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Basics & Ability Scores
Antipaladin
Getting Started
Character Creation
Outline
Common Terms
Ability Scores
More Character Options
Alignment & Description
Alignment
Carrying Capacity
Description Although it is a rare The Vauntguard
Contents
Movement occurrence, paladins do
Races sometimes stray from the 1 Class skills
Core Races path of righteousness. 2 Class Features
Other Races Most of these wayward 2.1 Aura of Evil (Ex)
3rd Party Races holy warriors seek out 2.2 Detect Good (Sp)
Classes redemption and 2.3 Smite Good (Su)
Character forgiveness for their 2.4 Unholy Resilience (Su)
Advancement 2.5 Touch of Corruption (Su)
misdeeds, regaining their
Class Archetypes 2.6 Aura of Cowardice (Su)
powers through piety,
Core Classes Ultimate Spell 2.7 Plague Bringer (Ex)
charity, and powerful
Base Classes Decks: Anti- 2.8 Cruelty (Su)
Alternate Classes
magic. Yet there are
Paladin Spell 2.9 Channel Negative Energy (Su) The Vauntguard
Antipaladin others, the dark and
Cards 2.10 Spells $299
Ninja $199 disturbed few, who turn 2.11 Fiendish Boon (Sp) PDF
Samurai PDF
actively to evil, courting 2.12 Aura of Despair (Su) Buy Now
Prestige Classes the dark powers they once 2.13 Aura of Vengeance (Su)
Buy Now
NPC Classes railed against in order to 2.14 Aura of Sin (Su) Located at the
3rd Party Classes take vengeance on their 2.15 Aura of Depravity (Su) intersection of soldier
3rd Party Prestige former brothers. Its said that those who climb the and spy, the vauntguard
2.16 Unholy Champion (Su)
Classes from Drop Dead Studios
farthest have the farthest to fall, and antipaladins 3 Code of Conduct is the first line of
Feats are living proof of this fact, their pride and hatred 4 Associates defense for a
Feats DB blinding them to the glory of their forsaken 5 Ex-AntiPaladins government or society;
Feat Tree patrons. 6 Archetypes & Alternate Class Features he is the troubleshooter
Achievement Feats and undercover agent,
6.1 Table: Antipaladin Archetypes / Alternate Class
Channeling Feats who must seek out
Antipaladins become the antithesis of their former Features information and
Combat Feats selves. They make pacts with fiends, take the lives neutralize deadly
General Feats threats. Whether he
of the innocent, and put nothing ahead of their
Grit Feats serves a King, a secret
personal power and wealth. Champions of evil, they often lead armies of evil creatures and work with society, or is simply a
Item Creation Feats
other villains to bring ruin to the holy and tyranny to the weak. Not surprisingly, paladins stop at nothing renegade working alone,
Local Feats
to put an end to such nefarious antiheroes. vauntguards follow in the
Metamagic Feats footsteps of action
Monster Feats heroes such as James
Note: The antipaladin is an alternate class for the paladin core class. Making use of and altering numerous
Performance Feats Bond, MacGyver, Jason
facets of the paladin core class, this villainous warrior cant truly be considered a new character class by Bourne and Solid Snake,
Racial Feats
Story Feats
its own right. By the changes made here, though, the details and tones of the paladin class are shifted in a bringing the world of
completely opposite direction and captures an entirely different fantasy theme, without needlessly empowered agents and
Style Feats secret missions to the
Teamwork Feats designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the Pathfinder RPG.
3rd Party Feats other base classes. Advertisement

Skills
Traits
Role: Antipaladins are villains at their most dangerous. They care nothing for the lives of others and
Tools actively seek to bring death and destruction to ordered society. They rarely travel with those that they do
Drawbacks not subjugate, unless as part of a ruse to bring ruin from within.
Combat Traits
Equipment Traits Alignment: Chaotic evil.
Faith Traits
Magic Traits
Hit Die: d10.
Race Traits
Starting Wealth: 5d6 10 gp (average 175 gp.) In addition, each character begins play with an outfit
Regional Traits
Religion Traits
worth 10 gp or less.
Social Traits
3rd Party Traits Class skills
Equipment
Armor and Shields The antipaladins class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate
Damaging Objects (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and
Goods and Services Stealth (Dex).

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Antipaladin - Pathfinder_OGC 27/07/13 1:27 PM

Special Materials Skill Ranks per Level: 2 + Int modifier.


