Detect Good (Sp): At will, an antipaladin can use detect good, as the spell. The Knight of the Sepulcher gives up some of the Antipaladins offensive ability for improved durability, the ability to heal with negative energy, and eventually … Antipaladins become the antithesis of their former selves. So, I'm about to play in an evil campaign, and I'm thinking about the Antipaladin, and I will likely be taking the Lord of Darkness archetype for it. An antipaladin does not need an atonement spell during such an unusual alliance as long as his nefarious goals are met in the end—evil cares only about results. An anti-paladin must choose and prepare his spells in advance. This site may earn affiliate commissions from the links on this page. This bond allows the antipaladin to add her Charisma bonus to the amount of hit point damage that she deals with her negative energy spells, her corrupting touch ability, and her channel energy ability. At 5th level, and every 5 levels thereafter, the amount of healing increases by 1. When Table: The Anti-Paladin indicates that the anti-paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level The anti-paladin does not have access to any domain spells or granted powers, as a cleric does. Smite Good (Su): Once per day, an anti-paladin may attempt to smite good with one normal melee attack. Detect Good (Sp) The narcissist does not gain Detect Good. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). Archetypes. | Fudge SRD This ability is the equivalent of a spell of a level equal to one-third the antipaladin’s level. This replaces the antipaladin's aura of evil and alters the antipaladin's saves. They are the profane standard-bearers, the battle-line breakers, and the unforgiving masters of fell armies. Anti-paladins must stay evil in order to cast their spells. With a 20 in Cha, you have a +10 to literally all saves against spells. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Evil creatures gain no benefit from this ability. Anti-Paladins have the following game statistics. This mount is usually a heavy warhorse (for a Medium anti-paladin) or a warpony (for a Small anti-paladin). All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). Character Sheets Skills: 2+ skill ranks and not a lot of options. At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. This replaces aura of good or aura of evil. A creature can benefit from this feature from only one antipaladin at a time. Adventures: Anti-Paladins adventuring alone or with a small group are typically attempting to become strong enough to lead the armies of his deity. Once a cruelty is chosen, it can’t be changed. This bond allows the antipaladin to shed gloom as per twilight haze for 1 minute per antipaladin level. Back to Main Page → 3.5e Homebrew → Classes → Base Classes, You can help D&D Wiki by finishing and/or adding flavor to this page. Knight of the Sepulcher. Unholy Vitality (Ex): At 3rd level, an anti-paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). When they do this they have a an aura of evil instead, and during this time an antipaladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. | Dungeon World SRD This ability is only effective against living creatures, and requires a melee touch attack to deliver. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. Skill Selection: Pick a number of skills equal to 4 + Int modifier. New Pages At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. These cruel warriors know nothing of compassion or loyalty, but they can teach a great deal about pain and suffering. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. If the anti-paladin accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day. When the flavor has been changed so that this template is no longer applicable please remove this template. However, anti-paladins are rarely seen as good creatures. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Secondary: Cleric. This replaces aura of vengeance. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. This replaces aura of good or aura of evil. This penalty does not stack with the penalty from aura of cowardice. At will, a paladin can use detect evil, as the spell. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. All variant fiendish boons are supernatural abilities, and an antipaladin cannot choose a variant fiendish boon if she has an archetype that alters or replaces fiendish boon. The second type of bond allows an antipaladin to gain the service of a fiendish servant. While he may adventure with evil or neutral allies, an antipaladin avoids working with good characters or with anyone who consistently attempts to do good deeds. Legal Information/Open Game License, Fan Labs At will, an antipaladin can use detect good, as the spell. A creature affected by her gaze must make a Will saving throw or take penalties as though sickened for a number of rounds equal to her class level. Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. The lurking presence of a kyton spirit fills the antipaladin’s gaze with shadowy power. An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Proficiencies: Heavy armor, shields, and martial weapons. At 11th level, an antipaladin can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. Using this ability is a standard action that does not provoke attacks of opportunity. In addition, he receives bonus spells per day if he has a high Charisma score. Rarely, a paladin turns from the light and seeks instead to make a pact with the dark powers. Lay on Hands (Su): Each day an anti-paladin can cause a total amount of hit point damage equal to his Charisma bonus (if any) times his class level, as normal. At 5th level, this spirit grants the weapon a +1 enhancement bonus. | d20 Anime SRD The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. While a redesign of sorts, this alternate class can be used just as any of the other base classes. Check out our other SRD sites! This is exactly like the antipaladin cruelty ability, except that scourge champion gains his initial cruelties at 6th level, and each subsequent set of additional cruelties at 9th, 12th and 15th level. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. Divine Grace An anti-paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth. Often this is through temptation or some sort of ruse, but once the deal is struck, the paladin finds himself on the path to damnation. A Wisdom score of 11 is required to access the most basic Anti-Paladin spells, and a score of 14 or higher is required to his most powerful spells (at later levels). See The Paladin's Mount for additional information regarding an anti-paladin's mount, which is the evil equivalent of the standard paladin's mount. Second Edition Rulebooks; Online Rules; Downloads; First Edition Rulebooks; Adventures . His DR increases to 10/good. At 11th level, she can expend two daily uses of this ability to assume the form of an oni as though using giant form I, for a duration of 1 round per class level. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. Saves: Despite a "bad" Reflex saves, Unholy Resilience gives the Antipaladin some of the best saves in the game. This ability requires an unholy symbol. Aura of Malice . Alignment:' Anti-Paladins are invariably any alignment. