NPC Codex | Rules | Core Class NPCs | Paladin | Paladins | Demon Hunter

Demon Hunter

Super Race: human paladin 20. Cr: 19. Xp: 204,800. Alignment: LG. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +4. Senses: darkvision 60 ft.; Perception +19. Aura: courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.). Ac: 30, touch 14, flat-footed 30 (+14 armor, +4 deflection, +2 natural).
Hp: 214 (20d10+100).
Fortitude: +23. Reflex: +14. Will: +19. Dr: 10/evil. Resist: electricity 30, fire 30. Immune: charm, compulsion, disease, fear, poison.
Speed: 30 ft.. Melee: +4 cold iron evil outsider-bane greatsword +32/+27/+22/+17 (2d6+14/17–20). Ranged: +1 shortbow +21/+16/+11/+6 (1d6+1/×3). Special Attacks: channel positive energy (DC 23, 60 points), smite evil 7/day (+3 attack and AC, +20 damage, banish evil outsiders). Strength: 24. Dexterity: 10. Constitution: 17. Intelligence: 12. Wisdom: 8. Charisma: 16.
Base Attack: +20. Cmb: +27. Cmd: 41.
Feats: Critical Focus, Extra Lay on Hands, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stunning Critical, Toughness, Weapon Focus (greatsword).
Skills: Climb +7, Diplomacy +11, Heal +7, Intimidate +13, Knowledge (arcana) +6, Knowledge (planes) +21, Linguistics +3, Perception +19, Survival +2, Swim +7.
Languages: Abyssal, Celestial, Common, Infernal. Special Qualities: aura, code of conduct, divine bond (weapon +6, 4/day), holy champion, lay on hands (60 points, 15/day), mercies (dazed, nauseated, poisoned, sickened, staggered, stunned). Combat Gear: +1 evil outsider-bane arrows (5), +1 evil outsider-bane holy arrows (5), +1 holy arrows (5), potions of fly (2). Other Gear: +5 full plate, +1 cold iron evil outsider-bane greatsword, +1 shortbow with 20 arrows, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of striding and springing, cloak of resistance +3, goggles of night, phylactery of faithfulness, ring of protection +4, 4,760 gp.
paladin spells prepared: (CL 17th; concentration +20)

4th-break enchantment, death ward, dispel evil

3rd-daylight (2), greater magic weapon, prayer

2nd-delay poison, eagle's splendor (2), protection from energy (2)

1st-divine favor (3), lesser restoration (2)

paladin spell-like abilities: (CL 20th; concentration +23)

At will-detect evil


Tactics

Before Combat The paladin casts delay poison and protection from energy (electricity and fire) on herself, and greater magic weapon on her greatsword.

During Combat The paladin targets the most powerful creature present or an obviously demonic target. She uses her divine bond to add the brilliant energy, holy, keen, and speed special abilities to her greatsword as appropriate, and uses mercies to counteract any negative conditions or afflictions she gains.

Base Statistics Without delay poison, greater magic weapon, and protection from energy, the paladin's statistics are

Immune charm, compulsion, disease, fear

Resist none

Melee +1 cold iron evil outsider-bane greatsword +29/+24/+19/+14 (2d6+11/17-20).

The demon hunter has sworn to battle the hordes of the Abyss. Though the demons constantly tempt her and try to lead her from her path, she remains resolute—though somewhat paranoid and difficult to befriend because of the number of allies she's seen slain.