<strong> <span class="bbc_size" style="font-size: 14pt;">Liza "Sable" Shadowplume</span>  (https://docs.google.com/document/d/1T_K9sykGW2BopNikOmsjYv0JU9jCcCeKjzTyXzcsEnY/edit?usp=sharing)</strong><br/><div class="floatright">(https://i.pinimg.com/originals/48/14/ca/4814ca4e8a6ac9498254f79f4a4a6f84.jpg)</div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thralls</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Frangi Blackcone</div><div class="spoiler_body">(https://i.pinimg.com/originals/e4/bb/f4/e4bbf4829c67c6f6de9f93a05c770172.jpg)<br/><br/><strong>Frangi Blackcone, CR 0</strong><br/>Shadovig (CR 1) Shadow Creature (+1) Worm That Walks (+3) Unseelie Fey (+0)  Beguiler 5/Baatezu Servant 10 (+7.5)<br/><strong>Size/Type:</strong>    Diminutive Fey (Extraplanar)<br/><strong>Hit Dice:</strong>    5d6+10d4+75 (145 hp + 15 in shadow)<br/><strong>Initiative:</strong>    +10<br/><strong>Speed:</strong>    30 ft. (6 squares)/15 ft. burrow/60 ft. fly (Average) (+10 ft in shadow)<br/><strong>Armor Class:</strong>    33 (+9 Dex, +10 insight, +4 size), touch 33, flat-footed 24 (+4 deflection in shadow)<br/><strong>Base Attack/Grapple:</strong>    +7/-16<br/><strong>Attack:</strong>    +4 Slam 1d2-4 (+2 competence to attack and damage in shadow)<br/><strong>Full Attack:</strong>    +4 Slam 1d2-4 (+2 competence to attack and damage in shadow)<br/><strong>Space/Reach:</strong>    1 ft./0 ft.<br/><strong>Special Attacks:</strong>    Cleric spell access, cloaked casting (+1 DC), extra domain (Fire, Evil, Law), frightful presence, poison, sneak attack +1d6, spellcasting, surprise casting, winter chill, worm-smite<br/><br/><strong>Spell-Like Abilities</strong> Caster level 15th, save DCs are (14 + spell level + 1 in shadow)<br/>at-will (CL 10) - <em>detect chaos, detect good, detect thoughts</em> (DC 16)<br/>3/day (CL 4) - <em>invisibility, mirror image</em><br/>3/day - <em>giant vermin, infestation of maggots</em>(DC 17) (SpC), <em>insect plague, summon swarm</em> (centipedes only)<br/><br/><strong>Spellcasting</strong> Caster level 15th, save DCs are (20 + spell level Beguiler, 14 + spell level Cleric; +1 to save DCs and caster level checks for Enchantment, Illusion and Necromancy spells)<br/>Full access to Beguiler and Cleric lists, as well as Fire, Evil and Law domains, can't cast spells with Light descriptor<br/>0th - 6/day<br/>1st - 9/day (Advanced Learning: <em>shock and awe (http://dnd.arkalseif.info/spells/spell-compendium--86/shock-and-awe--4163/)</em>)<br/>2nd - 9/day<br/>3rd -8/day<br/>4th - 8/day<br/>5th - 8/day<br/>6th - 8/day<br/>7th - 5/day<br/><br/><strong>Special Qualities:</strong>    Advanced learning, armored mage, blindsight 100 ft, darkvision 60 ft, discorporate, evasion, grow wings, immunity to critical hits and flanking, iron vulnerability, low-light vision, resistance to cold 15, shade abilities, shadow blend, spell resistance 21, trapfinding, uncanny dodge (Dex bonus to AC)<br/><strong>Saves:</strong>    Fort +8, Ref +12, Will +11<br/><strong>Abilities:</strong>    Str 2 (-4), Dex 28 (+9), Con 21 (+5), Int 26(30) (+10), Wis 18 (+4), Cha 18 (+4) (+2 Con and Cha in shadow)<br/><strong>Skills:</strong>    Bluff +8(+12), Concentration +18(+23), Diplomacy +18(+22), Disable Device +8(+17), Escape Artist +8(+27), Hide +18(+49), Knowledge (Arcana) +18(+28), Knowledge (The Planes) +10(+20), Listen +18(+32), Move Silently +18(+37), Search +8(+18), Sense Motive +18(+22), Spellcraft +18(+28), Spot +18(+24), Tumble +8(+17)<br/><strong>Feats:</strong>    Silent Spell(B), Guerilla Scout (http://dnd.arkalseif.info/feats/heroes-of-battle--69/guerilla-scout--1328/index.html)(F), Guerilla Warrior (http://dnd.arkalseif.info/feats/heroes-of-battle--69/guerilla-warrior--1329/index.html)(F), Invisible Spell (http://dnd.arkalseif.info/feats/cityscape--53/invisible-spell--1684/index.html)(1), Darkstalker (http://dnd.arkalseif.info/feats/lords-of-madness--72/darkstalker--512/index.html)(3), Versatile Spellcaster (http://dnd.arkalseif.info/feats/races-of-the-dragon--83/versatile-spellcaster--3057/)(5), Mastery