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)
Paladin Spells Prepared (CL 17th; concentration +20)
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