50th-Level Quasi-deity Paladin of Freedom/Divine Emissary of Ériu
Medium Outsider (Chaotic, Extraplanar, Good)
Languages: Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
Hit Dice: 25d10+? plus 25d10+? (? hp)
Initiative: +?
Speed: 60 ft. (12 squares)
Armor Class: ? (+? armor, +? shield, +? Dex, +? natural, +? deflection), touch ?, flat-footed ?
Base Attack/Grapple: +35/+?
Attack: Weapon +? melee (?d?+?) or Weapon +? ranged (?d?+?)
Full Attack: Weapon +? melee (?d?+?) or Weapon +? ranged (?d?+?)
Space/Reach: 5 ft./5 ft.
Special Attacks: Quasi-deity traits, elf traits, smite evil 15/day, turn undead ?/day, divine inspiration 9/day, greater planar ally 3/day, divine hand 2/day
Special Qualities: Quasi-deity traits, elf traits, aura of good, detect evil, divine grace, lay on hands, aura of resolve, divine health, special mount, remove disease 7/day, granted domain (Song), spell resistance 32, damage reduction 10/epic, darkvision 60 ft., detect magic, read magic, see invisibility, immunity to acid, cold, electricity, fire, and sonic, evasion
Saves: Fort +?, Ref +?, Will +?
Abilities: Str ?, Dex ?, Con ?, Int ?, Wis ?, Cha ?
Skills: Bluff +?, Concentration +?, Diplomacy +?, Disguise +?, Gather Information +?, Handle Animal +?, Heal +?, Intimidate +?, Knowledge (nobility and royalty) +?, Knowledge (religion) +?, Listen +?, Ride +?, Search +?, Sense Motive +?, Spellcraft +?, Spot +?, Use Magic Device +?
Feats: Weapon Focus (composite longbow)
Epic Feats: Great Smiting, Improved Aura of Resolve, Widen Aura of Resolve
Paladin Spells Prepared (3+1/3+1/3+1/3+1; base DC = ? + spell level): 1st—bless weapon (?), alarmD; 2nd—shield other (?), shatterD; 3rd—heal mount (?), sound burstD; 4th—freedom of movement (?), shoutD
D Domain Spell. Domain:Song (1/day can use song or poetics to inspire courage in himself and his allies, granting them a +1 morale bonus on attack and weapon damage roles for as long as he sings and for five rounds thereafter). Caster level 25th.
Challenge Rating: 50
Alignment: Chaotic good
Annan’s natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Quasi-Deity Traits (Ex): Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage; immune to mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 32; immortal; does not age, and does not need to eat, sleep, or breathe; cannot die from natural causes; not subject to dispel magic, greater dispel magic, or antimagic fields.
Elf Traits (Ex): Immunity to sleep spells and effects; +2 racial bonus on saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow; +2 racial bonus on Listen, Search, and Spot checks (already figured into the statistics given here); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it.
Smite Evil (Su): Fifteen times a day, Annan may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (when positive) to his attack roll and deals 100 extra points of damage with his Great Smiting feat. If he accidently smites a creature that is not evil, the smite has no effect but it is still used up for that day.
Turn Undead (Su): Annan can turn undead as a twenty-third level cleric with a +? bonus on his Charisma check. He can command undead of 12 HD or less. This ability affects a total of 2d6 + (25 + Cha mod) HD of undead.
Divine Inspiration (Sp): Nine times a day, Annan gains a +2 luck bonus on his attack and damage rolls for 10 rounds.
Greater Planar Ally (Sp): Three times a day, Annan can call a greater planar ally (as the spell). He does not request a return favor when using this ability.
Divine Hand (Su): Twice a day, as a free action, Annan gains a +20 sacred bonus on his next attack roll with a composite longbow, Ériu's favored weapon.
Aura of Good (Ex): Annan has an overwhelming aura of good. Evil creatures of 25 HD or less who use detect good against him are stunned for 1 round.
Detect Evil (Sp): At wll, Annan can use detect evil as a spell-like ability, duplicating the effect of the detect evil spell.
Divine Grace (Su): Annan applies his Charisma modifier (when positive) as a bonus on all saving throws.
Lay on Hands (Su): Annan can heal wounds (his own or those of others) by touch. Each day he can heal a total number of (25 x Cha mod) hit points of damage. He may choose to divide his healing among multiple recipients, and he doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, Annan can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Annan decides how many of his daily allotment of points to use a damage after successfully touching an undead creature.
Aura of Resolve (Su): Annan radiates an awe inspiring aura that leaves him immune to compulsion effects and grants allies within 100 feet of him a +8 bonus on all saving throws against compulsion effects.
Divine Health (Ex): Annan is immune to all diseases, including supernatural and magical diseases.
Remove Disease (Sp): Seven times a week, Annan can produce a remove disease effect, as the spell.
Special Mount (Sp): Annan can call a heavy warhorse to serve him. He may have only one special mount at a time. Should it die, he may call for another one after a year and a day. A special mount called by Annan gains +18 bonus Hit Dice, +20 natural armor bonus to AC, +9 bonus to Strength, and an Intelligence of 14. It also gains the special abilities empathic link, improved evasion, share saving throws, share spells, improved speed, command creatures of its kind, and spell resistance 55.
Evasion (Sp): If Annan makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This ability is tied to his boots of swiftness.
Code of Conduct: Annan must be of chaotic good alignment and loses all abilities if he ever willingly commits an evil act. Additionally, Annan's code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.
Associates: While he may adventure with characters of any good or neutral alignment, Annan will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. Annan may accept only henchmen, followers, or cohorts who are chaotic good.


Strategies and Tactics


Sample Encounter

Annan's Company (CL 50+): asdf


Environment: asdf
Physical Characteristics: asdf
Alignment: asdf



Typical Treasure