Antipaladin

Hit Die: d10.


Skill Ranks per Level: 2 + Int modifier.


Alignment: Chaotic evil.


Source: Advanced Player's Guide, p. 119

the innocent, and put nothing ahead of their personal power and wealth. Champions of evil, they often lead armies of evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. Not surprisingly, paladins stop at nothing to put an end to such nefarious antiheroes.

The antipaladin is an alternate 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. 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. While a redesign of sorts, this alternate class can be used just as any of the other base classes found in the first part of this chapter.

Role: Antipaladins are villains at their most dangerous.

Class Skills

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).

Table: Antipaladin

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day 1stSpells per Day 2ndSpells per Day 3rdSpells per Day 4th
1st+1+2+0+2Aura of evil, detect good, smite good 1/day­————
2nd+2+3+0+3Touch of corruption, unholy resilience­————
3rd+3+3+1+3Aura of cowardice, cruelty, plague bringer­————
4th+4+4+1+4Channel negative energy, smite good 2/day­0———
5th+5+4+1+4Fiendish boon­1———
6th+6/+1+5+2+5Cruelty­1———
7th+7/+2+5+2+5Smite good 3/day10——
8th+8/+3+6+2+6Aura of despair­11——
9th+9/+4+6+3+6Cruelty­21——
10th+10/+5+7+3+7Smite good 4/day­210—
11th+11/+6/+1+7+3+7Aura of vengeance­211—
12th+12/+7/+2+8+4+8Cruelty­221—
13th+13/+8/+3+8+4+8Smite good 5/day3210
14th+14/+9/+4+9+4+9Aura of sin3211
15th+15/+10/+5+9+5+9Cruelty3221
16th+16/+11/+6/+1+10+5+10Smite good 6/day3321
17th+17/+12/+7/+2+10+5+10Aura of depravity4321
18th+18/+13/+8/+3+11+6+11Cruelty4322
19th+19/+14/+9/+4+11+6+11Smite good 7/day4332
20th+20/+15/+10/+5+12+6+12Unholy champion cannot be is the equivalent of a spell4433

Class Features

Aura of Evil (Ex) level 1

The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good (Sp) level 1

At will, an antipaladin can use detect good, as the spell. 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. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su) level 1

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 Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. 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. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

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. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.

Touch of Corruption (Su) level 2

Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish f lame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Unholy Resilience (Su) level 2

At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Aura of Cowardice (Su) level 3

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. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Cruelty (Su) level 3

At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties.

• Fatigued: The target is fatigued.

• Shaken: The target is shaken for 1 round per level of the antipaladin.

• Sickened: The target is sickened for 1 round per level of the antipaladin.

At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected.

• Dazed: The target is dazed for 1 round.

• Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.

• Staggered: The target is staggered for 1 round per two levels of the antipaladin.

At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.

• Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.

• Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.

Classes 2 • Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.

• 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 antipaladin’s 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 antipaladin’s 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 can’t be changed.

Plague Bringer (Ex) level 3

At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Channel Negative Energy (Su) level 4

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 level 4

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 in Chapter 5. 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 antipaladin’s spell is 10 + the spell level + the antipaladin’s 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 2–13. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 in the Core Rulebook). When Table 2–13 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) level 5

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. 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: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9 in the Core Rulebook). 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 Fall From Grace Not all paladins that fall become antipaladins. In fact, the transformation is quite rare. Most paladins spend months or even years regaining their paladinhood, but they never stray so far from the path as to become irredeemable. Rarely, a paladin turns from the light and seeks instead to make a pact with the dark powers. 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.

When such a fall occurs, the transformation can be swift. The paladin trades in all of his paladin levels for antipaladin levels on a 1-for-1 basis. 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). Once complete, the anitpaladin emerges, ready to bring ruin to the world.

It should be noted that not all antipaladins are fallen heroes. Some warriors are trained from a young age to assume the mantle of antipaladin, forged through pain and trauma into exemplars of evil. These cruel warriors know nothing of compassion or loyalty, but they can teach a great deal about pain and suffering.

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 antipaladin’s 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 (see the Pathfinder RPG Bestiary). At 15th level, an antipaladin’s servant gains spell resistance equal to the antipaladin’s level + 11.

Should the antipaladin’s 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) level 8

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) level 11

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 the antipaladin’s next turn and the bonuses Table 2–13: Antipaladin Base Attack Fort Ref Will Spells per Day Level Bonus Save Save Save Special 1st 2nd 3rd 4th 1st +1 +2 +0 +2 Aura of evil, detect good, smite good 1/day ­— — — — 2nd +2 +3 +0 +3 Touch of corruption, unholy resilience ­— — — — 3rd +3 +3 +1 +3 Aura of cowardice, cruelty, plague bringer ­— — — — 4th +4 +4 +1 +4 Channel negative energy, smite good 2/day ­0 — — — 5th +5 +4 +1 +4 Fiendish boon ­1 — — — 6th +6/+1 +5 +2 +5 Cruelty ­1 — — — 7th +7/+2 +5 +2 +5 Smite good 3/day — — 8th +8/+3 +6 +2 +6 Aura of despair ­1 — — 9th +9/+4 +6 +3 +6 Cruelty ­2 — — 10th +10/+5 +7 +3 +7 Smite good 4/day ­2 — 11th +11/+6/+1 +7 +3 +7 Aura of vengeance ­2 — 12th +12/+7/+2 +8 +4 +8 Cruelty ­2 — 13th +13/+8/+3 +8 +4 +8 Smite good 5/day 14th +14/+9/+4 +9 +4 +9 Aura of sin 15th +15/+10/+5 +9 +5 +9 Cruelty 16th +16/+11/+6/+1 +10 +5 +10 Smite good 6/day 17th +17/+12/+7/+2 +10 +5 +10 Aura of depravity 18th +18/+13/+8/+3 +11 +6 +11 Cruelty 19th +19/+14/+9/+4 +11 +6 +11 Smite good 7/day 20th +20/+15/+10/+5 +12 +6 +12 Unholy champion

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).

Archetypes