Saint* (CR 9)
AC: 23 (-1 Dex, +9 +1 full plate, +2 heavy steel shield, +3 insight), touch 12, flat-footed 23
Hit Dice: 7d10+14 (57 hp); DR: 5/magic
Fort +11 (+15 against poison), Ref +5, Will +8
Speed: 30 ft. (20 ft. in full plate armor)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +9
Attack: +1 longsword +11 melee, or masterwork composite longbow (+2 Str bonus) with +1 arrows +8 ranged
Full Attack: +1 longsword +11/+6 melee, or masterwork composite longbow (+2 Str bonus) with +1 arrows +8/+3 ranged
Damage: +1 longsword 1d8+3/17-20 plus holy, masterwork composite longbow (+2 Str bonus) with +1 arrows 1d8+3/x3
Special Attacks/Actions: Holy power, holy touch, smite evil 2/day, spells, turn undead
Abilities: Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 19
Special Qualities: Aura of courage, detect evil, divine grace, fast healing 3, immunity to acid, cold, disease, electricity, and petrification, lay on hands, protective aura, remove disease, resistance to fire 10, special mount
Feats: Gift of Grace; Hands of a Healer; Improved Critical (longsword); Weapon Focus (longsword)
Skills: Concentration +12, Heal +13, and Ride +9
Advancement: By character class
Treasure/Possessions: As NPC
Book of Exalted Deeds
Holy Power (Su): The save DCs of any and all of the saints special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.
Smite Evil (Su): +4 to attack roll, +7 to damage.
Turn Undead (Su): As a 4th-level cleric.
Aura of Courage (Su): Immune to fear, allies within 10 feet gain +4 morale bonus on saves against fear.
Detect Evil (Sp): At will.
Divine Grace (Su): Applies Charisma modifier as a bonus to all saving throws (included in the statistics above.)
Lay on Hands (Su): Cure 42 points of damage per day.
Remove Disease (Sp): Once per week.
Special Mount (Sp): Summon mount 1/day, duration 14 hours.
Paladin Spells Prepared: 1st - bless weapon, lantern light.
Paladin's Mount: Heavy Warhorse, Large Magical Beast (Augmented Animal);
HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC 14 (touch 10, flat-footed 13);
Base Atk +6; Grp +14; Atk +6/+6 melee (1d6+4, two hooves) and +1 melee (1d4+2, bite);
Space/Reach 10 ft./5 ft.;
SQ Empathic link, improved evasion, scent, share saving throws, share spells;
SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 6.
Skills: Listen +7, Spot +7.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.