equestrian should not speak that opinion within earshot of Kelgul Klagan. He is called "the Klager" by his companions and subordinates, a mix of his family name and the sound of his mount's clattering hooves. He commands his soldiers from horseback, and those who know of him joke that he leaves his horse only to drink, sleep, and relieve himself—and maybe not always then. When they talk about his combat prowess, or when the dwarf himself is near, the joking ends, for he is a juggernaut of metal and divine fury, stern-faced and unforgiving in the face of evil and injustice. Kelgul uses few words, even for a dwarf. When in combat, though, he barks orders and expects them to be followed, even by those not under his direct command.

Combat Encounters: Kelgul is typically encountered with a group of his soldiers. If he has reason to believe the PCs are up to no good, he orders his troops to attack and take the PCs prisoner. If his soldiers are outmatched, he charges forward to rally them and to smite the most powerful enemy.

Roleplaying Suggestions: Kelgul is quiet, and content to stay out of diplomatic endeavors. When he is inclined to speak, he is surprisingly soft-spoken and courteous, though it is hard to tell whether his politeness is sincere or merely what he considers formally appropriate. Those who mistake this for weakness, however, soon learn the folly of their assumptions.

Dragon Smiter CR 12

XP 19,200

Human paladin 13

LG Medium humanoid (human)

Init +1; Senses Perception +9

Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)

hp 115 (13d10+39)

Fort +13, Ref +10, Will +10

Immune charm, disease, fear

Offense

Speed 20 ft.

Melee+1 dragon-bane greatsword +21/+16/+11 (2d6+10/19–20)

Ranged mwk heavy crossbow +15 (1d10/19–20)

Special Attacks channel positive energy (DC 17, 7d6), smite evil 5/day (+1 attack and AC, +13 damage)

Paladin Spell-Like Abilities (CL 13th; concentration +14)

At will—detect evil

Paladin Spells Prepared (CL 10th; concentration +11)

3rd—prayer

2nd—eagle's splendor, resist energy

1st—bless (2), divine favor (2)

Tactics

Before Combat The paladin casts resist energy against the breath weapon energy type of dragons he expects to fight.

During Combat The paladin casts eagle's splendor to improve his smite and divine grace. He uses Improved Vital Strike and Lunge to land solid hits on creatures with reach.

Statistics

Str 22, Dex 12, Con 14, Int 10, Wis 8, Cha 13

Base Atk +13; CMB +19; CMD 30

Feats Cleave, Great Cleave, Improved Vital Strike, Lightning Reflexes, Lunge, Power Attack, Vital Strike, Weapon Focus (greatsword)

Skills Diplomacy +9, Heal +7, Knowledge (arcana, religion) +8, Linguistics +1, Perception +9, Sense Motive +7

Languages Common, Draconic

SQ aura, code of conduct, divine bond (weapon +3, 3/day), lay on hands (6d6, 7/day), mercies (frightened, paralyzed, shaken, staggered)

Combat Gear+1 dragon-bane bolts (5), potion of displacement; Other Gear+2 full plate, +1 dragon-bane greatsword, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, silver holy symbol, 1,044 gp

A dragon smiter is sworn to slay dragons.

Telthor Grimblade

When she was only 8 years old, Telthor's entire village was consumed by dragon fire, but she was found unharmed in the rubble by priests of the goddess of valor. Seeing her survival as a miracle, the priests adopted her. For years, she suffered from terrible nightmares of fire and leathery wings. Since killing her first dragon, however, she has not had a single nightmare.

Combat Encounters: Telthor prefers to hunt alone, and might attempt to drive off anyone she thinks is unworthy of battling dragons with her. She refuses to let anyone turn her aside when she has a dragon in her path, though she is honorable and grants quarter if asked.

Roleplaying Suggestions: Telthor is quiet and suspicious, believing there are spies everywhere working for the dragons. She is currently seeking to acquire a flying magic item (a carpet of flying in particular) and is willing to team up with PCs who can direct her to where one can be found.