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. An antipaladin’s code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish the good and just, provided such actions don’t interfere with his goals. If the characters accept to be healed, they also accept to fail the save against the effect. Role: Antipaladins are villains at their most dangerous. Aura of Evil (Su): At 1st level, a malevolent knight gains the antipaladin’s aura of evil ability. Not the class as a whole, mainly the alignment constraints – and the name, of course. Aura of Belief (Su): At 14th level, an insinuator’s weapons are treated as chaos-aligned while he invokes a chaotic outsider, law-aligned when he invokes a lawful outsider, or evil-aligned while he invokes an evil outsider. As a swift action, the antipaladin chooses one target within sight to smite. Reason: One or more images on this page are unattributed. Edit this Page | All stubs, Edit this Page | All pages with an unattributed image. Special Mount: The epic anti-paladin’s special mount continues to increase in power. | GumshoeSRD In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. Tyrannical Titan (Ex): At 20th level, the blood-soaked demon is cloaked in evil dark and powerful enough to give pause to any true demon or devil. Summary: Great Archetype overall – actually makes the class Playable for me.Worth buying the Supplement for. Downloads At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. The mount also appears wearing or carrying any gear it had when it was last dismissed. He adds his Charisma bonus (if any) to his attack roll and deals 2 extra point of damage per anti-paladin level. Anti-Paladins frequently refer to their adventures as crusades. - Greater Rage (Ex): At 11th level, when a blackguard of fury enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. Strength is important for him because of his role in direct combat. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: +2: anarchic, flaming burst, unholy, wounding. Smite Impudence (Su) Once per day, a narcissist can channel his arrogance to punish his enemies. This does not mean that an butcher cannot take actions someone else might qualify as good, only that such actions must always be in service of advocating war and bloodshed. Unsettling Aura: 4: 2 — — — 7th +3 ... anti-paladins aren’t necessarily evil or chaotic in alignment. The aura says that it affects any fiends or undead within the area so it affects any fiends or undead in the area. The power of an antipaladin’s aura of evil (see the  detect evil  spell) is equal to his antipaladin level. Base Attack Bonus: Full BAB. Each alternate class feature replaces a specific class feature from its parent class. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. Aura of Depravity -4 (10 ft.) (Su) Foes in aura take a penalty to save vs. compulsion. The antipaladin gains three additional uses of smite good per day and can smite foes regardless of their alignment. Aura of Evil (Su): At 1st level, a nefarious convoker gains the antipaladin’s aura of evil ability. Quick Build. At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected. Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 negates. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. It remains us… These abilities are not cumulative. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. Some may be on profane quests offered by his order. Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. Role: An anti-paladin will always try to assume the leadership position. Item: Pathfinder Supplement – Agents of Evil (Just reviewing the Insinuator Antipaladin for this one!) If he invokes an outsider with more than one alignment aura, the insinuator must choose during the initial invocation which alignment his weapon radiates. This does not mean that an antipaladin cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. Anti-paladins must stay evil in order to cast their spells. At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Negative Energy Healing (Ex): After attaining second level, an anti-paladin is healed with negative energy such as from an inflict light wounds spell, and is damaged by positive energy such as from a cure light wounds spell. This ability replaces aura of evil. The spell punishes evil characters if they ever willingly commit Good deeds. Now, I want to be an effective front-lone fighter, in a campaign where I won't necessarily be fighting against Good enemies all the time, and I also want to play a badass that can make EVERYONE scared of me. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Champions of evil, they often lead armies of evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. The antipaladin has accepted the patronage of a div, whose malevolence shines in her eyes. A divine order is similar to the order of a cavalier, but has a divine focus and is based on certain aspects of divine magic. Skill Ranks per Level: 2 + Int modifier. Evil creatures within this burst are healed 1d6 points of damage per two antipaladin levels, but only if they accept to have their spirits affected by the spell “Fallen Soul” (Dragon Magazine #312). A rakshasa lends its mental powers to the antipaladin. Dark Resistance The Channel Evil part is taken from a Tiefling Cleric Variant that I find no reason to insert on an Antipaladin, since both channel negative energy. Additionally, an anti-paladin’s code requires that he respect the authority of his order or other ruling body, actively thwart the efforts of good, assist those belonging to his order (provided they do not use the help for good or chaotic ends), and punish those who stand in the way of his anti-paladin order. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. Starting at 7th level, any creatures allied to you within 10 feet of you and you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). Also note that your Paladin's bonds/flaws (as described) may not be really evil. Traveller SRD Calling a mount is a conjuration (calling) effect. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet … Detect Good (Sp): At will, an antipaladin can use detect good, as the spell. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. At 18th level, the range of this aura increases to 30 feet. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range. Aura of Evil (Ex) The power of the Taker of Eyes aura of evil (see the detect evil spell) is equal to his antipaladin level (8). While any evil deity could have an anti-paladin order, more prominent orders fall under the auspices of the more violent deities. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate. Regaining their paladinhood, but duplicate abilities do not subjugate, unless part. Class skills of minutes per antipaladin level are distrustful toward others of the dead gains a level equal to the! 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And magical Protection or effect that specifically works with the penalty from of... To his antipaladin level –3 as crusaders, commanders, and the bonuses last for 1 minute of justice.
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