Mithral Master
CR: 18 XP: 153,600
LG Medium humanoid (elf, human)
Init: +6 Senses: low-light vision Perception: +17
Aura: courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.)
Defense
AC: 31, touch 16, flat-footed 29 (+10 armor, +4 deflection, +2 Dex, +2 natural, +3 shield)
HP: 185 (19d10+76)
Fort: +20 Ref: +13 Will: +15, +2 vs. enchantments
DR: 5/evil
Resist: fire 30
Immune: charm, compulsion, disease, fear, poison, sleep
Offense
Speed: 30 ft.
Melee: +4 axiomatic longsword +29/+24/+19/+14 (1d8+9/17–20) or +1 lance +26/+21/+16/+11 (1d8+6/19–20/×3)
Special Attacks: channel positive energy (DC 22, 10d6), smite evil 7/day (+3 attack and AC, +19 damage)
Spell-Like Abilities: (CL 19th; concentration +22) At will—detect evil
Spells Prepared: (CL 16th; concentration +19) 4th—death ward, neutralize poison 3rd—daylight, greater magic weapon, prayer, remove blindness 2nd—delay poison, eagle’s splendor (2), resist energy 1st—bless, create water, divine favor (2), lesser restoration
Statistics
Str: 20 Dex: 14 Con: 14 Int: 10 Wis: 8 Cha: 16
Base Atk: +19 CMB: +24 CMD: 40
Feats: Extra Lay on Hands, Great Fortitude, Improved Critical (lance, longsword), Improved Initiative, Mounted Combat, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (longsword, lance)
Skills: Diplomacy +11, Intimidate +6, Knowledge (local) +5, Knowledge (nobility) +8, Perception +17, Ride +10 (+12 to stay in the saddle)
SQ: aura, code of conduct, divine bond (weapon +5, 4/day), elf blood, lay on hands (9d6, 14/day), mercies (blinded, dazed, diseased, fatigued, paralyzed, shaken)
Languages: Common, Elven
Combat Gear: potion of haste
Other Gear: +4 mithral chainmail, +1 heavy steel shield, +1 axiomatic longsword, +1 lance, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +2, horseshoes of speed, ring of protection +4, slippers of spider climbing, combat-trained heavy horse, military saddle, holy symbol, 2, 010 gp
Description
Half-elf paladin of Abadar 19
Before Combat: The paladin casts delay poison and resist energy (fire) on himself and greater magic weapon on his longsword.
During Combat: The paladin fights on horseback or on foot as the situation warrants. He casts eagle’s splendor to enhance his smite evil attacks, but otherwise relies on standard melee tactics and healing himself with lay on hands.
Base Statistics: Without delay poison, greater magic weapon, and resist energy the paladin’s statistics are Immune charm, compulsion, disease, fear, sleep; Resist none; Melee +1 axiomatic longsword +26/+21/+16/+11 (1d8+6/17–20).
The mithral master is a gleaming symbol of honor.
Kallisi Kul: Kallisi Kul is a symbol of justice and an object for adoration in a city ruled by a corrupt oligarchy.
Source: NPC Codex, p. 126