Rider of the Steppe CR 13

XP 25,600

Half-elf paladin 14

LG Medium humanoid (elf, human)

Init +6; Senses low-light vision; Perception +9

Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 natural)

hp 95 (14d10+14)

Fort +13, Ref +13, Will +11; +2 vs. enchantments

Immune charm, disease, fear, sleep

Offense

Speed 30 ft.

Melee+1 longsword +17/+12/+7 (1d8+3/19–20)

Ranged+2 composite longbow +22/+17/+12 (1d8+4/×3)

Special Attacks channel positive energy (DC 18, 7d6), smite evil 5/day (+1 attack and AC, +14 damage)

Paladin Spell-Like Abilities (CL 14th; concentration +15)

At will—detect evil

Paladin Spells Prepared (CL 11th; concentration +12)

3rd—heal mount

2nd—eagle's splendor, resist energy

1st—create water, divine favor (2), endure elements

Tactics

During Combat The paladin tries to remain out of melee range and attack enemies with her bow.

Statistics

Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 13

Base Atk +14; CMB +16; CMD 33

Feats Improved Precise Shot, Manyshot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception)

Skills Heal +5, Intimidate +6, Knowledge (geography, local) +5, Perception +9, Ride +10, Stealth +13, Survival +4

Languages Common, Elven, Goblin

SQ aura, code of conduct, divine bond (mount), elf blood, lay on hands (7d6, 8/day), mercies (blinded, cursed, diseased, fatigued),

Combat Gear+1 evil outsider-bane arrows (5), +1 magical beast-bane arrows (5), potion of haste, potion of invisibility; Other Gear+2 mithral breastplate, +2 composite longbow (+2 Str) with 30 arrows, +1 longsword, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, ring of protection +1, 823 gp

A rider of the steppe works individually or in a group to bring safety and law to the wild and arid flatlands, often protecting caravans and traveling dignitaries.

Leisair Truemark

Leisair traveled to the steppes in search of peace and tranquility. Instead, she found a place where raiders hunted caravans with impunity, and she decided that this place needed her far more than her homeland. She travels the wastes, often latching on to caravans as a scout.

Combat Encounters: An encounter with Leisair typically begins with warning shots. She is not opposed to opening a dialogue with a group, but even then she shouts from far away rather than risk approaching strangers.

Roleplaying Suggestions: To her friends and the people she protects, Leisair is both friendly and kind, but if she has any reason to suspect the intentions of unknown folks, she can be cold and haughty.

Giant Hunter CR 14

XP 38,400

Gnome paladin 15

LG Small humanoid (gnome)

Init +4; Senses low-light vision; Perception +13

Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 24, touch 13, flat-footed 24 (+10 armor, +2 deflection, +1 natural, +1 size)

hp 137 (15d10+50)

Fort +16, Ref +10, Will +15; +2 vs. illusions

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune charm, disease, fear

Offense

Speed 15 ft.

Melee+1 shock gnome hooked hammer +22/+17/+12 (1d6+7/×3 plus 1d6 electricity) or mwk gnome hooked hammer +22/+17/+12 (1d4+6/×4)

Ranged+1 light crossbow +17 (1d6+1/19–20)

Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, channel positive energy (DC 20, 8d6), smite evil 5/day (+3 attack and AC, +15 damage)

Gnome Spell-Like Abilities (CL 15th; concentration +18)

1/day—dancing lights, ghost sound, prestidigitation, speak with animals

Paladin Spell-Like Abilities (CL 15th; concentration +18)

At will—detect evil

Paladin Spells Prepared (CL 12th; concentration +15)

4th—holy sword

3rd—daylight, prayer (2)

2nd—resist energy (2), shield other

1st—bless, divine favor (2), endure elements

Tactics

During Combat The paladin uses divine bond to give her weapon a mix of the defending, flaming, and holy special abilities.

