Sigmund von Drakenburg 
Who is called the Iron Dragon, Sigmund the Great, the Uniter and Conquerer, and the Truthbearer 
Paladin 15, Cleric 5 

Race - Halfling 
Alignment - LG 
Patron Deity - umm...Himself? 
Size - Small 
Age - Immortal 
Gender - Male 
Height - 3'4" 
Weight - 38 lb. 
Eyes - Deep blue 
Hair - Black 
Languages - Common, Halfling, Celestial, Dwarven, Elven, Gnome, Goblin 

Statistics 

Str 19 +4 (25 +7 with belt) 
Dex 20 +5 
Con 20 +5 
Int 20 +5 
Wis 24 +7 (28 +9 with periapt) 
Cha 24 +7 (28 +9 with cloak) 

HP - 390 
Speed - 50 ft 

AC - 36 touch 28 Flat-footed 31 
SR - 35 
Init - 5 

Fort +33 
Ref +24 
Will +31 

BAB +18/+13/+8 
Grapple +26 

Attack - Light of Truth +37/+32/+27 1d10+10+1d6+(2d6 if chaotic target) Crit 17-20/x2 

Skills 

Climb +10, Concentration +24, Diplomacy +37, Heal +17, Hide +10, Jump +3, Knowledge (Nobility & Royalty) +23, Knowledge (Religion) +23, Knowledge (History) +13, Knowledge (The Planes) +10, Knowledge (Strategy and Tactics) +13, Listen +14, Move Silently +3, Profession (Strategist) +35, Ride +28, Sense Motive +37, Spellcraft +13 

Special Abilities 

Turn Undead as 17th level cleric 12/day 
Spontaneous Cure spells 
Aura of Good at 20th level 
Smite Evil 4/day 
Detect Evil at will 
Divine Grace 
Lay on Hands (105 hp worth) 
Aura of Courage 
Divine Health 
+1 attack bonus with thrown weapons and slings 
+2 moral bonus vs. fear effects 

Feats 

Weapon Focus Greatsword (from the War domain) 
Negotiator 
Mounted Combat 
Improved Critical (Greatsword) 
Ride by Attack 
Dodge 
Combat Expertise 
Mobility 

Magic 

Domains - War, Law, Good 

Cleric spells per day - 5/6+1/4+1/3+1 
Paladin spells per day - 5/3/3/3 

Spell save DC mod - +9 

Gear 

Sigmund's Mail (Celestial Armor), Wisdom of the Dragon(Periapt of Wisdom +4), Cloak of Kings (Cloak of Charisma +4), Horn of Goodness, Horseshoes of a Zephyr (or Ponyshoes, as the case may be), Bag of Holding type I, Strength of Iron (Belt of Giant Strength +6) 

Oh, and don't forget: 

The Light of Truth - +3 Axiomatic Flaming Ghost Touch Greatsword (halfling sized) 
Alignment - LG 
Int 14, Wis 14, Cha 10 
Speaks Common, Halfling, and Celestial 
120 ft. vision and hearing 
Bless 3/day 
Zone of Truth 3/day 

Salient Divine Abilities 

Divine Weapon Focus (Greatsword) - +4 to attack bonus (already added this in) 

Frightful Presence - When Sigmund attacks, all foes within a 30ft burst must make a Will save DC 22. Those he is directly attacking who fail are panicked for 3d6 rounds. All other foes who fail are shaken for 3d6 rounds 

Lay Quest - As the spell Geas/Quest, but I may do it 3 times per day, and it can only be removed by a god of equal or higher divine rank 

Power of Truth - As the spell Discern Lies, but it works on anyone I can percieve except gods of equal or higher divine rank. In addition, up to 3 times per day, I can enchant someone to be truthful. They must make a will save vs DC 22 to resist. Failure means they cannot tell a falsehood for 1 day. 

I'm not typing up all the other generic divine abilities. Fingers....tired.... 

Sorry for the length, but I couldn't figure out a good way to format this thing. 