of Twisted Shadow (http://dnd.arkalseif.info/feats/players-guide-to-eberron--13/mastery-of-twisted-shadow--1908/index.html)(7), Rapid Metamagic (http://dnd.arkalseif.info/feats/complete-mage--58/rapid-metamagic--2369/index.html)(9), Extend Spell(11), Shadow Weave Magic (http://dnd.arkalseif.info/feats/players-guide-to-faerun--22/shadow-weave-magic--2569/index.html)(13), Practiced Spellcaster(15)<br/><strong>Flaws:</strong> Frail (http://www.realmshelps.net/charbuild/feat/Frail), Vulnerable (http://www.realmshelps.net/charbuild/feat/Vulnerable)<br/><strong>Alignment:</strong>    Neutral Evil<br/><strong>Treasure:</strong>    59,000 - 58,500 = 500 gp<br/>+4 Headband of Intellect -16,000<br/>Lesser Metamagic Rod, Chain Spell (http://dnd.arkalseif.info/feats/complete-arcane--55/chain-spell--314/index.html) -14,000 gp<br/>Bead of Karma -20,000 gp<br/>Ring of Mind Shielding -8,000 gp<br/>Vestment of Many Styles -500 gp<br/><br/>Description here<br/><br/><strong>Combat</strong><br/>Combat tactics and abilities here.<br/><br/><strong>Cleric Spell Access</strong> A 10th-level baatezu servant can learn and cast spells from the cleric list, even if they don’t appear on the lists of any spellcasting class he has. Such spells are cast as divine spells if they don’t appear on his class spell lists. This class feature grants access to the spells, but not extra spells per day. The 10th-level baatezu servant can likewise read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.<br/><br/><strong>Cloaked Casting (Ex)</strong> Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).<br/><br/><strong>Extra Domain</strong> A baatezu servant gains the granted power and spell access of the Evil domain at 1st level, the Fire domain at 4th level, and the Law domain at 7th level. The baatezu servant generally uses the symbol of her patron as her divine focus. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the Complete Divine book.<br/>Evil Domain - You cast evil spells at +1 caster level.<br/>Fire Domain - Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.<br/>Law Domain - You cast law spells at +1 caster level.<br/><br/><strong>Frightful Presence (Su)</strong> A worm that walks inspires terror whenever it uses its worm-smite ability. All creatures witnessing the attack must make a DC 21 Will save 10 + ½ the worm’s HD + the worm’s Cha modifier) or become shaken, remaining so as long as they remain within 60 feet of the worm that walks. A creature that saves against the frightful presence becomes immune to the worm that walks' frightful presence for 24 hours.<br/><br/><strong>Poison (Ex)</strong> Claws, Fortitude save (DC 17); initial damage 1 Strength drain*. Secondary damage 2d6 Strength. *The initial damage of shadow essence poison is permanent; the secondary damage is temporary.<br/><br/><strong>Sneak Attack (Ex)</strong> Whenever a target is denied its Dexterity bonus to AC or when the shadovig flanks the target, the shadovig deals an additional 1d6 damage. This ability works exactly as the rogue's sneak attack ability.<br/><br/><strong>Surprise Casting (Ex)</strong> Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.<br/><br/><strong>Winter Chill (Su)</strong> An unseelie fey with winter chill has a presence that disquiets nonfey. The more beautiful the creature is, the more uncomfortable other beings feel. Living, nonfey creatures within 5 feet of her feel uneasy and suffer a morale penalty on saves equal to the unseelie fey's Charisma bonus (4).<br/><br/><strong>Worm-Smite (Ex)</strong> Once every 5 rounds, a worm that walks can make a touch attack to deliver a worm-smite. A creature struck by this attack must succeed on a DC 22 Reflex save (10 + ½ the worm’s HD + the worm’s Con modifier) or become covered in ravenous worms. On the worm that walks' next turn and every turn thereafter, the target takes 1d8 points of slashing damage per 2 HD as the worms consume the target's flesh and burrow into its organs. The worms remain until destroyed or removed—or until the target is slain, indicating the worms have devoured their victim.