Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. 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. They rarely travel with those that they do not subjugate, unless as part of a ruse to bring ruin from within. 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). Once a cruelty is chosen, it can’t be changed. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. If you do not understand the idea behind this page please leave comments on this page's, https://www.dandwiki.com/w/index.php?title=Anti-Paladin_(3.5e_Class)&oldid=1315141. Detect Good(Sp): Situational. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread. Other +2 on will saves against spells Aura of Cowardice (Su) all enemies within 10 feet to take a -4 penalty on saving throws against fear effects Aura of despair enemies within 10ft -2 saves Aura of Evil Detect Good at will Plague Bringer (Ex) can still contract diseases and spread them to others, but he is otherwise immune to their effects. 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 action… Starting Wealth: 5d6 × 10 gp (average 175 gp.) He may not progress any further in levels as an antipaladin. Legal Information/Open Game License, Fan Labs The functionality of an anti-paladin in a GOOD party would be dependent on the situation he was in. In addition, he receives bonus spells per day if he has a high Charisma score. | The Modern Path SRD This ability is only effective against living creatures, and requires a melee touch attack to deliver. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. They are often the subject of direct orders, and expect their subordinates (that is, everyone else) to follow orders as well. Sell at the Open Gaming Store! 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). Although all antipaladins commune with vile forces and blasphemous spirits, some are able to do so in ways that transcend the typical martial gifts or diabolical servitors. She can use her hateful gaze once per antipaladin level per day. Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. An antipaladin must be of chaotic evil alignmentand loses all class features except proficiencies if he willingly and altruistically commits good acts. This is a Charisma-based ability. Rarely, a paladin turns from the light and seeks instead to make a pact with the dark powers. QUICK BUILD You can quickly make an anti-paladin by following these suggestions. Anti-paladins come in many forms, yet their driving force remains the same: bringing justice to the divine. The lurking presence of a kyton spirit fills the antipaladin’s gaze with shadowy power. Pledge of Discretion. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature. | Dungeon World SRD Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. Bonus Feats: The epic anti-paladin gains a bonus feat (selected from the list of epic anti-paladin feats) every three levels higher than 20th. When the flavor has been changed so that this template is no longer applicable please remove this template. This penalty does not stack with the penalty from aura of cowardice. During this thirty-day period, the anti-paladin takes a –1 penalty on attack and weapon damage rolls. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate. Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. Butcher (Antipaladin Archtype) ... Code of Conduct: A butcher must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically fosters peace and non-violence. Emotional FocusEmotion Aura AngerAnger DedicationFaith DespairMelancholy FearFear GreedGreed HatredHatred JealousyGreed LustPassion PridePride RemorseMelancholy ZealPride-Knacks: A possessed vindicator learns an number of knacks, or 0-level psychic spells, as a medium of the same level but drawn from … That’s more akin to 3e numbers than 5e. This replaces detect evil or detect good. 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. At 4th level and higher, his caster level is equal to his antipaladin level –3. The evil of an anti-paladin is an unequivocal force that shakes even the mightiest warriors of goodness. Smite Good : Once per day, an anti-paladin may attempt to smite good with one normal melee attack. Source Advanced Player's Guide pg. He adds his Charisma bonus (if any) to his attack roll and deals 2 extra point of … An antipaladin does not take any damage or take any penalty from diseases. This ability is usable once per week at 6th level, twice per week at 9th level, three times per week at 12th level, four times per week at 15th level, and five times per week at 18th level. Hit Points: d10 hit points is standard for front-line melee characters. The power of an antipaladin’s aura of evil (see the  detect evil  spell) is equal to his antipaladin level. At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet … This ability replaces aura of evil. Note: The antipaladin is an alternate class for the paladin core class. Making use of and altering numerous facets of the paladin core class, this villainous warrior can’t truly be considered a new character class by its own right. Seeking raw power, the antipaladin has formed a reckless bond with a qlippoth. In such societies, an anti-paladin order may even be a mere extension of the military complex that already defines the social system. 