Vehicles
Weapons
Weapon & Armor
Table: Antipaladin
Accessories
3rd Party Equipment Base Attack Fort Ref Will Spells per Day
Level Special
Magic Items Bonus Save Save Save 1st 2nd 3rd 4th
Magic Items DB
Artifacts 1st +1 +2 +0 +2 Aura of evil, detect good, smite
Cursed Items good 1/day
Intelligent Items
Magic Armor 2nd +2 +3 +0 +3 Touch of corruption, unholy
Magic Weapons resilience
Potions
3rd +3 +3 +1 +3 Aura of cowardice, cruelty,
Rings
plague bringer
Rods
Scrolls 4th +4 +4 +1 +4 Channel negative energy, smite 0
Staves good 2/day
Sin Runes
Wands 5th +5 +4 +1 +4 Fiendish boon 1
Wondrous Items
6th +6/+1 +5 +2 +5 Cruelty 1
Magic Items (3rd Party)
Magic 7th +7/+2 +5 +2 +5 Smite good 3/day 1 0
Tools
Spells (Paizo) 8th +8/+3 +6 +2 +6 Aura of despair 1 1
Spells (3rd Party)
9th +9/+4 +6 +3 +6 Cruelty 2 1
Preconstructed
Spellbooks 10th +10/+5 +7 +3 +7 Smite good 4/day 2 1 0
Spells by Class
Spells by Class (3rd 11th +11/+6/+1 +7 +3 +7 Aura of vengeance 2 1 1
Party)
Spell Area of Effect 12th +12/+7/+2 +8 +4 +8 Cruelty 2 2 1
Templates
Variant Magic Rules 13th +13/+8/+3 +8 +4 +8 Smite good 5/day 3 2 1 0
Gamemastering 14th +14/+9/+4 +9 +4 +9 Aura of sin 3 2 1 1
Tools
Adventures (3PP) 15th +15/+10/+5 +9 +5 +9 Cruelty 3 2 2 1
Afflictions
Combat
16th +16/+11/+6/+1 +10 +5 +10 Smite good 6/day 3 3 2 1
Conditions 17th +17/+12/+7/+2 +10 +5 +10 Aura of depravity 4 3 2 1
Environment
Exploration & 18th +18/+13/+8/+3 +11 +6 +11 Cruelty 4 3 2 2
Movement
Haunts 19th +19/+14/+9/+4 +11 +6 +11 Smite good 7/day 4 3 3 2
Special Abilities
20th +20/+15/+10/+5 +12 +6 +12 Unholy champion 4 4 3 3
Traps, Hazards &
Special Terrains
Other Rule Systems Class Features
Vision and Light Fall from Grace
Bestiary All of the following are class features
Tools of the antipaladin. Not all paladins that fall become antipaladins. In fact, the
(Bestiary) Alphabetical transformation is quite rare. Most paladins spend months or
Monsters by CR Weapon and Armor Proficiency: even years regaining their paladinhood, but they never stray
Monsters by Terrain Antipaladins are proficient with so far from the path as to become irredeemable. Rarely, a
Monsters by Type all simple and martial weapons, with paladin turns from the light and seeks instead to make a pact
NPCs all types of armor (heavy, medium, with the dark powers. Often this is through temptation or
Unique Monsters and light), and with shields (except some sort of ruse, but once the deal is struck, the paladin
Templates tower shields). finds himself on the path to damnation.
Paizo Modules
Creature Types & When such a fall occurs, the transformation can be swift. The
Subtypes Aura of Evil (Ex)
paladin trades in all of his paladin levels for antipaladin levels
Universal Monster Rules
on a 1-for-1 basis. This is usually a traumatic experience,
Extras The power of an antipaladins aura of involving a complex ritual that involves a living sacrifice and
Advertising Information evil (see the detect evil spell) is equal
Character Sheets
dark oaths made to foul powers (who sometimes send minions
to his antipaladin level. A paladin who to bear witness). Once complete, the antipaladin emerges,
Consolidated Lists uses smite evil on an antipaladin deals ready to bring ruin to the world.
Credits
2 points of damage per paladin level
Dice Roller
on his first successful attack. It should be noted that not all antipaladins are fallen heroes.
Downloads
Dungeon Index Some warriors are trained from a young age to assume the
Firefox Search Plugin Detect Good (Sp) mantle of antipaladin, forged through pain and trauma into
Hero Lab Community exemplars of evil. These cruel warriors know nothing of
Repository
At will, an antipaladin can use detect compassion or loyalty, but they can teach a great deal about
My Pathfinder
good, as the spell. An antipaladin can, pain and suffering.
Campaign
News as a move action, concentrate on a
Forums single Item or individual within 60 feet

