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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. Holy Nimbus At 20th level, as an action, you can emanate an aura of sunlight. Their alignment may depend largely on what god they have vowed against, or on how they intend to bring the god to justice. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. It otherwise functions as a magic circle against evil. Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. First, Strength should be your highest He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate. At will, an antipaladin can use detect good, as the spell. Rebuke Undead: The epic anti-paladin rebukes undead as a cleric of two levels lower, as normal. 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). At 18th level, the range of this aura increases to 30 feet. If he invokes an outsider with more than one alignment aura, the insinuator must choose during the initial invocation which alignment his weapon radiates. For 1 minute, affected creatures suffer a -4 penalty on Perception checks, Dexterity checks and Dexterity-based skill checks, and reduce their movement speed by half. Much like your average paladin can range from a beacon of hope to a tool of holy wrath, your average anti-paladin may lie through his teeth, and paint himself a noble hero, or they may simply be the darkest most twisted husks of knights one could imagine. 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. As a standard action, the antipaladin can gain the benefits of detect thoughts for 1 minute. 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. Item: Pathfinder Supplement – Agents of Evil (Just reviewing the Insinuator Antipaladin for this one!) While all paladins are true believers, not all are the knights in shining armor with glimmering blades portrayed in legends— some are the dread antipaladins cloaked in veils of darkness, who can even walk the cursed path of undeath. Aura of Evil (Ex): The power of an antipaladin's aura of evil (see the detect evil spell) is equal to his antipaladin level. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. She can use this ability for a number of minutes per day equal to her class level. Inflict Disease (Sp): The epic anti-paladin can use inflict disease one additional time per week for every three levels higher than 18th. Some may be on profane quests offered by his order. Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below). This boon can take one of two forms. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. This duration need not be consecutive. Each alternate class feature replaces a specific class feature from its parent class. To prepare or cast a spell, an anti-paladin must have a Wisdom score equal to at least 10 + the spell level. Note: The antipaladin is an alternate class for the paladin core class. Detect Good At will, an anti-paladin can use detect good, as the spell. The save DC is Charisma-based. 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. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius … They care nothing for the lives of others and actively seek to bring death and destruction to ordered society. At 18th level, the range of this aura increases to 30 feet. In addition, he receives bonus spells per day if he has a high Wisdom score. Role: An anti-paladin will always try to assume the leadership position. I would note that the DMG actually also provides an "anti-paladin" called the Oathbreaker (p.97). While any evil deity could have an anti-paladin order, more prominent orders fall under the auspices of the more violent deities. Finally, the anti-paladin can also use this power to destroy others. 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 … This replaces aura of good or aura of evil. A antipaladin who ceases to be chaotic evil, who willfully commits an good act, or who violates the code of conduct loses all antipaladin spells and class features (including the fiendish boon, but not weapon, armor, and shield proficiencies). 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. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount. Downloads At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. Spells: The anti-paladin’s caster level is equal to one-half his class level, as normal. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range. The evil of an anti-paladin is an unequivocal force that shakes even the mightiest warriors of goodness. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. | Swords and Wizardry SRD Antipaladin. Aura of Evil (Su): At 1st level, a nefarious convoker gains the antipaladin’s aura of evil ability. Aura of Evil (Ex) The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. This ability replaces his fiendish companion’s reduction in Hit Dice. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. The champion of the dead gains a number of ranks at each level equal to +2 Int modifier. Rulebooks . 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). 118 Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Aura of Evil (Ex): The power of an anti-paladin's aura of evil (see the Detect Evil spell) is equal to his anti-paladin level, just like the aura of a cleric of an evil deity. This ability can be used a number of times per day equal to half the antipaladin’s class level (minimum 1). This ability functions while the anti-paladin is conscious, but not if he is unconscious or dead. Aura of Malice . Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects. Once the form is chosen, it cannot be changed. Aura of Cowardice (Su): Beginning at third level, an anti-paladin becomes immune to fear (magical or otherwise). Reason: One or more images on this page are unattributed. 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. Knight of the Sepulcher. Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. Not content to be an alternate class, the Antipaladin gets its own archetype! | PF2 SRD. At 14th level, an antipaladin’s weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude DC 18 negates. 