First up, a Paladin of Tyranny determined to turn the whole city into a nest of Evil. Who's badder than him? No one, that's who. Arbiter Noone!
Arbiter Noone

"There is the law, and then there is our law."


Arbiter Noone dislikes good creatures and would like to run a city without them. Good creatures would in Noone's ideal world be forced to submit to mind control - and so that is what it does, seeking out these creatures and forcing them into new alignments, or conning them to change. It is trying to build up a coup under the guise of the Church of the Chosen One. While a church to a Lawful Evil god may seem suspect, there are churches to almost any god you can imagine here.

Spoiler: Build Stub
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Paladin of Tyranny 20. That was easy. You miss out on your neat illumian ability to multilclass out, true, but there's nothing you really want to go into - your Battle Blessing doesn't actually work on blackguard spells, so that's kinda a bust.

This villain is an Illumian (RoD) with the Aesh and Krau sigils. This means that wisdom no longer ever needs to be greater than 14 (to cast 14th-level spells) because we don't care about the save DCs on our spells and we use our strength for determining our extra spells. So:

STR 15 (+5) DEX 12 CON 11 INT 10 WIS 14 CHA 13
Spoiler: Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Paladin of Tyranny 1 (UA) +1 +2 +0 +0 Concentration 4 Ride 5 Mounted Combat Aura of evil, detect good, smite good 1/day
2nd Paladin of Tyranny 2 +2 +3 +0 +0 Concentration 5 Ride 6 - Divine grace, deadly touch
3rd Paladin of Tyranny 3 +3 +3 +1 +1 Concentration 6 Ride 7 Ride-by attack Debilitating aura, divine health
4th Paladin of Tyranny 4 +4 +4 +1 +1 Concentration 7 Ride 8 - Rebuke undead
5th Paladin of Tyranny 5 +5 +4 +1 +1 Concentration 8 Ride 9 - Smite good 2/day, Special mount
6th Paladin of Tyranny 6 +6 +5 +2 +2 Concentration 9 Ride 10 Battle Blessing (CC) Cause disease 1/week
7th Paladin of Tyranny 7 +7 +5 +2 +2 Concentration 10 Ride 11 - -
8th Paladin of Tyranny 8 +8 +6 +2 +2 Concentration 11 Ride 12 - -
9th Paladin of Tyranny 9 +9 +6 +3 +3 Concentration 12 Ride 13 Spirited Charge Cause disease 2/week
10th Paladin of Tyranny 10 +10 +7 +3 +3 Concentration 13 Ride 14 - Smite good 3/day
11th Paladin of Tyranny 11 +11 +7 +3 +3 Concentration 14 Ride 15 - -
12th Paladin of Tyranny 12 +12 +8 +4 +4 Concentration 15 Ride 16 Practiced Spellcaster (CA/CD) Cause disease 3/week
13th Paladin of Tyranny 13 +13 +8 +4 +4 Concentration 16 Ride 17 - -
14th Paladin of Tyranny 14 +14 +9 +4 +4 Concentration 17 Ride 18 - -
15th Paladin of Tyranny 15 +15 +9 +5 +5 Concentration 18 Ride 19 Power Attack Cause disease 4/week, smite good 4/day
16th Paladin of Tyranny 16 +16 +10 +5 +5 Concentration 19 Ride 20 - -
17th Paladin of Tyranny 17 +17 +10 +5 +5 Concentration 20 Ride 21 - -
18th Paladin of Tyranny 18 +18 +11 +6 +6 Concentration 21 Ride 22 Cleave Cause disease 5/week
19th Paladin of Tyranny 19 +19 +11 +6 +6 Concentration 22 Ride 23 - -
20th Paladin of Tyranny 20 +20 +12 +6 +6 Concentration 23 Ride 24 - Smite good 5/day
Aaaaand a wolf. Fortunately the 2 bonus HD instantly advance it to large size, so it can actually carry Noone. If you're having trouble convincing yourself that works, he can have a dire wolf instead, but that would be really powerful. Not that Hinjo cared.
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
5th-7th Animal 4 +3 +6 +5 +4 Hide +2, Listen +3, Move Silently +5, Spot +3, Survival +1 Track, Weapon Focus (bite), Iron Will Empathic link, improved evasion, share spells, share saving throws
8th-10th Animal 6 +4 +7 +6 +5 Hide +2, Listen +3, Move Silently +7, Spot +3, Survival +1 Track, Weapon Focus (bite), Iron Will, Improved Natural Attack (bite) Improved speed
11th-14th Animal 8 +6 +8 +7 +5 Hide +2, Listen +3, Move Silently +9, Spot +3, Survival +1 Track, Weapon Focus (bite), Iron Will, Improved Natural Attack (bite) Command creatures of its kind
15th-20th Animal 10 +7 +9 +8 +6 Hide +2, Listen +3, Move Silently +11, Spot +3, Survival +1 Track, Weapon Focus (bite), Iron Will, Improved Natural Attack (bite), Improved Natural Attack (Claw) Spell resistance
Spoiler: Level 1-5
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At first level, Noone is a member of the Church of the Chosen One, which is dedicated to hunting out and murdering good-aligned individuals. However, the Church of the Chosen One doesn't at this point seem more than a slightly bleak, worn-down temple. On arrival in the city, Noone sets out to rebuild the CotCO, and asks the PCs for their aid. If they agree to help or refuse it politely (either by saying that they are on an important mission, say, or that they don't have the skills to help - though it will make a second attempt to convince them either way) then Noone will accept their response happily (Path A). If they are rude to it or ignore it entirely, then it will instead curse them (Path B) and go to rebuild the Church either way.

