Speed 20
Melee
Single Attack Warhammer +3 (1d8+2 X3)
or Javelin +3 (1d6+2)
Full Attack
Warhammer +3 (1d8+2 X3)
or Javelin +3 (1d6+2) range 30
Space 5ft.; Reach 5
Feats
Armour Prof Light,Medium, Heavy
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency
Bodyguard: Aid Another AC as by spending an AoO
Combat Reflexes 2 AoOs per round.
Skills
Craft (Armor) 4, Diplomacy 8, Handle Animal 4, Heal 0, Know Nobility 0, Know Religion 0, Perception 0, Profession Smith 4, Ride 2, Sense Motive 0.
Traits
Protective Faith
Aid Another AC grants +3 instead of +2
Fed-Up Citizen
+1 bonus on Disguise checks/Disguise a class skill.
Effective Hit Dice are 4 lower when discerning the strength of your aura. (Treated as standard-aligned creature rather than a divine spellcaster)
+1 trait bonus on saves vs mind-affecting effects.
SPECIAL ABILITIES
Aura of Good Radiated good (supressed)
Detect Evil: At will
Bastion of Good (Su):
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.