If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. 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) … Smite Good : Once per day, an anti-paladin may attempt to smite good with one normal melee attack. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. Using this ability is a free action. An antipaladinâs 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 donât interfere with his goals. 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. 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. 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. Divine Grace An anti-paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Aura of Cowardice (Su): Beginning at third level, an anti-paladin becomes immune to fear (magical or otherwise). This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. Also note that your Paladin's bonds/flaws (as described) may not be really evil. 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 … 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 Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier. 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. An Anti-Paladin serves an evil deity and adheres to the ideals of that deity. At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected. The spell punishes evil characters if they ever willingly commit Good deeds. Anti-Paladins frequently refer to their adventures as crusades. The mount is the same creature each time it is summoned, though the anti-paladin may release a particular mount from service. At 18th level, the range of this aura increases to 30 feet. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. Anti-paladins come in many forms, yet their driving force remains the same: bringing justice to the divine. 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 Modern Path SRD 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 There needs to be a different mechanic in place to mess with spells in the aura. | FateCoreSRD The mount’s spell resistance equals the anti-paladin’s class level + 5. QUICK BUILD You can quickly make an anti-paladin by following these suggestions. This penalty does not stack with the penalty from aura of cowardice. She can gain this benefit for 3 rounds per day + 1 round per antipaladin level. Hateful gaze is a pain effect. Anti-Paladins like their good-aligned analogs the Paladins, are hearty warriors that possess limited spell-like powers. An anti-paladin must choose and prepare his spells in advance. The penalty to saving throws against fear bestowed by her aura of cowardice also applies on saving throws against pain. Purity of Spirit Beginning at 15th level, you are always under the Effects of a Protection from Evil and Good spell. | Design Finder 2018 Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. The champion of the dead gains a number of ranks at each level equal to +2 Int modifier. At 11th level, the servant gains the advanced template. At 3rd level, the antipaladin can select from the following initial cruelties. 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. As a standard action, the antipaladin can evoke a hateful gaze; this is a gaze attack with a 30-foot range. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This duration need not be consecutive but must be used in 1-minute increments. At will, a paladin can use detect evil, as the spell. This replaces the antipaladin's aura of evil and alters the antipaladin's saves. When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. - 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. 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. Skills(1): Intimidate. | Dungeon World SRD 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. 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. 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). 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. The mount also appears wearing or carrying any gear it had when it was last dismissed. However, lower level anti-paladins may become just the opposite. Its mostly cosmetic. 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. This is usually a traumatic experience, involving a complex ritual that involves a living sacrifice and dark oaths made to foul powers (who sometimes send minions to bear witness). An antipaladin may accept only henchmen, followers, or cohorts who are chaotic evil. Purity of Spirit Beginning at 15th level, you are always under the Effects of a Protection from Evil and Good spell. Aura of Depravity -4 (10 ft.) (Su) Foes in aura take a penalty to save vs. compulsion. Anti-Paladins have the following game statistics. They may put on a polite and mild-mannered facade, but their intents remain the same. Dark Resistance 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. A pact with an oni grants the antipaladin the shapechanger subtype. Anti-paladins must stay evil in order to cast their spells. Special Mount (Sp): Upon reaching 5th level, an anti-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against good (see below). A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. The second type of bond allows an antipaladin to gain the service of a fiendish servant. answered Nov 6 '15 at 15:08. 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. 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. Aura of Evil (Ex) The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. 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. At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. This ability is the equivalent of a spell of a level equal to one-third the antipaladinâs level. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. As a standard action, the antipaladin can call forth a daemon spirit that bonds to her hands for 1 minute per antipaladin level, causing her to manifest traits evocative of one kind of daemon. 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. Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Source Advanced Player's Guide pg. Maybe allies in the aura have advantage on saves against spells. Anti-Paladins are the fanatical zealots serving evil deities as crusaders, commanders, and champions. He may not progress any further in levels as an antipaladin. 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. 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 blood-soaked demon gains DR 5/-; this stacks with any other DR of the same type he possesses. Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. A rakshasa lends its mental powers to the antipaladin. The servant immediately appears adjacent to the antipaladin. 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). A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack. This penalty does not stack with the penalty from aura of cowardice. Smite Good(Su): Your enemies will primarily be good, and Smite Good gives you a pile of damage and a nice bonus to AC. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. Each opponent within 10 feet of him takes a -4 penalty on saving throws against fear effects and opposed checks from the Intimidate skill. Those who forsake the darkness are frowned upon. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread. 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. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. 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. Pledge of Discretion. Each alternate class feature replaces a specific class feature from its parent class. At 5th level, and every 5 levels thereafter, the amount of healing increases by 1. Detect Good (Sp) At will, an antipaladin can use detect good, as the spell. When an archetype includes multiple class features, a character must take all of themâoften blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. Rebuke Undead (Su): When an anti-paladin reaches 4th level, he gains the supernatural ability to rebuke undead creatures by channelling negative energy through his body. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead. They are the profane standard-bearers, the battle-line breakers, and the unforgiving masters of fell armies. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. 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.
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