If attacked, Noone will shout for aid and leave the combat (Path B). Noone isn't that powerful in combat yet, though it will happily use its Deadly Touch to knock someone dead, or Smite them with a longsword.
Spoiler: Level 6-10 (A)
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Noone will invite the PCs to the Church, and tell them all about its god. Its wolf bounces around happily - she seems to like the PCs - and Noone will pet her gently. If the players are interested in following this religion, they become members of the church (Path C). Otherwise, Noone bids them farewell understandingly. (Path D)

If Noone is attacked, it will respond with deadly force, as will its wolf and the other members of the church. By casting defensively, it can Inflict Wounds as a swift action using its battle blessing, or it can Divine Favour itself. If given a chance to mount its wolf, it will charge using its lance, otherwise it will fight with its longsword. (Path F)
Spoiler: Level 6-10 (B)
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Noone attacks the PCs in the dead of night, and so will some of its helpers. It sends someone to burn the building they are in, and charges them down with its lance when they retreat, riding on its wolf and using Battle Blessing to buff itself. It will retreat if necessary, though its wolf is happy to stay fighting to defend her owner.

Because the PCs haven't seen Noone with a wolf or a lance before, and they can't see their aggressor's face, they might not know it's Noone (Path E), though they might blow Noone's cover (Path F).
Spoiler: Level 11-15 (C)
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At this point, Noone detects whether any of the PCs are good. If they are, Noone gives them Helms of Opposite Alignment along with their church regalia (If they insist that their protective gear is needed, Noone insists that they at least wear the helms, and notes that they can wear their cloaks over the rest of their armour anyway). If needed, Noone will leave someone else to lie about the Helms' functions. If Noone's plan is successful, it will initiate the PCs immediately (Path G), but even if at least one good creature refuses a helm or passes their save, Noone will continue the ceremony anyway (Also Path G).

If the PCs refuse to undergo the ceremony then Noone will let them go (Path D) or attack them depending on how aggressive they were. Noone will also attack them if it is attacked; either way will rapidly launch swift-action Bestow Curse spells at its foes while charging them down. The PCs are also attacked by many of the Church's members and will likely have to flee (Path K)
Spoiler: Level 11-15 (D)
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At this point, the PCs don't hear from Noone again (Path I) until they deliberately seek it out. If they do, it will ask them what they wish of it - if they ask to join the church, or if they attack it, resolve as for Path C.
Spoiler: Level 11-15 (E)
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Noone refuses to let the PCs enter the Church of the Chosen One. They are repelled if they enter (Path K) otherwise they are simply asked to leave (Path J). Noone doesn't use its wolf or lance unless it thinks its opponents have identified it as their previous aggressor.
Spoiler: Level 11-15 (F)
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Noone attempts to kill the PCs at all costs, sending someone to kill them for it if it can't kill them itself. If it can't find them, it gives up (Path J), and if it is repelled or its agents are slain, it grows gradually more angry with the PCs, and vows to slay them all (Path K)
Spoiler: Level 16-20 (H)
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Noone attempts to convince the PCs to aid it in staging a coup of the city; it uses one of its minions who can cast sending, or a scroll if desperate. If they help it, they end up taking over the city and ruling by its side, or else being crushed by the defenders of the city. Otherwise, Noone's response will either be that it tries to take the city anyway (They say nothing or say that they will support him from the sidelines, or say that they will help but don't) (Path I), it takes the city and attacks them (Path J), or it tries to kill them at all costs before taking the city (Path K).
Spoiler: Level 16-20 (I)
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Noone tries to take the city. The PCs can try to help it (Path H, though no sending is used; the PCs simply join the fight), hinder it (Path J), or simply sit out, in which they are inevitably forced into the same location as Noone and forced at lance-point to choose a side (Leading to path H or J again). If they somehow evade Noone, the city is taken by the Church. They may choose to attempt to topple it, or to join it.
Spoiler: Level 16-20 (J)
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Noone attacks the PCs at the same time as its allies attempt to take the city. It charges in with an Unholy Sword (lance), Bull's Strength and Divine Favour, and uses its other spells in battle as swift actions. Its wolf is also the recipient of magic which aids its own abilities. If the PCs defeat Noone and defend the city, it is saved and its people are grateful. Even if they don't save the city, slaying Noone will create a power void that they might be able to fill.
Spoiler: Level 16-20 (K)
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Noone focuses all of its wrath and might, and that of the Church of the Chosen One, on slaying the PCs. It fights just as in path J, though it and its wolf are loaded with spells from the clerics of the Church. The PCs will at least be in familiar surroundings, and they can give the city time to react. If they defeat Noone here, the Church of the Chosen One will be destroyed and the city saved.
Spoiler: Where rulings fear to tread
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There are a few things that bear mentioning. First, the wolf. Paladins are not specified to be able to ride wolves, but it seems likely that they should be allowed to - it notes that "Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well." Given that a large shark is far bigger, tougher and meaner than a wolf, and even a heavy warhorse has a higher CR than the wolf, the wolf seems like a reasonable mount.

Then, there's the HD increase. The paladin is fuzzy on how this works, but notes that they are "Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal." Given the second comma, one can only assume that the "As normal" refers to the hit dice and not the gaining of the constitution modifier, which would imply that the wolf increased in size. If it doesn't, back to the warhorse.