Neutral Good
Human Crusader 12

Hit Dice: 12d10+24 (107 hp)
Initiative: +1
Speed: 30ft.
AC: 15 (+1 dex, +4 armour), touch 11, flat 14
BAB/Grapple: +12/+7/+2
Attack: Blade +15/+10/+5 melee (1d6+3) or Gun +14 ranged (1d10+1, 50ft., x3)
Special Attacks: Maneuvers, Furious Counterstrike, Smite 1/day
Special Qualities: Steely Resolve 20, Indomitable Soul, Zealous Surge
Saves: Fort +9 Ref +6 Will +6
Abilities: STR 14 DEX 12 CON 15 INT 12 WIS 9 CHA 16

Skills: Bluff +14 [+16], Diplomacy +19, Driving +16, Endurance +17, Insight +14 [+16], Intimidate +15, Streetwise +11 [+13], Technology +5
Feats: City Slicker, Firearm Proficiency (General), Extra Granted Maneuver, Combat Reflexes, Die Hard, Adaptive Style, Power Attack

Possessions: +1 studded leather armour, +1 longsword, +1 pistol, custom bike + sidecar

Steely Resolve (Ex): Can delay up to 20 points of damage from a blow, takes it at the end of her next turn instead. Then she can do it again!

Furious Counterstrike (Ex): Adds [delayed damage]/5 to her attack and damage rolls.

Indomitable Soul (Ex): Adds Charisma to Will saves.

Zealous Surge (Ex): Can reroll a save 1/day

Smite (Ex): Can add Charisma (+3) to attack and level (+12) to damage 1/day

City Slicker: +2 Bluff/Insight/Streetwise inside a city

Extra Granted Maneuver: Begin encounters/recover with 4 readied maneuvers

Adaptive Style: Change readied maneuvers at any time with a full-round action

Maneuvers: Taylor can choose 6 maneuvers to ready by praying for 5 minutes. She begins encounters with all he readied maneuvers unexpended. Before she takes her first action, 4 of these maneuvers are randomly granted to her; at the end of each turn, another of her readied maneuvers is granted. When she uses a maneuver, it is expended for the rest of the encounter until she runs out of maneuvers, at which point she recovers all of them and is granted 4.

Maneuvers Known (6 readied, 4 granted)
Battle Leader's Charge (+10 damage and no AoO on a charge)
Clarion Call (if Taylor reduces an opponent to 0 HP or less, can grant all allies within 60ft. an immediate melee attack or move action)
Crusader's Strike (if Taylor hits, she or an ally within 10ft. can heal 1d6+5 damage)
Douse the Flames (if Taylor hits an enemy with this it can't make AoOs for 1 round)
Flanking Maneuver (if Taylor hits a flanked opponent with this, any flanking allies can make a melee attack)
Order Forged from Chaos (as a move action Taylor can let all allies within 30ft. move their speed)
Strike of Righteous Vitality (if Taylor strikes an enemy with an alignment at least one component different to hers, she grants herself or one ally within 10 feet the benefits of heal)
War Master's Charge (Taylor can charge an opponent, allowing all allies within 30ft. to charge the target as an immediate action; Taylor's charge deals an extra 50 damage, allies deal an extra 25, and all charges get a +2 bonus for every ally who charges. Opponents struck by Taylor and at least one other ally are stunned for 1 round)
White Raven Strike (if Taylor hits, she deals +4d6 damage, target is flat-footed until start of her next turn)
White Raven Tactics (set an ally's initiative to Taylor's -1 as a swift action)

Stances Known
Bolstering Voice (+2 morale bonus to Will saves, or +4 against fear effects)
Iron Guard's Glare (any opponent Taylor threatens takes a -4 penalty on attacks against her allies)
Press the Advantage (can take two 5ft. steps)

Schools: White Raven, Devoted Spirit