Crusader (Holy Warrior)
Human paladin 4
LG Medium humanoid
Init +3; Senses Perception +4
Aura courage (10 ft.)
Defense
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 26 (4d10+4)
Fort +6, Ref +6, Will +4
Defensive Abilities divine grace +2; Immune disease, fear
Offense
Speed 20 ft.
Melee MWK cold iron greatsword +7 (2d6+3/19–20) or MWK lance +7 (1d8+2/×3) or
MWK dagger +7 (1d4+2/19–20)
Ranged MWK composite longbow +8 (1d8+2/×3) or MWK dagger +8 (1d4 + 2/19–20)
Special Attacks smite evil (2/day, +2 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +6)
At Will—detect evil
Paladin Spells Prepared (CL 4th; concentration +6)
1st—divine favor
Statistics
Str 14, Dex 17, Con 12, Int 10, Wis 8, Cha 14
Base Atk +4; CMB +6; CMD 19
Feats Deadly Aim, Point Blank Shot, Power Attack
Skills Craft (armor) +4, Craft (weapons) +4, Diplomacy +5, Handle Animal +5, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +1, Ride +8, Sense Motive +4
Languages Common
SQ aura of good, channel positive energy (DC 14, 2d6), lay on hands (2d6, 4/day)
Gear +1 breastplate, MWK cold iron greatsword, MWK composite longbow (+2 Str) with 20 arrows, 10 cold iron arrows, MWK dagger, MWK lance, silver holy symbol, light horse (combat trained) with military saddle.
Deadly Aim (Combat) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.