<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg14003581#msg14003581">Quote from: Kunoichi on 16-03-2018, 08:39:33</a></div></div><blockquote class="bbc_standard_quote">And now avorae's warrior-type thrall is done.  The spellcasting and psionic pixie sisters will likely appreciate the +11 bonus to overcome spell resistance she can put out, plus the +11 to initiative, and she can drastically increase her own AC (both regular and touch) as a standard action for 7 rounds by spending a rebuke undead use to fuel Divine Shield.  She doesn't have many spell slots, admittedly, but Battle Blessing lets her cast the ones she does have as swift actions, which should also be quite useful.<br/><br/>Then you add in that the Bashing property makes her huge steel shield count as colossal for the purposes of determining how much damage it does, making it a 3d6 weapon, and all the Crusader maneuvers that can help her put that weapon to good use...  Rhino's Rush + War Leader's Charge in particular should be a fun combination, and she can even burn a rebuke undead attempt to grant herself an extra swift action to switch her stance to Leading the Charge on the same turn in order to get even more charge damage, if need be. ^^<br/><br/>Admittedly, the lack of a reach weapon does make her a bit less useful as a bodyguard-type.  Though, she does have some pretty decent social skills, too, and that -2 saves aura can be combined with the spellcaster thrall's aura that provides a penalty to saves to render opponents nice and vulnerable to that Charm Gaze...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Insert Name Here, CR 12</strong><br/>Goliath (CR 0) Draconic (+1) Half-Minotaur (+1) Half-Vampire (+1) Monster of Legend (+2) Prodigy (+0) Paladin 4/Crusader 1/Sable Knight Vindicator 9 (+7)<br/><strong>Size/Type:</strong>    Large Outsider (Dragonblooded, Native)<br/><strong>Hit Dice:</strong>    5d10+9d8+126 (248 hp)<br/><strong>Initiative:</strong>    +11 (22 with Motivate Dexterity)<br/><strong>Speed:</strong>    40 ft. (8 squares)<br/><strong>Armor Class:</strong>    36 (+2 Dex, +9 armor, +4 shield, +12 natural armor, -1 size), touch 15, flat-footed 34 (shield bonus applies even when shield bashing from Improved Shield Bash, shield bonus added to touch AC from Shield Ward)<br/><strong>Base Attack/Grapple:</strong>    +14/+18<br/><strong>Attack:</strong>    +31 Shield bash 3d6+25, or gore 1d8+16, or slam 1d8+16, or +30 claw 1d6+16 (shield bash gains +2 attack, +2d6 damage vs arcanists)<br/><strong>Full Attack:</strong>    +31/+26/+21 Shield bash 3d6+25 and +25 gore or slam 1d8+16, or +30/+25/+25/+25 gore/slam/claw/claw 1d8+16/1d8+16/1d6+16/1d6+16 (shield bash gains +2 attack, +2d6 damage vs arcanists)<br/><strong>Space/Reach:</strong>    10 ft./10 ft.<br/><strong>Special Attacks:</strong>    Auras 60ft., aura of despair, charm gaze, deadly touch, divine fury, furious counterstrike +1, raging blood, rebuke undead 14/day, smite good<br/><br/><strong>Spell-like Abilities</strong> Caster level 4th<br/>At-will - <em>detect good</em><br/><br/><strong>Paladin Spellcasting</strong> Caster level 9th, save DCs are (21 + spell level)<br/>1st (4/day) - <em>rhino's rush</em> x4 (SpC)<br/>2nd (4/day) - <em>energized shield</em> x2 (SpC), <em>knight's move</em> x2 (SpC)<br/>3rd (3/day) - <em>find the gap</em> x3 (SpC)<br/><br/><strong>Crusader Maneuvers</strong> Initiator level 12th, 7(4) readied (marked with *)<br/>Stance - <em>iron guard's glare, island of blades, leading the charge</em><br/>1st - <em>charging minotaur, shadow blade technique, vanguard strike</em><br/>2nd - <em>shield block</em><br/>3rd - <em>white raven tactics</em><br/>4th - <em>divine surge, entangling blade</em><br/>5th - <em>flanking maneuver, shadow stride</em><br/>6th - <em>war leader's charge</em><br/><br/><strong>Special Qualities:</strong>    Acclimated, armored stealth, aura of evil, damage reduction 5/silver or magic, darkvision 60 ft., divine grace, divine health, divine impetus, divine recovery, fast healing 