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Pathfinder Roleplaying and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While
Game FAQ focusing on one individual or object, the antipaladin does not detect good in any other object or individual
Pathfinder Society
within range.
Resources
Pirates ARRR Us!
Random Name Smite Good (Su)
Generator
Random Treasure
Generator Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action,
the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his
Psionics Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against
Psionic Races
the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned
Psionic Classes
dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful
Psionic Prestige Classes
attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite
Psionic Skills
good attacks automatically bypass any DR the creature might possess.
Psionic Feats
Psionic Equipment
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma
Psionic Powers
modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a
Psionic Bestiary
creature that is not good, the smite is wasted with no effect.
Custom Creations
Aetruis' Lab The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests
"Akadzjia: Age of and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may
Legends" Campaign
smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times
Setting
American Bully's Lab
per day at 19th level.
Aranian's Lab
Arazyr's Lab Unholy Resilience (Su)
AWizardInDallas's Lab
Beckett's Lab
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Blackstorm Lab
BladeMaster0182's Lab
Bodhi's Lab Touch of Corruption (Su)
Brreitz's Lab
Burning House Lab Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to
Cartmanbeck's Lab open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin
CAWright's Lab level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every
Chopswil's Lab two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of
Concerro's Lab of NPC's
opportunity.
Cryptic's Lab
Denny's Lab Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for
Disquisition's Lab
every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that
Doug's Lab
specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat
Duckfin's Lab
grants an antipaladin 2 additional uses of the touch of corruption class feature.
Epic Meepo Presents
Eternity's End
Campaign Setting Aura of Cowardice (Su)
Faramundo's Lab
FlamingAdversary's Lab
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to
Gil's Lab
take a 4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose
Gordonthewhale's lab
that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the
GreaterThanTwo's Lab
Gustavo's Lab
antipaladin remains conscious, not if he is unconscious or dead.
Harrison's Lab
Hubert's Lab Plague Bringer (Ex)
Jack Cameron's Lab
Jreyst's Lab
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An
Krigare's Lab
antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and
ktswordfish's Lab
spread them to others, but he is otherwise immune to their effects.
LeopoldsLab
Mad Brew's Lab
Momentum's Lab Cruelty (Su)
Mr Fred's Lab
Murk's Lab At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an
Myte's Lab effect to the antipaladins touch of corruption ability. Whenever the antipaladin uses touch of corruption
Noble's Lab
to deal damage to one target, the target also receives the additional effect from one of the cruelties
Ogre's Lab
possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude
Overfiend_87's Lab
save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the
Panakos Campaign Lab
effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladins level + the antipaladins
Pel's Lab
Prosfilaes's Lab
Charisma modifier.
Rogue Eidolon's Lab
At 3rd level, the antipaladin can select from the following initial cruelties.
Santiago Mendez's Lab
SeanFitz's Lab
Fatigued: The target is fatigued.
Shoelessinsight's Lab
Solar Granulation's Lab
Shaken: The target is shaken for 1 round per level of the antipaladin.
Sorcerer Aid Project:
Sigils and Talents
Sickened: The target is sickened for 1 round per level of the antipaladin.

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sowhereaminow's lab At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected.
SpesMagna's Lab
Thom's Lab Dazed: The target is dazed for 1 round.
Toddy's Workshop
Treantmonk's Lab Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his
Veax's Archives antipaladin level as his caster level.
vertexvortex's Lab
Viktyr Gehrig's House Staggered: The target is staggered for 1 round per two levels of the antipaladin.
Rules
Vip's Lab At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Walter's Lab
Willaim's Lab Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin
Wonko's Lab level as his caster level.
Zerzix's Torture
Chamber Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before
Zyndell's Lab selecting this cruelty.
Support d20pfsrd.com
Get the Free Newsletter Frightened: The target is frightened for 1 round per two levels of the antipaladin. The
Compatibiliy & OGL antipaladin must have the shaken cruelty before selecting this cruelty.
Report a Problem
Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The
antipaladin must have the sickened cruelty before selecting this cruelty.

Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladins
level as the caster level.

At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.

Blinded: The target is blinded for 1 round per level of the antipaladin.

Deafened: The target is deafened for 1 round per level of the antipaladin.

Paralyzed: The target is paralyzed for 1 round.

Stunned: The target is stunned for 1 round per four levels of the antipaladin.

These abilities are not cumulative. For example, a 12th-level antipaladins touch of corruption ability
deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or
diseased. Once a cruelty is chosen, it cant be changed.

Channel Negative Energy (Su)

When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a
cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level
as his effective cleric level when channeling negative energy. This is a Charisma-based ability.

Spells

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. An antipaladin must
choose and prepare his spells in advance.

To prepare or cast a spell, an antipaladin must have a Charisma score equal to at


least 10 + the spell level. The Difficulty Class for a saving throw against an
antipaladins spell is 10 + the spell level + the antipaladins Charisma modifier.

Like other spellcasters, an antipaladin can cast only a certain number of spells of
each spell level per day. His base daily spell allotment is the same as that of a
paladin and is given on Table: Antipaladin. In addition, he receives bonus spells
per day if he has a high Charisma score. When Table: Antipaladin indicates that
the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus
spells he would be entitled to based on his Charisma score for that spell level.