2nd—Aura of Glory, Bull's Strength, Cloak of Bravery, Darkness, Divine Insight, Divine Protection, Energized Shield, Fell the Greatest Foe, Flame of Faith, Hand of Divinity, Unholy Mount, Knight's Move, Loyal Vassal, One Mind, Quick March, Shield of Warding, Spiritual Chariot, Strength of Stone, Death Knell, Delay Poison, Eagle's Splendor, Owl's Wisdom, Ghoul Touch, Resist Energy, Undetectable Alignment. Like a member of any other class, an anti-paladin may be a multiclass character, but multiclass anti-paladins face a special restriction. At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. Also note that your Paladin's bonds/flaws (as described) may not be really evil. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. As a standard action, the antipaladin can make a gaze attack with a 30’ range; affected creatures must attempt a Will saving throw or become shaken for 1d3 rounds. LE Human Antipaladin (Tyrant Dread Vanguard) Traits: Merciful Scimitar(Combat), Glint-Tongued(Race) 01: Aura of Evil, Detect Good, Smite Good 1/day; Power Attack, Enforcer (Use a scimitar, free intimidate check for long-duration shaken debuff on every attack where you can deal nonlethal damage) 02: Touch of Corruption, Unholy Resilience The mount’s spell resistance equals the anti-paladin’s class level + 5. This bond allows the antipaladin to shed gloom as per twilight haze for 1 minute per antipaladin level. Calling a mount is a conjuration (calling) effect. Dark Blessing (Su): At 2nd level, an anti-paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. An anti-paladin who ceases to be lawful evil, who willfully commits an act that is severely out of step with his alignment, or who grossly violates the code of conduct loses all anti-paladin spells and abilities (including the service of the anti-paladin’s mount, but not weapon, armor, and shield proficiencies). An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. These powers are granted to them by their evil deities and are used to further advance their vile causes. Purity of Spirit Beginning at 15th level, you are always under the Effects of a Protection from Evil and Good spell. Skill Selection: Pick a number of skills equal to 4 + Int modifier. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits. This boon can take one of two forms. As a standard action, the antipaladin can call forth a demodand spirit that bonds to her, spreading a foul miasma of blasphemous power. This ability is the equivalent of a spell of a level equal to one-third the anti-paladin’s level. 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. Skill Ranks per Level: 2 + Int modifier. Their alignment may depend largely on what god they have vowed against, or on how they intend to bring the god to justice. Aura of Malice . Skills: 2+ skill ranks and not a lot of options. At 18th level, the range of this aura increases to 30 feet. Character Sheets To prepare or cast a spell, an anti-paladin must have a Wisdom score equal to at least 10 + the spell level. At 11th level, while her hateful gaze is active, she can focus her gaze as a standard attack to try and suppress an effect granting a morale bonus; this functions as a targeted dispel magic and if successful, suppresses the effect for a number of rounds equal to her class level. Dark Mark (Ex): At 1st level, a nefarious convoker bears the sign of his fiendish corruption as a dark, tattoo-like brand somewhere on his body. 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. This mount is usually a heavy warhorse (for a Medium anti-paladin) or a warpony (for a Small anti-paladin). He can still contract diseases and spread them to others, but he is otherwise immune to their effects. A pact with an oni grants the antipaladin the shapechanger subtype. Proficiencies: Heavy armor, shields, and martial weapons. At 17th level, an antipaladin gains DR 5/good. At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected. Alignment: Any evil. Aura of Evil Detect Good Smite Good 3/day Unholy Resilience Touch of Corruption 8/day > Cruelty (Sickened, Diseased) > Channel Negative Energy Aura of Cowardice Plague Bringer Antipaladin Spellcasting Fiendish Boon > Fiendish Servant (SM IV) Skills (2 + 1 intelligence + 1 favored) x 7 = 28 7 Diplomacy +14 (+2 Social Ties) 7 Sense Motive +11 (+2 Eye for Talent) 7 Ride +10 (+1 Militia Veteran) … | Starjammer SRD Those who forsake the darkness are frowned upon. 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. 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. