Crusader (Saint)
CR: 11 XP: 12,800
LG Medium humanoid
Init: –1 Senses: Perception +6
Aura: courage (10 ft.), justice (10 ft.), resolve (10 ft.)
Defense
AC: 22, touch 9, flat-footed 22 (+9 armor, –1 Dex, +4 shield)
HP: 92 (12d10+26)
Fort: +15 Ref: +8 Will: +13
Defensive Abilities: divine grace +5
DR: 5/magic
Offense
Speed: 20 ft.
Melee: +1 evil outsider bane scimitar +15/+10/+5 (1d6+3/15–20) or light hammer +14/+9/+4 (1d4+2)
Ranged: light hammer +11 (1d4+2)
Special Attacks: channel positive energy (DC 21, 6d6), smite evil (+5 attack and AC, +12 damage)
Spell-Like Abilities: (CL 12th; concentration +17) At Will—detect evil
Spells Prepared: (CL 9th; concentration +14) 3rd—dispel magic, magic circle vs. evil 2nd—bull’s strength, resist energy, shield other 1st—bless weapon, divine favor (2), lesser restoration
Statistics
Str: 15 Dex: 8 Con: 14 Int: 12 Wis: 10 Cha: 20
Base Atk: +12 CMB: +14 CMD: 23
Feats: Alignment Channel, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Channel, Improved Critical (scimitar), Magical Aptitude, Power Attack
Skills: Diplomacy +20, Handle Animal +10, Knowledge (religion) +10, Perception +6, Perform (oratory) +6, Sense Motive +10, Spellcraft +20, Use Magic Device +21
SQ: aura of good, divine bond (weapon +3), lay on hands (6d6, 15/day [4 for channeling only]), mercies (sickened, diseased, nauseated, stunned)
Languages: Celestial, Common
Combat Gear: scrolls of expeditious retreat (4), see invisibility (1), and true strike (4)
Other Gear: +1 half-plate of invulnerability, +2 heavy steel lion’s shield, +1 evil outsider bane scimitar, cold iron light hammers (2)
Description
Human paladin 12
Boon A saint can craft or commission a good-aligned magical item for the PCs at a 20% discount, arrange an audience with a good-aligned NPC of any level, or obtain a response to a single question to her deity as if using a commune spell.
A saint is the embodiment of the crusader ideal. A saint might head a crusader temple or order or could be matriarch of her own religious tradition. A saint usually keeps a priest and holy warrior as advisors (CR 12), or a saint with a squad of four holy warriors might accompany a king (CR 15).
Source: GameMastery Guide, p. 269