1, grant move action, low-light vision, minotaur cunning, mountain movement, powerful build, prodigy (charisma), reflective hide, resistance cold and electricity 5, scent, see in darkness, steely resolve<br/><strong>Saves:</strong>    Fort +33, Ref +20, Will +34 (+4 racial vs sleep and paralysis)<br/><strong>Abilities:</strong>    Str 43 (+16), Dex 14 (+2), Con 28 (+9), Int 14 (+2), Wis 14 (+2), Cha 28(32) (+11)<br/><strong>Skills:</strong>    Concentration +17(+26), Diplomacy +17(+32), Hide +10(+10), Intimidate +17(+34), Knowledge (Religion) +17(+19), Martial Lore +17(+19), Perform (Sexual Techniques) +7(+22)<br/><strong>Feats:</strong>    Improved Shield Bash(F), Power Attack(F), Shield Specialization (Heavy) (http://dnd.arkalseif.info/feats/players-handbook-ii--80/shield-specialization--2594/index.html)(B), Shield Ward (http://dnd.arkalseif.info/feats/players-handbook-ii--80/shield-ward--2596/index.html)(B), Improved Initiative(B), Skill Focus (Diplomacy)(B), Track(B), Martial Study (Shadow Blade Technique)(1), Passionate Knight (Cha-based spellcasting)(3), Divine Shield (http://dnd.arkalseif.info/feats/complete-warrior--61/divine-shield--666/)(5), Battle Blessing (https://dndtools.net/feats/complete-champion--57/battle-blessing--182/)(7), Endurance(9), Practiced Spellcaster(11), Steadfast Determination (http://dnd.arkalseif.info/feats/players-handbook-ii--80/steadfast-determination--2761/)(13)<br/><strong>Flaws:</strong>   Bravado (http://www.realmshelps.net/charbuild/feat/Bravado), Code of Arms (http://www.realmshelps.net/charbuild/feat/Code_of_Arms)<br/><strong>Alignment:</strong>    Any<br/><strong>Treasure:</strong>    59,000 - 58805 = 195 gp<br/>+1 Called Bashing Adamantine Heavy Shield (Huge) -8,080<br/>   +1 Everbright Magebane Warning properties -20,000<br/>Lesser Truedeath Weapon Crystal -5,000<br/>+1 Glamered Nimbleness Psychoactive Skin of Ectoplasmic Armor (body slot) -9,700<br/>Circlet of Charisma +4 -16,000<br/>Silver Holy Symbol -25<br/><br/>Description here<br/><br/><strong>Combat</strong><br/>Combat tactics and abilities here.<br/><br/><strong>Auras (Ex)</strong> The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.<br/>   Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.<br/>   Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.<br/>   Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.<br/>   All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.<br/><strong><em>Minor Aura:</em></strong> A minor aura lets allies add the marshal's Charisma bonus (+11) to certain rolls.<br/><ul class="bbc_list"><li><em>Determined Caster:</em> Bonus on rolls to overcome spell resistance.</li><li><em>Motivate Dexterity:</em> Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.</li></ul><strong><em>Major Aura:</em></strong> Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls.<br/><ul class="bbc_list"><li><em>Resilient Troops:</em> Bonus on all saves.</li></ul><br/><strong>Aura of Despair (Su)</strong> Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of her to take a -2 penalty on all saving throws.<br/><br/><strong>Charm Gaze (Su)</strong> Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful DC 25 Will save or fall under the half-vampire's influence as though affected by a <em>charm monster</em> spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.<br/><br/><strong>Deadly Touch (Su)</strong> Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus (44). An opponent subjected to this attack can make a DC 23 Will save (10 + 1/2 paladin level + Cha modifier) to halve the damage dealt.<br/>   Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an <em>inflict wounds</em> spell does. This power otherwise functions identically to the paladin's lay on hands ability.<br/><br/><strong>Divine Fury (Su)</strong> From 9th level on, you can directly channel Wee Jas’s divine energy into your martial strikes. As a free action, you can spend a turn or rebuke undead attempt to add a +4 sacred (or profane, if you are evil) bonus on your attack roll with one martial strike this turn. In addition to its normal effects, the strike deals an extra 1d10 points of damage.