Init +2; Senses  Perception +5  Aura aura of courage, aura of good, aura of resolve      DEFENSE  AC 27, touch 13, flat-footed 25 (+9 armor, +2 Dex, +5 shield, +1 misc ) hp 200 (10d10+40) Fort +14, Ref +8, Will +14  Resist  cold   5 , fire   10      OFFENSE Speed 20 ft.   Melee longsword +1 (flaming) +15/+10  (1d8+5/17-20) Melee shield, heavy metal +3 (bashing/flaming burst/wyrmsbreath (fire)) +14  (1d8+2) Special Attacks: channel positive energy 6/day (5d6, DC 18), smite evil 4/day, Lay on Hands 12/day (5d6), Innate Spell-Like Abilities: Righteous Might : Your height doubles, weight increases by factor of eight. size category to the next larger one. +4 size bonus Strength and Constitution, –2 penalty to Dex. +2 enhancement to natural armor. DR 5/evil.( DC , 1/day)   Class Spell-Like Abilities: detect evil (at will)   Spells: Sun Metal, Bull's Strength.      STATISTICS Str 20, Dex 14, Con 20, Int 12, Wis 20, Cha 16 Base Atk +10; CMB +14; CMD 26    FEATS Saving Shield : Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat. Word of Healing : Lay on hands 30' for 1/2 damage.    SKILLS Acrobatics -3 , Acrobatics (Jump) -7 , Climb +1 , Diplomacy +8 , Escape Artist -3 , Fly -2 , Handle Animal +7 , Heal +8 , Intimidate +5 , Knowledge (Nobility) +6 , Knowledge (Religion) +10 , Linguistics(Draconic, Read Lips) +3 , Perception +5 , Ride -3 , Sense Motive +10 , Spellcraft +6 , Stealth +0 , Survival +7 , Swim +7 , Use Magic Device +5    LANGUAGES Common, Draconic, Read Lips, Tengu    GEAR O-Yoroi +1 (comfort/restful/righteous),  Longsword +1 (flaming), Heavy Iron Shield +3 (bashing/flaming burst/wyrmsbreath)    SPECIAL ABILITIES  Aura of Good (Ex) : You project a strong good aura.    Aura of Courage (Su) : You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.      Aura of Resolve (Su) : You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects.    Celestial Spirit (Sp) : Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 10 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.    Channel Positive Energy (Su) : You can unleash a wave of positive energy dealing 5d6 (DC 18 for half) 6/day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.    Mercy (Fatigued) (Su) : Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.  Mercy (Cursed) (Su) : Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 10.  Mercy (Dazed) (Su) : Whenever you use Lay on Hands to heal damage to one target, the target is no longer dazed.    Detect Evil (Sp) : At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.    Divine Health (Ex) : You are immune to all diseases, including supernatural and magical diseases, including mummy rot.    Lay on Hands (Su) : You can heal wounds (your own or those of others) by touch. Each day you can use this ability 12 times per day. With one use of this ability, you can heal 5d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 5d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.    Meticulous : You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.    Resistance to Cold (Ex) : You may ignore 5 points of Cold damage each time you take cold damage.  Resistance to Fire (Ex) : You may ignore 10 points of Fire damage each time you take fire damage.    Smite Evil (Su) : You can call out to the powers of good to aid you in your struggle against evil 4 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +10 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +20. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.