Character Options
Classes
Antipaladin
Classes
Antipaladin
The antipaladin serves as the enforcer of all lawful evil gods.
Much like the paladin the antipaladin has a code of conduct. They must follow all orders of higher ranking members of their order. They must always strive to gain more power and control and they must make every attempt to collect souls for their dark masters through contracts or other means.
Hit Die: d10
Class Skills
Bluff, Craft, Handle Animal, Intimidate, Knowledge (nobility), Knowledge (religion), Profession, Ride, Sense Motive, and Spellcraft.Skill Ranks Per Level: 2 + Int modifier
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Aura of Evil, Detect Good, Smite Good 1/day |
| 2nd | +2 | +3 | +0 | +3 | Divine Protection, Hell Fire |
| 3rd | +3 | +3 | +1 | +3 | Aura of Courage, Divine Health |
| 4th | +4 | +4 | +1 | +4 | Smite Good 2/day, Intimidating Domineer, Spells |
| 5th | +5 | +4 | +1 | +4 | Divine Bond |
| 6th | +6/+1 | +5 | +2 | +5 | Hell Fire (increased effectiveness) |
| 7th | +7/+2 | +5 | +2 | +5 | Smite Good 3/day |
| 8th | +8/+3 | +6 | +2 | +6 | Aura of Resolve |
| 9th | +9/+4 | +6 | +3 | +6 | Hell Fire (increased effectiveness) |
| 10th | +10/+5 | +7 | +3 | +7 | Smite Good 4/day |
| 11th | +11/+6/+1 | +7 | +3 | +7 | Opressive Will 1/day |
| 12th | +12/+7/+2 | +8 | +4 | +8 | Hell Fire (increased effectiveness) |
| 13th | +13/+8/+3 | +8 | +4 | +8 | Smite Good 5/day |
| 14th | +14/+9/+4 | +9 | +4 | +9 | Aura of Faith |
| 15th | +15/+10/+5 | +9 | +5 | +9 | Hell Fire (increased effectiveness), Opressive Will 2/day |
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | Smite Good 6/day |
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | Aura of Power |
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | Hell Fire (increased effectiveness) |
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | Smite Good 7/day, Opressive Will 3/day |
| 20th | +20/+15/+10/+5 | +12 | +6 | +12 | Unholy Champion |
Class Features
Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (Heavy, Medium, and Light), and with shields (except Tower shields).
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 presented below. A antipaladin must choose and prepare her spells in advance.
To prepare or cast a spell, a antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier.
Like other spellcasters, a antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells per day if he has a high Charisma score. When the table below indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A antipaladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A 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, a antipaladin has no caster level. At 4th level and higher, his caster level is equal to her paladin level – 3.
| Spells Per Day | ||||
|---|---|---|---|---|
| Level | 1st | 2nd | 3rd | 4th |
| 1st | - |
- | - | - |
| 2nd | - |
- | - | - |
| 3rd | - |
- | - | - |
| 4th | 0 |
- |
- | - |
| 5th | 1 |
- |
- | - |
| 6th | 1 |
- |
- | - |
| 7th | 1 |
0 |
- |
- |
| 8th | 1 |
1 |
- |
- |
| 9th | 2 |
1 |
- |
- |
| 10th | 2 |
1 |
0 |
- |
| 11th | 2 |
1 |
1 |
- |
| 12th | 2 |
2 |
1 |
- |
| 13th | 3 |
2 |
1 |
0 |
| 14th | 3 |
2 |
1 |
1 |
| 15th | 3 |
2 |
2 |
1 |
| 16th | 3 |
3 |
2 |
1 |
| 17th | 4 |
3 |
2 |
1 |
| 18th | 4 |
3 |
2 |
2 |
| 19th | 4 |
3 |
3 |
2 |
| 20th | 4 |
4 |
3 |
3 |
1st Level Spells
Bane
Cure Water
Defile Weapon (functions the same as bless weapon except against good foes)
Create Water
Cause Light Wounds
Detect Chaos
Detect Magic
Doom
Endure Elements
Hide from Undead
Magic Weapon
Protection from Chaos / Good
Read Magic, Resistance
Undetectable Alignment
Virtue
2nd Level Spells
Align Weapon (Evil / Lawful only)
Bulls Strength
Darkness
Death Knell
Eagles Splender
Enthral
Hold Person
Owl's Wisdom
Resist Energy
3rd Level Spells
Bestow Curse
Blindness/Deafness
Deeper Darkness
Discern Lies
Dispell Magic
Greater Magic Weapon
Heal Mount
Inflict Moderate Wounds
Magic Circle Against Chaos/Good
Prayer
4th Level Spells
Break Enchantment
Death Ward
Dispel Chaos
Dispel Good
Flame Strike
Inflict Serious Wounds
Poison
Spell Immunity
Unholy Sword (same as holy sword except against good)
Aura of Evil (Ex): The antipaladins aura of evil is equal to their level. See Detect Evil.
Detect Good (Sp): At will, an antipaladin can use Detect Good as the spell.
Smite Good (Su): This ability functions the same as the paladin's smite evil abiltiy except it functions on good targets instead. In addition only Celestial take double the bonus damage from smite attacks.
Divine Protection (Su): Add your Charisma bonus to all saving throws.