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. First, Strength should be your highest For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. Some anti-paladins who hail from particularly corrupt societies are forced into an anti-paladin order by their parents to maintain the family reputation. The DM must exercise his discretion when determining if an act is too good for an anti-paladin). This replaces the Antipaladin's Aura of Despair, Aura of Vengeance, Aura of Sin, and Aura of Depravity, or the Paladin's Aura of Resolve, Aura of Justice, Aura of Faith, and Aura of Righteousness. Some may be on profane quests offered by his order. | OGN Articles Additionally, while the miasma spreads, all allies within 20 feet gain a profane +3 bonus on saving throws against divine magic and resistance 3 against sacred damage, such as that dealt by smite evil or by flame strike. Archetypes. Finally, the anti-paladin can also use this power to destroy others. At 5th level, and every 5 levels thereafter, the amount of healing increases by 1. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. At 5th level, and at every five levels thereafter, the anti-paladin may smite good one additional time per day, as indicated on Table: The anti-paladin, to a maximum of five times per day at 20th level. Presented below are several variant class features to help flesh out common antipaladin archetypes, the better to customize characters for fighting the foul fight. Weapon and Armor Proficiency: Anti-Paladins are proficient with all simple and martial weapons, with all types of armor, (medium, and heavy), as well as with shields (except tower shields). The power of the Taker of Eyes aura of evil (see the detect evil spell) is equal to his antipaladin level (8). As a swift or immediate action, the antipaladin can call upon her asura spirit to gain fast healing 2, which is negated by good-aligned weapons and spells. In addition, he receives bonus spells per day if he has a high Wisdom score. 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. The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex). Knight of the Sepulcher. They are the profane standard-bearers, the battle-line breakers, and the unforgiving masters of fell armies. Detect Adversary (Sp): ... (Su): At 8th level, the avowed gains the aura of despair antipaladin class feature. They are brutal and unrelenting, placing their every resource on the line to achieve a goal. It’s said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons. LE Human Antipaladin (Tyrant Dread Vanguard) Traits: Merciful Scimitar(Combat), Glint-Tongued(Race) 01: Aura of Evil, Detect Good, Smite Good 1/day; Power Attack, Enforcer (Use a scimitar, free intimidate check for long-duration shaken debuff on every attack where you can deal nonlethal damage) 02: Touch of Corruption, Unholy Resilience Archetypes. Anti-Paladins serve their deity by spreading their dogma and mercilessly slaying those who refuse to convert. At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected. Once per day, as a full-round action, an anti-paladin may magically call his mount from the infernal realms in which it resides. The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. Inflict Disease (Sp): The epic anti-paladin can use inflict disease one additional time per week for every three levels higher than 18th. This ability can be used a number of times per day equal to half the antipaladin’s class level (minimum 1). Spells: The anti-paladin’s caster level is equal to one-half his class level, as normal. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius … Every five levels after 20th the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. Detect Good (Sp) At will, an antipaladin can use detect good, as the spell. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. 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. Item: Pathfinder Supplement – Agents of Evil (Just reviewing the Insinuator Antipaladin for this one!) wards off harm and engenders an unnatural aura of despair and menace around the anti-paladin. Aura of Evil (Ex) The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites. Anti-paladins must stay evil in order to cast their spells. Archetype / Alternate Class Feature: Class Features Changed or Replaced: Class Skills: Weapons & Armor: Aura of Evil: Code of Conduct: Detect Good: Smite Good As a standard action, the antipaladin can call forth a devil spirit that infuses her mind, granting her the see in darkness universal monster ability. It remains us… 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. Role: Antipaladins are villains at their most dangerous. Beginner Box ; Rulebooks . When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth. An anti-paladin prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. If he invokes an outsider with more than one alignment aura, the insinuator must choose during the initial invocation which alignment his weapon radiates. 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