Manarax

Manarax makes his first appearance in Manarax and Ezo. He is camping when he finds a letter leading to a cavern. That is where his adventure begins. Manarax is a PC created to focus on alignment extremities and review how other characters in the world view the power of good and evil or the power of chaos and law.
==Backstory==
Manarax learned the way of the paladin from his father. His father taught him that there is no deity stronger than good itself. Manarax set out to seek if good is indeed the strongest weapon. 
His home is Messemprar, the capital of free Unther. 
==Description==
Manarax is a tall built man with long blond hair. He is dressed in full plate mail with a carefully Bastard Sword on his back next to a magical shield able to magicaly deflect arrows. 
Manarax is a Paladin. He is on a quest to test what he belives to be the strongest weapon; the power of good. He is now starting to relize that most of the world handles the power of evil, even those that claim to be good aligned. A blue Genasi  appears in Manarax's story who wants to use Tiamat and harness her power to destroy Mulharondi and cause destruction across the land. Manarax believes that though the plan has good intent, it also has a chaotic intent; thus making it an undesirable apprach to the situation. Manarax questions if that means that chaotic and evil go hand and hand. Does that mean the law and good go hand and hand? Is the power of good truly the strongest weapon or does it also need it's close partner: the power of Law.
Prior to his story, Manarax was Lawful Good, however, he did not think that Law was required to be good. It was just the preferable way. But now that he sees how much destruction a chaotic aligned idea can be, his mind may be changed.
==Stats==
Manarax (Human, Paladin 6 CR 6)
Always Lawful Good Medium Humanoid Fort (Human)
Init +0 (+0 dex)
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Dodge +4 Parry -4 Block +5 (+1 Light Steel Shield of Arrow Deflection) DR 10 (+2 Full Plate)
HD: 6
Vitality: 58 (6d10+18), Wound: 22 (16+6)
Fort +12 Ref +6 Will +7
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Speed 30ft (20ft Full Plate)
Base Atk +6 Grp +10
Attack: MWK Bastard Sword +11 1d10+3 (19-20/x2)
Max Power Attack: MWK Bastard Sword +6 1d10+8 (19-20/x2)
Full Attack: Longsword +11/+6 1d10+3 (19-20/x2)
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
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Abilities Str 14(+2) Dex 11(+0) Con 16(+3) Int 12(+1) Wis 13(+1) Cha 14(+2)
Stat Points Gained From Advancement: 1 (1 Charisma)
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Feats: Power Attack, Cleave, Improved Sunder, Exotic Weapon Proficiency (Bastard Sword)
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Skill Points: 24
Skills: Concentration +5, Craft (Armorsmithing) +2, Diplomacy +7, Heal +4, Handle Animal +4, Ride +7, Sense Motive +6, Parry -4, Block +3, Knowledge (Nobility&Royalty) +3, Knowledge(Religion) +6
----------------------------------------------------------------------------------------------------------------------------------------Gear:
Full plate +2 - worn
+1 Light Steel Shield of Arrow Deflection – worn
+2 Vest of Resistance – worn
Inventory: Shortsword, Wand of Cure Light Wounds, Empty bottle x4, Bag of Dust, Rations x7, Bastard Sword
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Class Features:
Skill Point Bonus(Ex): +1/hd
Bonus Feat(Ex): One extra feat
Smite Evil(Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Special Mount(Su): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Remove Disease(Su): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Turn Undead(Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Aura of Courage(Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Aura of Good(Ex): The power of a paladin's aura of good (see the detect good spell) is equal to his/her paladin level.
Divine Health(Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Divine Grace(Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Detect Evil(Sp): At will, a paladin can use detect evil, as the spell.
Lay on Hands(Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin 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. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.