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)
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 Gear potion 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