Statistics

Str 18, Dex 10, Con 15, Int 8, Wis 12, Cha 16

Base Atk +15; CMB +18; CMD 30

Feats Bleeding Critical, Critical Focus, Extra Lay on Hands, Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (gnome hooked hammer)

Skills Knowledge (dungeoneering, local) +4, Perception +13, Stealth +8

Languages Common, Gnome, Sylvan

SQ aura, code of conduct, divine bond (weapon +4, 3/day), lay on hands (7d6, 12/day), mercies (cursed, diseased, nauseated, sickened, stunned)

Combat Gearpotions of haste (2); Other Gear+2 shadow half-plate, +1 light crossbow with 20 bolts, +1 shock/masterwork gnome hooked hammer, amulet of natural armor +1, belt of giant strength +2, boots of striding and springing, cloak of resistance +2, ring of protection +2, 543 gp

This paladin's lifelong mission is to eradicate evil giants.

Neln Belgurorn

All gnomes have obsessions, but few are as grim as Neln's obsession to see the world rid of evil giants. Her interest in this goal is neither cheerful nor curious; she has simply seen far too many villages destroyed and lives ruined by giant attacks. She sees it as her sworn duty to hunt and kill these evil beings so they cannot murder or enslave anyone else. So single-minded is her quest against giants that other gnomes have joked she must have dwarven blood in her ancestry. Since she respects dwarven tenacity and toughness, she takes this as a compliment.

Combat Encounters: Neln is commonly in the company of dwarves who share her desire to see the destruction of giant strongholds, and neither she nor her allies let anyone stand in their way. She sees those who protect giants as being as culpable as giants themselves—perhaps even worse, as they should know better.

Roleplaying Suggestions: Often frowning and stoic, Neln is not like other gnomes. Her lust for life and its experiences is dampened by her bloody quest.

Mounted Paragon CR 15

XP 51,200

Human paladin 16

LG Medium humanoid (human)

Init +1; Senses Perception +15

Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)

Defense

AC 28, touch 12, flat-footed 27 (+11 armor, +1 deflection, +1 Dex, +1 natural, +4 shield)

hp 148 (16d10+56)

Fort +17, Ref +10, Will +13

Immune charm, disease, fear, poison; Resist fire 30

Offense

Speed 20 ft.

Melee+1 holy lance +24/+19/+14/+9 (1d8+7/19–20/×3) or

+1 heavy mace +23/+18/+13/+8 (1d8+7)

Space 5 ft.; Reach 5 ft. (10 ft. with lance)

Special Attacks channel positive energy (DC 20, 8d6), smite evil 6/day (+2 attack and AC, +16 damage)

Paladin Spell-Like Abilities (CL 16th; concentration +18)

At will—detect evil

Paladin Spells Prepared (CL 13th; concentration +15)

4th—holy sword

3rd—heal mount, prayer

2nd—delay poison, eagle's splendor, remove paralysis, resist energy

1st—bless (2), divine favor (2)

Tactics

Before Combat The paladin casts delay poison and resist energy (fire).

During Combat The paladin fights from horseback with his lance, positioning himself where he can attack the enemy leader using Spirited Charge. He uses Improved Overrun and Trample to pass and crush creatures in his way. If he is unhorsed and mounting again is dangerous or impractical, he casts holy sword on his mace and fights on foot.

Base Statistics Without delay poison and resist energy, the paladin's statistics are Immune charm, disease, fear; Resist none.

Statistics

Str 22, Dex 12, Con 16, Int 10, Wis 8, Cha 14

Base Atk +16; CMB +22 (+24 overrun); CMD 34 (36 vs. overrun)

Feats Improved Critical (lance), Improved Overrun, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon Focus (lance)

Skills Handle Animal +9, Heal +6, Intimidate +10, Perception +15, Ride +15 (+17 to stay in the saddle), Sense Motive +10

Languages Common

SQ aura, code of conduct, divine bond (mount), lay on hands (8d6, 10/day), mercies (fatigued, frightened, paralyzed, shaken, staggered)

Other Gearpotion of haste; Other Gear+2 full plate, +2 heavy steel shield, +1 heavy mace, +1 holy lance, amulet of natural armor +1, belt of physical might +2 (Str, Con), cloak of resistance +2, ring of protection +1, full plate barding, military saddle, 3,288 gp

This holy warrior is a skilled rider who dispenses harsh justice at the point of a lance.