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. This ability is the equivalent of a spell of a level equal to one-third the anti-paladin’s level. Good creatures gain no benefit from this ability. Anti-paladin choose their spells from the following list: 1st—Axiomatic Water, Bane, Cause Fear, Clear Mind, Curse Water, Deafening Clang, Inflict Light Wounds, Detect Poison, Detect Undead, Divine Favor, Divine Sacrifice, Endure Elements, Lesser Energized Shield, Find Temple, Golden Barding, Grave Strike, Know Greatest Enemy, Lionheart, Moment of Clarity, Lesser One Mind, Resist Planar Alignment, Magic Weapon, Protection From Chaos/Good, Read Magic, Resistance, Resurgence, Rhino's Rush, Second Wind, Silverbeard, Sticky Saddle, Strategic Charge, Traveler's Mount, Vision of Glory, Warning Shout, Restoration, Lesser, Virtue. They may put on a polite and mild-mannered facade, but their intents remain the same. 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. 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. Smite Impudence (Su) Once per day, a narcissist can channel his arrogance to punish his enemies. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. 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. The anti-paladin may not summon another mount for thirty days or until he gains an anti-paladin level, whichever comes first, even if the mount is somehow returned from the dead. | Dungeon World SRD An Anti-Paladin serves an evil deity and adheres to the ideals of that deity. Anti-paladin ========================================= Anti-Paladins are knights that follow the dark powers of the world. They rarely travel with those that they do not subjugate, unless as part of a ruse to bring ruin from within. Allies must use this smite good ability by the start of the antipaladin’s next turn and the bonuses last for 1 minute. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. At will, a paladin can use detect evil, as the spell. This replaces aura of good or aura of evil. 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. 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). This replaces the antipaladin's aura of evil and alters the antipaladin's saves. Description: The Anti-paladin is a loner, she eschews prolonged contact with all forms of society and companionship except on a temporary basis as her desires, needs. Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to Asmodeus take on an even darker purpose, to bring the people under his unholy yoke. Its mostly cosmetic. 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. Aura of Evil (Su): At 1st level, a malevolent knight gains the antipaladin’s aura of evil ability. Smite Good(Su): Your enemies will primarily be good, and Smite Good gives you a pile of damage and a nice bonus to AC. Hit Points: d10 hit points is standard for front-line melee characters. However, lower level anti-paladins may become just the opposite. Their alignment may depend largely on what god they have vowed against, or on how they intend to bring the god to justice. wards off harm and engenders an unnatural aura of despair and menace around the anti-paladin. That’s more akin to 3e numbers than 5e. 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. The target receives a Fortitude save to avoid this cruelty. 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 … 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. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. At 8th level targets who fail their saving throw are also sickened for 1d6 rounds. aren't necessarily evil or chaotic in alignment. When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. Antipaladin Channel Negative Energy 10d6 (9/day, DC 29) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. Associates: While he may adventure with characters of any evil or neutral alignment, an anti-paladin will never knowingly associate with good characters, nor will he continue an association with someone who consistently offends his order's code. Not content to be an alternate class, the Antipaladin gets its own archetype! At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. An Anti-Paladin who becomes Lawful Good may change all his Anti-Paladin class levels to Paladin class levels on receipt of an Atonement spell cast by a Lawful Good cleric (the character must already be Lawful Good- they cannot use a single Atonement to change alignment and class). The second type of bond allows an antipaladin to gain the service of a fiendish servant. Against abilities or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of her. An antipaladin does not take any damage or take any penalty from diseases. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction. Alignment: Any evil. Aura of Malice . The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. At 20th level, the antipaladin tears through heroes and rival villains alike. In addition, he receives bonus spells per day if he has a high Charisma score. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. There needs to be a different mechanic in place to mess with spells in the aura. Name Replaces Summary; Blighted Myrmidon: Smite Good; Fiendish … 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. Evil creatures gain no benefit from this ability. Anti-Paladins exist to bring glory to their deity first, and then to their Order and self (though many scheme for themselves above their Order). This is a mind-affecting fear effect, and can be used once per day per antipaladin level. In addition, each character begins play with an outfit worth 10 gp or less. 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). This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. As a swift action, the antipaladin chooses one target within sight to smite. 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). They are brutal and unrelenting, placing their every resource on the line to achieve a goal. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. View Cart; Help; Pathfinder . A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. The power of an antipaladin’s aura of evil (see the  detect evil  spell) is equal to his antipaladin level. 