Hell Fire (Su): An antipaladin can use Hell Fire a number of times equal to 1/2 their antipaladin level plus their Charisma modifier. Using Hell Fire is a standard action that does not provoke an attack of opportunity. Choose a single target within 30 feet. That target takes 1d6 damage / 2 antipaladin levels and must make a Fortitude save (DC = 10 + 1/2 your antipaladin level + your Charisma modifier) or become sickened for 1 round. At the begining of your next turn, if your target failed their save, you can use a standard action to maintain the Hell Fire doing 1d6 damage / 2 antipaladin levels and requiring another Fortitude save or become sickened for another round. Maintaining Hell Fire does not use up any uses of Hell Fire. You can maintain Hell Fire up to a number of rounds equal to your Charisma modifier or and the target contues to fail it's save. At 6th level if Hell Fire is maintained and the second and latter saves are failed the target is sickened and staggered for 1 round each time. At 9th level if Hell Fire is maintained and the target fails the save for a third time the target is sickened, staggered, and nauseated for 1 round. In addition you can affect a target up to 60 feet away. At 12th level if Hell Fire is maintained and the target fails the save for a fourth time the target is paralyzed. At 15th level if the inital save against Hell Fire is failed the target is sickened and staggered. A second save failed results in the target becoming sickened, staggered, nauseated, and paralyzed. At 18th level if the save is failed the target becomes sickened, staggered, nauseated, and paralyzed. At 20th level Hell Fire deals maximum damage.
Aura of Courage (Su): Functions the same as the paladin's ability of the same name.
Divine Health (Ex): You gain Immunity to all Diseases and Poison including all supernatural and magical versions.
Intimidating Domineer (Ex): You gain a bonus equal to 1/2 your antipaladin level on all intimidate skill checks made to force a target to act friendly toward you.
Divine Bond (Su): The Antipaladin can form a divine bond similar to that of a paladin with the following exceptions. Weapon Bond- An antipaladin calls upon a fiendish spirit to enhance their weapon. In addition the enhancements that can be given are Axiomatic, Flaming, Flaming Burst, Unholy, Keen, Speed, Mighting Cleaving, Vicious, Wounding, or Vorpal. Mount- At 11th level the mount gains the fiendish template.
Aura of Resolve (Su): This functions the same as the paladin's ability of the same name.
Opressive Will (Sp): As a standard action, that doesn't provokes an attack of opportunity you can force your will upon another. This ability functions the same as the spell Dominate Person except you can also effect lawful evil Outsiders and the duration is 1 minute per level. The target is allowed a Will save (DC = 10 + 1/2 your antipaladin level + your cha modifier). If a target makes its save it is immune to your Opressive Will ability for 24 hours. At 15th level your influence over Lawful Evil Outsiders increases. Lawful evil Outsiders suffer a -4 penalty to Will saves against your Opressive Will ability. In addition they do not gain immunity to Opressive Will if they make their save. At 19th level you gain total contor over lesser lawful evil outsiders. Any lawful evil outsider with fewer hit dice than you have antipaladin levels recieves no save against your Opressive Will ability.
Aura of Faith (Su): An antipaladin's weapon attacks are treated as evil alligned for the purposes of overcomeing damage reduction. In addition all attacks against enemies within 10 feet are also treated as evil alligned. Aura of Power (Su): The antipaladin gains DR 5/good and immunity to compulsion spells and effects. All allies within 10 feet get a +4 bonus against compulsions as well. This only functions while the antipaladin is conscious.
Unholy Champion (Su): The antipaladin's DR increases to 10/good. A good outsider successfully struck while the target of smite good is subject to a banishment using their antipaladin level as the caster level. The antipaladin's weapon and holy symbol are treated as items the subject hates. After the banishment is resolved that smite ends. When using Hell Fire it now does the maximum damage. You can now use Opressive Will as the spell Dominate Monster.
Arcane Legionary Spell List
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.
5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
0 level spells:
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1st level spells:
Arc of Lightning: Line of electricity inflicts 1d4/level electricity damage (max 5d4).
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Enlarge Person: Humanoid creature doubles in size.
Endure Elements: Exist comfortably in hot or cold environments.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Mage Armour: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks Magic Missile.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
2nd level spells:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Alter Self: Assume form of a similar creature.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fox's Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Protection from Arrows: Subject immune to most ranged attacks.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
3rd level spells:
Arcane Sight: Magical auras become visible to you.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
4th Level Spells:
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Polymorph: Gives one willing subject a new form.
Ray of Exhaustion: Ray makes subject exhausted.
Stoneskin M: Ignore 10 points of damage per attack.
5th level spells:
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dispelling Buffer, Arcane: Absorbs one successful dispel attempt.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Permanency: Makes certain spells permanent.
Phase Door: Creates an invisible passage through wood or stone.
Teleport: Instantly transports you as far as 100 miles/level.
Transformation M: You gain combat bonuses.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
6th Level Spells:
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Finger of Death: Kills one subject.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Blank: Subject is protected from mental/emotional magic and scrying
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
| Additional Ratings |
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| Balance: |
( 14 Votes ) |
| Utility: |
( 12 Votes ) |
| Clarity: |
( 12 Votes ) |
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