An antipaladin must spend 1 hour each day in quiet prayer and meditation to
regain his daily allotment of spells. 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.

Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his
caster level is equal to his antipaladin level 3.

Fiendish Boon (Sp)

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Upon reaching 5th level, an antipaladin receives a boon from his dark patrons.
This boon can take one of two forms. Once the form is chosen, it cannot be
changed.

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. When called, the spirit causes the weapon to shed unholy light as a torch.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every
three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a
maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the propertys cost (sorted and listed
below).

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:

+1: flaming, keen, vicious

+2: anarchic, flaming burst, unholy, wounding

+3: speed

+5: vorpal

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If
the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties
can be added. 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. 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. These
bonuses apply to only one end of a double weapon. 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.

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. During this 30-day period, the antipaladin takes a 1
penalty on attack and weapon damage rolls.

The second type of bond allows an antipaladin to gain the service of a fiendish servant. 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. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level.
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. Once per day, as a full-round action, an
antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level
equal to one-third the antipaladins level. The servant immediately appears adjacent to the antipaladin.
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.

At 11th level, the servant gains the advanced template. At 15th level, an antipaladins servant gains spell
resistance equal to the antipaladins level + 11.

Should the antipaladins fiendish servant die or be banished, the antipaladin may not summon another
servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period,
the antipaladin takes a 1 penalty on attack and weapon damage rolls.

Aura of Despair (Su)

At 8th level, enemies within 10 feet of an antipaladin take a 2 penalty on all saving throws. This penalty
does not stack with the penalty from aura of cowardice.

This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.

Aura of Vengeance (Su)

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. Allies must use this smite good ability by the start of
More Information the antipaladins next turn and the bonuses last for 1 minute. Using this ability is a free action. Good
Advertise with Us creatures gain no benefit from this ability.
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Aura of Sin (Su)
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At 14th level, an antipaladins weapons are treated as evil-aligned for the purposes of overcoming damage
reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the
purposes of overcoming damage reduction. This ability functions only while the antipaladin is conscious,
not if he is unconscious or dead.

Aura of Depravity (Su)

At 17th level, an antipaladin gains DR 5/good. Each enemy within 10 feet takes a 4 penalty on saving
Our Newsletter throws against compulsion effects. This ability functions only while the antipaladin is conscious, not if he
is unconscious or dead.

Unholy Champion (Su)

At 20th level, an antipaladin becomes a conduit for the might of the dark powers. His DR increases to
10/good. 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). After the banishment effect and the damage from
www.d20swsrd.com
the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or
uses touch of corruption to damage a creature, he deals the maximum possible amount.

Code of Conduct
An antipaladin must be of chaotic evil alignment and loses all class features except proficiencies if he
www.d20herosrd.com willingly and altruistically commits good acts. 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.
An antipaladins 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 dont
interfere with his goals.

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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. Under exceptional circumstances, an antipaladin
can ally with good associates, but only to defeat them from within and bring ruin to their ranks. An
antipaladin does not need an atonement spell during such an unusual alliance as long as his nefarious goals
are met in the endevil cares only about results. An antipaladin may accept only henchmen, followers, or
cohorts who are chaotic evil.

Ex-AntiPaladins
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). He may not progress any further in levels as an antipaladin. He regains his
abilities and advancement potential if he atones for his violations (see the atonement spell), as
appropriate.

Archetypes & Alternate Class Features


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. Each alternate class feature replaces a specific class feature
from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces
the stunning fist class feature of the monk. When an archetype includes multiple class features, a
character must take all of themoften blocking the character from ever gaining certain familiar class
features, but replacing them with equally powerful options. 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). 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.

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. 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. A paladin
could, however, be both an undead scourge and a warrior of the holy light, since none of their new class
features replace the same core class feature.

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.

Presented below are several variant class features to help flesh out common antipaladin archetypes, the

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better to customize characters for fighting the foul fight.

Table: Antipaladin Archetypes / Alternate Class Features

Archetype Class Features Changed or Replace


/ Alternate
Weapon Aura Smite Good
Class Class & of Code of Detect Unholy Touch of Aura of Plague
Feature Skills Armor Evil Conduct Good 1 4 7 10 13 16 19 Resilience Corruption Cowardice Bringer 3 6

Paizo
Knight of
the X X X
Sepulcher
Variant
Channeling*

3rd Party Publishers


Fire Mountain Games
Lord of
X C C
Darkness
Paizo Fans United
Thematic
Channeling
Radiance House
Templar of
C X X X X X X X X
Spirits
X=replaced, (X)=optional replacement, C=changed
* must serve a deity

Subpages
Archetypes
Fire Mountain Games - Antipaladin Archetypes
Lord of Darkness
Paizo - Antipaladin Archetypes
Knight of the Sepulcher

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