<br/><br/><strong>Furious Counterstrike (Ex)</strong> You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.<br/><br/><strong>Raging Blood (Su)</strong> The monster of legend has acid in its blood. Each time damage is dealt to the creature with a piercing or slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of acid damage to all within range (no saving throw). A monster of legend is not harmed by its own blood.<br/><br/><strong>Smite Good (Su)</strong> Once per day, a paladin may attempt to smite good with one normal melee attack. She adds her Charisma bonus (+11) to her attack roll and deals 1 extra point of damage per paladin level(4). If the paladin accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.<br/><br/><br/><br/><strong>Acclimated</strong> Goliaths are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.<br/><br/><strong>Armored Stealth (Ex)</strong> Knights-vindicator are taught unusual techniques for staying out of sight. Starting at 5th level, you no longer take an armor check penalty on Hide checks. Your armor check penalty still applies to any other skills affected by armor check penalties.<br/><br/><strong>Aura of Evil (Ex)</strong> The power of a paladin’s aura of evil (see the <em>detect evil</em> spell) is equal to her paladin level.<br/><br/><strong>Divine Grace (Su)</strong> At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.<br/><br/><strong>Divine Health (Ex)</strong> At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.<br/><br/><strong>Divine Impetus (Su)</strong> At 7th level, you learn how to use the divine power of the Stern Lady to quicken your reactions and act without hesitation. You can expend a turn or rebuke undead attempt to gain one additional swift action this round. For example, you could use this ability to both change your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your turn.<br/><br/><strong>Divine Recovery (Su)</strong> Beginning at 2nd level, you can channel divine power to recharge your martial maneuvers. You can expend a turn or rebuke undead attempt as a swift action to recover one expended maneuver. If you are a crusader, the maneuver you recover is immediately available to you as a granted maneuver.<br/><br/><strong>Fast Healing (Ex)</strong> A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).<br/><br/><strong>Grant Move Action (Ex)</strong> Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)<br/><br/><strong>Minotaur Cunning (Ex)</strong> Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.<br/><br/><strong>Mountain Movement</strong> Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.<br/><br/><strong>Powerful Build</strong> The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.<br/><br/><strong>Prodigy (Ex)</strong> The prodigy is exceptionally charismatic.  She gains a +2 bonus to her Charisma score and an additional +4 bonus on any of her check modifiers that are based on that ability (including ability checks and skill checks), improving those modifiers by a total of 5.<br/><br/><strong>Reflective Hide (Su)</strong> The creature has a silvery sheen to its skin and is permanently protected by a spell turning effect that automatically turns aside up to 10 levels of spells per round.<br/><br/><strong>Scent (Ex)</strong> The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.<br/><br/><strong>See in Darkness (Su)</strong> The creature can see perfectly in darkness of any kind, even that created by <em>deeper darkness</em> spells.<br/><br/><strong>Steely Resolve (Ex)</strong> Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. At 1st level, your delayed damage pool can hold up to 5 points of damage.<br/><br/><strong>Skills:</strong> +2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, Search, Sense Motive and Spot checks.</div></div></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><br/>Keen. Her and War practically have the same Auras. Tee hee