Male Aasimar paladin 15
LG Medium outsider (native, human)
Init +1, Senses darkvision (60 ft.), Perception +16
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
AC 34, touch 13, flat-footed 33 (+14 armor +2 deflection +2 natural +6 shield)
HP 169 (15d10+75)
Fort +22, Ref +15, Will +22; +2 vs. death effects
Immune charm, disease, fear; Resistances acid 5, cold 5, electricity 5, SR 20
Speed 20 ft.
MeleeCheru's Sword (holy avenger: +5 holy cold iron longsword) +26/+21/+16 (1d8+10/17-20)
MeleeCheru's Sword (holy avenger: +5 axiomatic defending holy flaming burst cold iron longsword) +26/+21/+16 (1d8+10 plus 1d6 fire/17-20) with divine bond active
Melee+1 spear +20/15/10 (1d8+8/x3)
Ranged+1 spear +17 (1d8+6/x3)
Special Attacks channel positive energy (DC 22, 8d6 points), smite evil 5/day (+5 attack and deflection bonus to AC, +15 damage)
Spell-like abilities(CL 15th, concentration +20)
at-will - detect evil, greater dispel magic (area only) 1/day - lesser age resistance
Paladin Spells (CL 15th, concentration +20)
4th- fire of vengeance, sacrificial oath (DC 19)
3rd- archon's aura (DC 18), deadly juggernaut, sanctify armor
2nd- aura of greater courage, litany of defense, remove paralysis
1st- bless, bless weapon, divine favor, liberating command, word of resolve (DC 16)
Str 20, Dex 12, Con 16, Int 14, Wis 12, Cha 20
Base Atk +15, CMB +20, CMD 33
Feats critical focus, improved critical (longsword), iron will, lunge, power attack, staggering critical, toughness, weapon focus (longsword)
Skills Diplomacy +23, Perception +16, Profession (soldier) +19, Sense Motive +19
Languages Dansk Tunga ("Old Norse"), Dwarven, Elven
Traits indomitable faith, resilient
SQ aura, code of conduct, divine bond (weapon +4, 3/day), immortal spark, lay on hands (7d6, 12/day), mercies (dazed, fatigued, frightened, shaken, stunned), scion of humanity
Combat Gearpotion of heroism, potion of resist energy (cold); Other Gearmithral full plate of speed +4, +4 heavy wooden shield, Cheru's Sword (holy avenger: +5 holy cold iron longsord with spell resistance on wielder and anyone adjacent [5 + paladin's level]), +1 spear, amulet of natural armor +2, headband of alluring charisma +4, belt of physical might (Str. & Con.) +2, cloak of resistance +4, ring of protection +2
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Faith (Su) Your weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of you is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Good (Ex) You project an overwhelming good aura.
Aura of Justice (Su) You can expend two uses of your smite ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this Smile Evil ability by the start of your next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Resolve (Su) You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 8d6 (DC 22 for half) /day.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell.
Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil.
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).