Velj Thundari

Velj Thundari feels at home only when riding a horse, and always seeks to improve his horsemanship. He spends so much time training with his steed that he often has a hard time interacting with people. Unlike his mount, people don't automatically react to his commands (especially since many of these are nonverbal cues),and he often sees their confusion as opposition. Commoners easily frustrate him, which makes him react with sarcasm. He values those people who see his wisdom, however, and is willing to make the ultimate sacrifice to keep them safe.

Combat Encounters: Velj is comfortable fighting alone, leading a charge of mounted knights, or breaking through a wall of enemy defenders to reach their leader. If he grows frustrated with a PC, he might challenge that character to face him a nonlethal duel.

Roleplaying Suggestions:Velj is proud of his accomplishments and his paladin code. He becomes angry if he or his life's path is insulted.

Axe Lord CR 16

XP 76,800

Dwarf paladin 17

LG Medium humanoid (dwarf)

Init +3; Senses Perception +12

Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)

Defense

AC 26, touch 11, flat-footed 26 (+10 armor, +2 deflection, –1 Dex, +1 natural, +4 shield)

hp 183 (17d10+85)

Fort +16, Ref +7, Will +15; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 5/evil; Immune charm, compulsion, disease, fear, poison

Offense

Speed 20 ft.

Melee+3 shock dwarven waraxe +27/+22/+17/+12 (1d10+9/19–20/×3 plus 1d6 electricity)

Ranged+1 throwing axe +17/+12/+7/+2 (1d6+7)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 20, 9d6), smite evil 6/day (+2 attack and AC, +17 damage)

Paladin Spell-Like Abilities (CL 17th; concentration +19)

At will—detect evil

Paladin Spells Prepared (CL 14th; concentration +16)

4th—holy sword

3rd—greater magic weapon, prayer

2nd—delay poison, eagle's splendor (2), shield other

1st—bless, divine favor (2), lesser restoration, protection from evil

Tactics

Before Combat The paladin casts delay poison on himself and greater magic weapon on his waraxe.

During Combat The paladin uses Improved Vital Strike and Cleave if he has a few targets close together.

Base Statistics Without delay poison and greater magic weapon, the paladin's statistics are Immune charm, compulsion, disease, fear; Melee+1 shock dwarven waraxe +25/+20/+15/+10 (1d10+7/19–20/×3 plus 1d6 electricity).

Statistics

Str 22, Dex 8, Con 16, Int 10, Wis 14, Cha 14

Base Atk +17; CMB +23; CMD 34 (38 vs. bull rush or trip)

Feats Cleave, Extra Lay on Hands, Improved Critical (dwarven waraxe), Improved Initiative, Improved Vital Strike, Power Attack, Toughness, Vital Strike, Weapon Focus (dwarven waraxe)

Skills Climb +4, Diplomacy +7, Heal +7, Intimidate +10, Knowledge (local) +2, Knowledge (religion) +5, Perception +12 (+14 to notice unusual stonework), Swim +4

Languages Common, Dwarven

SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay on hands (8d6, 12/day), mercies (dazed, deafened, nauseated, paralyzed, shaken)

Other Gear+3 banded mail, +2 heavy steel shield, +1 shock dwarven waraxe, +1 throwing axe, amulet of natural armor +1, belt of giant strength +4, boots of speed, cloak of resistance +1, headband of alluring charisma +2, ring of protection +2, silver holy symbol, platinum rings for shield other (2, worth 50 gp each), 1,667 gp

Axe lords guard dwarven citadels, hunting foul monsters from the deeps and threats from outside.

Edager Graybeard

A grim and proud dwarven warrior, Edager has a hard time trusting people not of his race, but saves his true enmity for goblins, giants, orcs, and the foul creatures of the Darklands.