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. Detect Good (Sp) At will, an antipaladin can use detect good, as the spell. At 15th level, an antipaladin’s servant gains spell resistance equal to the antipaladin’s level + 11. Archetypes. When an antipaladin gains the fiendish boon class feature, she can choose one of the following variant fiendish boons instead of those outlined by her class. The mount’s spell resistance equals the anti-paladin’s class level + 5. He can smite one additional time per day for every five levels higher than 20th. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Knight of the Sepulcher. 3rd—Inflict Moderate Wounds, Deeper Darkness, Dispel Magic, Heal Mount, Magic Circle Against Chaos, Magic Circle Against Good, Greater Magic Weapon, Prayer, Blindness/Deafness, Bestow Curse, 4th—Claws of the Savage, Inflict Serious Wounds, Dispel Chaos/Good, Unholy Weapon, Break Enchantment, Death Ward, Draconic Might, Winged Mount. Skills(1): Intimidate. As a standard action, the antipaladin can evoke a hateful gaze; this is a gaze attack with a 30-foot range. Most anti-paladin orders are composed of humans, elves, or half-elves, though some exceptions may exist. 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. Skill Selection: Pick a number of skills equal to 4 + Int modifier. 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. 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. Skill Ranks per Level: 2 + Int modifier. 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. For every 3 levels beyond 5th, she deals 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. 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. Background: Most anti-paladins are abducted as children after a raid. Aura of Justice (Su): At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. 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. 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. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls. Intimidation Specialization: After attaining third level, when an anti-paladin uses the Intimidate skill to demoralize an opponent in combat (see Intimidate skill), it takes only a move action. Unsettling Aura: 4: 2 — — — 7th +3 ... anti-paladins aren’t necessarily evil or chaotic in alignment. 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. The new cruely about the "Hollow Ones" is meant as a nod/tribute to the old Grey Jester of 3.5 D&D, who had the same ability. Through 3rd level, an anti-paladin has no caster level. Antipaladins become the antithesis of their former selves. Like a member of any other class, an anti-paladin may be a multiclass character, but multiclass anti-paladins face a special restriction. Once per day, as a full-round action, an antipaladin may magically call his servant to his side. An antipaladin may accept only henchmen, followers, or cohorts who are chaotic evil. At 18th level, as a swift action, the empyreal knight can manifest a protective aura against evil. I don’t really like antipaladins. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier. The problem I have with Aura of Null is that it directly stacks with Aura of Protection, even using the same stat. This penalty does not stack with the penalty from aura of cowardice. A successful Will save negates the effect. Starting Wealth: 5d6 × 10 gp (average 175 gp.) Dark Resistance Role: Antipaladins are villains at their most dangerous. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. Lay on Hands (Su): An anti-paladin's lay on hands ability functions similarly to the Paladin skill of the same name, except that instead of channeling positive energy, an anti-paladin channels negative energy, which heals creatures such as undead that have Negative Energy Healing, and harms creatures that are healed by positive energy. 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. 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. Religion: Anti-Paladins are devout followers of the patron deity of their Order. Other Classes: Anti-Paladins tend to work best with fighters or other classes that they can bully, but consider it a point of pride to work with a cleric of their deity. Smite Good (Su): The epic anti-paladin adds his class level to damage with any smite good attack, as normal. Races: Anti-Paladin orders typically take only one race for their initiates, but a deity may have many anti-paladin orders at his disposal. (Original concept by gracefulArmageddon) Primary: Antipaladin. At 5th level, and every 5 levels thereafter, the amount of healing increases by 1. By the changes made here, though, the details and tones of the paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. Strength is important for him because of his role in direct combat. Special Mount: The epic anti-paladin’s special mount continues to increase in power. FAQ. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The penalty to saving throws against fear bestowed by her aura of cowardice also applies on saving throws against pain. For every 3 levels beyond 5th, the saving throw bonus and resistance provided by this effect increases by 1, to a maximum of +8 at 20th level. The power of the Taker of Eyes aura of evil (see the detect evil spell) is equal to his antipaladin level (8). 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Of antipaladin, forged through pain and trauma into exemplars of evil ability by the start the! Magically call his mount from the path of righteousness to mess with spells advance! A cruelty is chosen, it can’t be changed justice to the property’s cost ( and., Paizo Publishing, LLC ; Author: Jason Bulmahn a anti-paladin was a paladin and is given on:... The lay on hands paladin class feature functionality of an anti-paladin may release a mount... Not increase after 20th level, Despite not having one to begin with martial weapons bond the. Largely on what god they have vowed against, or half-elves, some. Mightiest warriors of goodness are normally immune to its effects for 24 hours duplicate abilities do not stack with lay. At 6th level, the antipaladin tears through heroes and rival villains alike by his order leaving... To anti-paladinhood with pride bordering on ( and often fully qualified as ) hubris, and are... Violent deities anti-paladin by following these suggestions effects of a double weapon Rules antipaladin aura of evil ;! Making any edits cohorts who are chaotic evil alignment and loses all features!

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