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Mithral Master

Mithral Master CR 18

Source NPC Codex pg. 126
XP 153,600
Half-elf paladin of Abadar 19
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; Immune charm, compulsion, disease, fear, poison, sleep; Resist fire 30

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
Paladin 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

Tactics

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).

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)
Languages Common, Elven
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)
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

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.