Furious Crusader CR 17

XP 102,400

Halfling paladin 18

LG Small humanoid (halfling)

Init +1; Senses Perception +13

Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)

Defense

AC 30, touch 15, flat-footed 29 (+13 armor, +3 deflection, +1 Dex, +2 natural, +1 size)

hp 139 (18d10+36)

Fort +18, Ref +12, Will +17; +2 vs. fear

DR 5/evil; Immune charm, compulsion, disease, fear

Offense

Speed 30 ft.

Melee+3 flaming longspear +27/+22/+17/+12 (1d6+9/×3 plus 1d6 fire)

Ranged+1 sling +21 (1d3+5)

Space 5 ft.; Reach 5 ft. (10 ft. with longspear)

Special Attacks channel positive energy (DC 22, 9d6), smite evil 6/day (+3 attack and AC, +18 damage)

Paladin Spell-Like Abilities (CL 18th; concentration +21)

At will—detect evil

Paladin Spells Prepared (CL 15th; concentration +18)

4th—death ward, dispel evil

3rd—greater magic weapon, magic circle against evil, prayer

2nd—delay poison (2), resist energy (2)

1st—bless (2), bless weapon (2), divine favor

Tactics

Before Combat The paladin casts greater magic weapon on his longspear.

During Combat The paladin reserves most of his spells and magic items for helping allies against a common foe. He uses Cleave as often as possible against grouped opponents, and Lunge and Stand Still to control the movement of multiple enemies. He uses his divine bond to give his longspear the defending, holy, keen, or speed special ability.

Base Statistics Without greater magic weapon, the paladin's statistics are Melee+1 flaming longspear +25/+20/+15/+10 (1d6+7/×3 plus 1d6 fire).

Statistics

Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 16

Base Atk +18; CMB +21; CMD 35

Feats Cleave, Combat Reflexes, Greater Vital Strike, Improved Vital Strike, Lunge, Power Attack, Stand Still, Vital Strike, Weapon Focus (longspear)

Skills Acrobatics –2 (–1 when jumping), Climb +4, Diplomacy +11, Heal +9, Knowledge (local) +4, Knowledge (religion) +7, Perception +13, Swim +2

Languages Common, Halfling

SQ aura, code of conduct, divine bond (weapon +5, 4/day), lay on hands (9d6, 12/day), mercies (blinded, cursed, diseased, paralyzed, sickened, stunned)

Combat Gear+1 holy bullets (10), +1 undead-bane bullets (10), potions of haste (2), wand of cure light wounds (50 charges); Other Gear+4 full plate, +1 flaming longspear, +1 sling with 20 bullets, amulet of natural armor +2, belt of giant strength +2, boots of striding and springing, cloak of resistance +1, ring of protection +3, 8,735 gp

The furious crusader is a compact bundle of holy power with a chip on his shoulder.

Hellin Tallhallow

Short, stout for a halfling, and powerful, Hellin sees himself as the quintessential paladin—and does not suffer fools who doubt his prowess or speak condescendingly about his size. Most of the time he is a cheerful defender of everything lawful and good, but he is quick to anger if small folk or innocents are threatened, abused, or mocked.

Combat Encounters: Hellin picks fights with slavers or slave owners, even in lands where slavery is legal or ignored. In his mind, those who turn a blind eye are just as guilty as those who forge the chains.

Roleplaying Suggestions: Hellin may need assistance with freeing or protecting a particularly large band of slaves.

Mithral Master CR 18

XP 153,600

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.)

Defense

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

Offense

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

Tactics

Before Combat The paladin casts delay poison and resist energy (fire) on himself and greater magic weapon on his longsword.

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.

Base Statistics 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).

Statistics

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 Gearpotion 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

The mithral master is a gleaming symbol of honor.

Kallisi Kul

Kallisi Kul is a symbol of justice and an object for adoration in a city ruled by a corrupt oligarchy.

Demon Hunter CR 19

XP 204,800

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.)

Defense

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

Offense

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)

Tactics

Before Combat The paladin casts delay poison and protection from energy (electricity and fire) on herself, and greater magic weapon on her greatsword.

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.

Base Statistics 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).

Statistics

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.