<br/>   A target can use a full-round action to attempt to remove the hungry worms. Escaping requires a DC 22 Reflex save (10 + ½ the worm’s HD + the worm’s Con modifier). Rolling on the ground—and thus crushing the worms—provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite.<br/>   Constructs, elementals, oozes and creatures of the incorporeal subtype are immune to this ability.<br/><br/><br/><strong>Advanced Learning (Ex)</strong> At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.<br/><br/><strong>Armored Mage (Ex)</strong> Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.<br/><br/><strong>Discorporate (Ex)</strong> As an immediate action, a worm that walks can discorporate, collapsing into a pile of slithering vermin. For each hit point the worm that walks possessed prior to discorporating, it generates 1 Fine worm (AC 20, 1 hp each). In the round in which it uses this ability, the worms fall to the ground, filling its space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away. So long as any component vermin survives, the worm that walks can, within 24 hours, breed and create a new body to house its malicious essence.<br/><br/><strong>Evasion (Ex)</strong> A shadow creature can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadow creature is wearing light armor or no armor. A helpless shadow creature does not gain the benefit of evasion.<br/><br/><strong>Grow Wings (Su)</strong> Starting at 4th level, a baatezu servant can grow black, feathered wings like that of an erinyes. The wings, which allow flight at a speed of 60 feet with good maneuverability, have a daily duration of 1 minute per baatezu servant level, divided up however the baatezu servant wishes. It takes a standard action to grow or eliminate the feathered wings. Restrictive clothing and armor of any kind prevents the wings from growing, and a baatezu servant can’t grow wings while grappling.<br/><br/><strong>Immunities (Ex)</strong> A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.<br/><br/><strong>Iron Vulnerability (Ex)</strong> The mere touch of iron (including steel) deals 1 point of damage to the unseelie fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. When an unseelie fey is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful attack) and then apply the creature's damage reduction.<br/><br/><strong>Shade Abilities (Su)</strong> In darkness. the shadovig gains a + 10 foot increase to its speed, a +4 deflection bonus to Armor Class, a +2 competence bonus to attack and damage, a +4 luck bonus on all its saving throws, a +2 increase in its Constitution and Charisma scores, and a +4 racial bonus to Listen checks.<br/><br/><strong>Shadow Blend (Su)</strong> In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a <em>light</em> or <em>continual flame</em> spell, does not negate this ability, but a <em>daylight</em> spell will.<br/><br/><strong>Trapfinding</strong> Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br/>   Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.<br/>   A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.<br/><br/><strong>Uncanny Dodge (Ex)</strong> Shadovig react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attack. They still lose their Dexterity bonus to AC if immobilized.<br/><br/><strong>Skills</strong> Shadovig use their Dexterity for Climb and Jump checks. They receive a +2 racial bonus to Search, and Spot checks, a +4 racial bonus to Intimidate checks, and a +10 racial bonus on Escape Artist, Hide, Listen, Move Silently and Survival checks in addition to any additional bonuses they receive in darkness.</div></div><br/>(https://gelbooru.com/index.php?page=post&amp;s=view&amp;id=2073411)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">RahRah</div><div class="spoiler_body">(https://i.warosu.org/data/tg/img/0385/89/1425947613815.jpg)<br/><br/><strong>RahRah, 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></div></div>