Basically, Sigmund is a crusading paladin, out to bring the benevolent rule of law to all people, whether they like it or not. After all, it's for their own good. The idea is that the halflings in the Empire of (appropriate sounding name) embrace His "Right makes Might" philosophy and spread His word through the conquest, peaceful or otherwise, of other nations, folding them into the Imperium. Other less militant good-aligned religions are left mostly alone, neutral religions are tolerated so long as they shut up and stay out of the way, and evil religions are openly persecuted and hunted by the paladins of Sigmund. That's the basic idea I'm shooting for, anyway. I'm interested to see how this works out. 
Benedictus , the celestial war pony 

Medium Magical Beast 
HD - 8d8+16 (58 hp) 
Init - +2 
Speed - 50 ft. 
AC - 20 touch 12 flat-footed - 18 
BAB - +8 
Grapple +11 
Attack - Hoof +12/+7 1d4+4 
Special Attacks - Smite Evil 1/day 

Special Qualities - Low light vision, Darkvision 60 ft., Scent, DR 5/magic, Acid Resistance 10, Cold Resistance 10, Electricity Resistance 10, Empathic Link, Improved Evasion, Share Spells, Share saving throws, Command 7/day, SR 20 

Skills - Listen +8, Spot +8 
Feats - Endurance, Run, Improved Natural Attack (Hoof) 
Abilities - Str 18, Dex 14, Con 14, Int 8, Wis 11, Cha 4 

Oh, and he hovers roughly 4 inches above ground and can run on any roughly horizontal surface because of the Horseshoes of a Zephyr.

Edit : Made changes to gear, and to other stats dependent on those gear changes 
Edit again: Now with Godliness!

The region of the world that is traditionally thought of as the homeland of the halflings (centered around that small mountain range on the southwest of the map) was mostly divided into petty baronies and corrupt bandit kindoms. The region was long engulfed in the conflicts between these kingdoms, which for the most part, were ruled by non-halflings. (In short, think of the various warring germanic states in medieval Europe, only ruled by petty outside nobles and minor warlords). 

Into this land where his noble people were oppressed by outside rule, and their land in constant turmoil in countless minor wars was born Sigmund. Sigmund grew up determined to better his lot and the lot of his people. He became a paladin of the god of Truth, and led quite the succesful adventuring career with his company of knights, the Truthbearers. It was during these years that Sigmund matured into an imposing mountain of a warrior (for a halfling, that is) whose keen mind and eye for tactics often won the day when his sheer prowess in battle might not have sufficed. 

When it was discovered that Sigmund possessed a tenuous link to a minor halfling noble house (long since defunct) that had a genuine claim on the rulership of the small kingdom he called home, he began to rally his people. He called for them to shake off their oppression and rise to greatness and prominence. The halflings were easily swayed by his message and leadership, and soon rose up to retake Sigmund's home city of Drakenburg. The rebellion of a city soon turned into the liberation of a kingdom through Sigmund's capable leadership and skill in battle. His people bestowed the nickname "Iron Dragon" on him during this time. 

Now a king in his own right, Sigmund was not content. He had liberated only a small handful of his people and deposed one corrupt ruler where likely there were scores more. Soon the Iron Dragon began to crusade against the rule of evil and corruption in neighboring states. After a few decisive victories that turned his once small and inexperienced army into an elite force brimming with new recruits from the newly liberated territories, people began to see that this was not just another petty kingdom on the rise. While a few sought to ally with this rising power, most neighboring leaders were fearful of Sigmund and allied against him. 

And so it was that eventually the armies of the Sigmund's newly formed Draken Empire and the alliance met at Three River Crossing. The battle was on a scale rarely seen in the area and the carnage was nearly total. However, in the end, the Draken Empire won the day, though a large amount of it's military might was depleted. The saddest loss of the battle, however, was the death of Sigmund, along with the Truthbearer knights (who died to a man defending him.) The title of Imperator passed to Sigmund's son, Bernhardt. 

Bernhardt, though a good man, was not the leader his father was. He knew from the start that without his father's guidance, the fledgling empire would likely crumble. So in an effort to lend some legitimacy to his own rule, he issued the Edict of Divinity, declaring that Sigmund has ascended upon his death to guide the line of Imperators for all time. This political gambit might have been inconsequential to Bernhardt's rule except for one little detail: people started to worship Sigmund. So well loved was Sigmund by his halfling subjects that after the Edict of Divinity, people began praying to him. After stories began circulating that prayers were answered, the practice became more common. Soon, there were reports of individuals who had heard the voice of Sigmund in their dreams, and who now demonstrated what was unmistakably clerical magic. 

A new god had been born. So it was that Sigmund guided his people to a new age. Though the Draken empire did not expand as rapidly in the next 250 years, it did make some sizeable conquests and additions (some quite peacefully) under Sigmund's divine guidance. 

Until one fateful day, of course....