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Defense
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AC 18, touch 13, flat-footed 15 (+4 Hide Armor, +2 Dex, +1 Natural, +1 Dodge)
hp 21
Fort +6, Ref +5, Will +5
Resistant: +2 vs mind affecting effects and poisons
Immune: Disease and Fear
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Offense
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Base Atk +3; CMB +5; CMD 18
Speed 30 ft.
Melee
Dagger: +5/1d4+3/19-20 x2
Heavy Mace: +5/1d8+4/ 20 x2
Ranged
Special Attacks/ Abilities Smite Evil: Once per day as a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite.
Aura of Courage: Allies within 10' receive +4 vs fear
Lay On Hands: May heal 1d6 HP, 4/day. Standard action to heal others, Swift action for self. Anyone healed via LOH is also subject to Mercy. Mercy removes one condition from the target of the spell.
Mercies:
Fatigued
Greater Mercy: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage
Acrobatics +0
Appraise -1
Bluff +2
Climb +/- 0
Diplomacy +7
Disable Device -
Disguise +2
Escape Artist -1
Fly -1
Handle Animal - (+2 vs reptiles)
Heal +3
Intimidate +2
Knowledge (religion) +3
Linguistics -
Perception +3
Ride -1
Sense Motive +0
Sleight of Hand -
Spellcraft -
Stealth +0
Survival +0
Swim +0
Use Magic Device -
Languages:
Common
Nagaji
Equipment:
Combat Gear
Dagger
Heavy Mace
Other Gear
Backpack
Belt pouch
Explorer's Outfit
Holy Symbol (Erastil)
Holy Text (Erastil)
Waterskin
Magical Gear
Wand of Cure Light Wounds x35
Coin 340gp 5 sp
F:12 PP:10
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Special Abilities
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Armored Scales: +1 Natural armor
Aura Of Courage Allies within 10' receive +4 vs fear
Aura Of Good Detect Evil: At will, as a move action cast detect evil. Counts as if concentrated for 3 rounds.
Divine Health Immune to all diseases
Lay On Hands 1d6 hp, 4/day, +Mercy and Greater Mercy
Low Light Vision MercyFatigued Resistant +2 vs mind affecting effects and poisons
Serpents Sense: +2 Handle animal vs reptiles and on Perception
Smite Evil: 1/day, Swift Action, +3 to hit, +1 dmg. If target is evil outsider, evil dragon, or undead= first successful attack dmg is +2. Smite Evil bypasses DR, +3 deflection to AC vs smite target. If target is not evil, smite is wasted with no effect.