I am trying to optimize my paladin for max defense/damage to Evil Outsiders (Specifically Devils).
I need to keep race aasimar and I would prefer to keep Paladin. 20 point by - added abilities to Strength +2 and Charisma +2.
Angel-blooded aasimar (angelkin) oracle 1/paladin (oath against fiends, divine defender) 15 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), shared defense (15 ft.)
AC 31, touch 13, flat-footed 28 (+14 armor, +3 Dex, +4 natural)
hp 169 (16 HD; 1d8+15d10+86)
Fort +24, Ref +21, Will +23; +2 vs. [evil], +2 vs. death
Immune disease, fear
Speed 30 ft. (20 ft. in armor)
Melee valor's minion +26/+21/+16 (1d10+15/17-20 plus 2d6 vs. evil)
Ranged +1 adaptive bane greenwood composite longbow +17/+12/+7 (1d8+10/×3 plus 2d6 vs. )
Special Attacks channel positive energy 6/day (DC 23, 8d6), smite evil 5/day (+6 attack and AC, +15 damage)
Paladin Spell-Like Abilities (CL 15th; concentration +21)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—celestial healing, comprehend languages, cure light wounds
. . 0 (at will)—create water, ghost sound (DC 16), light, mage hand, purify food and drink (DC 16), read magic
. . Mystery Battle
Paladin (Oath against Fiends, Divine Defender) Spells Prepared (CL 12th; concentration +18)
. . 4th—crusader's edge (DC 20), sacrificial oath[APG] (DC 20)
. . 3rd—burst of speed[UC], life current (DC 19), shield of wings
. . 2nd—inheritor's smite, protection from outsiders, righteous vigor[APG] (DC 18), shield other
. . 1st—bless, challenge evil[APG] (DC 17), divine favor, fallback strategy, lesser restoration
Str 26, Dex 10, Con 20, Int 10, Wis 14, Cha 22
Base Atk +15; CMB +24; CMD 33
Feats Angelic Blood[ARG], Cornugon Smash, Exotic Weapon Proficiency (bastard sword), Fey Foundling[ISWG], Furious Focus[APG], Improved Critical (bastard sword), Intimidating Prowess, Power Attack
Traits armor expert, omen
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Fly +1, Heal +8, Intimidate +28, Knowledge (planes) +13 (+15 vs. Devil), Knowledge (religion) +9 (+11 vs. Devil), Perception +12, Ride +2, Sense Motive +6, Spellcraft +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ anchoring aura, divine bond (weapon +4, 3/day), exalted resistance[ARG], holy vessel, lay on hands 13/day (7d6), oracle's curse (haunted), revelation (sidestep secret)
Other Gear angel's wings, +1 adaptive bane greenwood composite longbow, valor's minion[UE], amulet of natural armor +4, belt of physical might +6 (Str, Con), cloak of resistance +4, headband of mental prowess +4 (Wis, Cha), 3,865 gp
Anchoring Aura (DC 23) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Exalted Resistance (21) You have spell resistance 21 vs. evil spells, or any spell cast by evil outsiders.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 8d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shared Defense (6 rounds, 15 ft., +3 AC, immune to bleeding, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Smite Evil (5/day) (Su) +6 to hit, +15 to damage, +6 deflection bonus to AC when used.
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Thanks for looking