Armor Class Total: 23
10+Armor Bonus=+7
Shield Bonus=+2
Dex. Modifier=0
Size Modifier=-1
Natural Armor=+5
Deflection Modifier=Misc. Modifiers=Touch Armor Class Total:+10
Flat-Footed Armor Class Total:+23
Hit Point Total:Hit Die Total:37
Hit Die, Type: {1d10+2}+{6d8}
Racial Traits/Class Features:http://www.d20srd.org/srd/specialAbilities.htm#scent Scent
http://www.d20srd.org/srd/specialAbilities.htm#powerfulCharge Powerful Charge
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. --Natural Cunning
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level. --Aura of Good
At will, a paladin can use detect evil, as the spell. --Detect Evil
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. --Smite Evil
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. --Divine Grace
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 × 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. --Lay on Hands
Feats:Improved Critical{Battleaxe}
Improved Initiative{+4 Initiative}
Persuasive{+2 to Intimidate and Bluff}
Weapon Focus{Battleaxe}
Languages: Common
Giant