Halfling Paladin 1
LG Small humanoid (halfling)
Init +4; Perception +2
AC 19/20 vs larger, touch 14, flat-footed 14 (+4 armor, +4 dex, +1 size, +1 underfoot)
Fort +3, Ref +4 (+5 vs trample), Will +1 (+3 vs fear)
Spd 30 ft.
Ranged Lt Crossbow +6 (1d6, 19-20/x2)
Ranged Dagger +6 (1d3, 19-20/x2)
Melee Scimitar +2 (1d4, 18-20/x2)
Melee Dagger +2 (1d3, 19-20/x2)
Melee Light Mace +2 (1d4, x2)
Statistics: Str 10, Dex 19, Con 12, Int 14, Wis 8, Cha 16
Base Atk +1; CMB +0; CMD 14
Feats: Deadly Aim, Precise Shot*
Traits: Strong Arm Supple Wrist, Hunter's Blood
Skills: 2+2+1 = 5
1 Diplomacy +7
1 Kn (religion) +6
1 Perception +2
1 Ride +8
1 Stealth +9
Languages: Common, Halfling, Elven, Goblin
Gear: Chain Shirt 100gp, lt crossbow 35gp, 20 bolts 2gp, 2 daggers 2gp, lt mace 5gp
Aura of Good
Paladin (Divine Hunter/Warrior of the Holy Light):
Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int) -
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency.
Halfling Racial Traits
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: 30 ft (Fleet Footed)
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.