Difference between revisions of "Class: Antipaladin"

From Trinity Wiki
Jump to: navigation, search
(Game Rule Information)
Line 89: Line 89:
 
'''Alignment:''' Any evil.
 
'''Alignment:''' Any evil.
  
: '''''Ethos:''' Black @ d10, and at least three ranks higher than either White or Green.''
+
: '''''[[Journey:_Ethos|Ethos]]:''' Black @ d10, and at least three ranks higher than either White or Green.''
  
 
'''Starting Age:''' Moderate.
 
'''Starting Age:''' Moderate.

Revision as of 05:12, 4 November 2010

The Antipaladin
  ---------------------------------- Prayers ----------------------------------
Level BAB Fort Ref Will Special Max Prayer Level Base Absolute Limit Utterances Incantations Recitations
1 +0 +1 +0 +2 Domain, Truespeech, Know Thyself, Channel Divine 1st 4 1 1 0
2 +1 +2 +0 +3 Dark Blessing, Harm Touch 1st 6 2 1 0
3 +2 +2 +1 +3 Aura of Terror, Divine Health 1st 8 3 2 0
4 +3 +2 +1 +4 Minor Lucavic Blessing 1st 10 4 2 1
5 +3 +3 +1 +4 Special Mount 1st 13 5 3 1
6 +4 +3 +2 +5 Minor Lucavic Blessing 2nd 16 6 3 1
7 +5 +4 +2 +5   2nd 19 7 4 1
8 +6/+1 +4 +2 +6 Minor Lucavic Blessing 2nd 23 8 4 2
9 +6/+1 +4 +3 +6   2nd 27 9 5 2
10 +7/+2 +5 +3 +7 Lesser Lucavic Blessing 2nd 31 10 5 2
11 +8/+3 +5 +3 +7   3rd 36 11 6 2
12 +9/+4 +6 +4 +8 Lesser Lucavic Blessing 3rd 41 12 6 3
13 +9/+4 +6 +4 +8   3rd 46 13 7 3
14 +10/+5 +6 +4 +9 Lesser Lucavic Blessing 3rd 52 14 7 3
15 +11/+6/+1 +7 +5 +9   3rd 58 15 8 3
16 +12/+7/+2 +7 +5 +10 Greater Lucavic Blessing 3rd 64 16 8 4
17 +12/+7/+2 +8 +5 +10   4th 71 17 9 4
18 +13/+8/+3 +8 +6 +11 Greater Lucavic Blessing 4th 78 18 9 4
19 +14/+9/+4 +8 +6 +11   4th 85 19 10 4
20 +15/+10/+5 +9 +6 +12 Greater Lucavic Blessing 4th 93 20 10 5

 

Antipaladin

Lythandra, iconic antipaladin
"Through my faith, both I and my patron gain power."

Unlike any other force, the Divine suffers - or perhaps is the benefit of - an interesting duality. On one side are the Saints, powers who ascended to a divine power through recognition of their great deeds in life that turned into worship; on the other are the Lucavi, powerful beings who took divine power by forcing others to recognize their greatness.

Each side in the internal conflict of the Divine has its champions: for the Lucavi, this is the antipaladin, a representation of everything the Lucavi stand for. It is not beyond most antipaladins that willingly following a being who forcefully took their power is somewhat ironic; however, the power the Lucavi offer to those who choose to serve them is greatly tempting, and many a mortal has taken up the mantle of the antipaladin to receive them.

Unlike priests, who simply worship and revere a Lucavi, the antipaladin is an active agent of her patron, recruiting others to the faith and seeking to sow their ideology, hopefully resulting in more believers, and also fights those who would seek to quash those beliefs. As such, Lucavi are generous with antipaladins, granting them more powers related to their domain and strengthening them with Divine power.

Despite what their name would suggest, antipaladins are not a direct mirror to paladins.

Game Rule Information

Antipaladins have the following game statistics.

Force Alignment: Divine.

Force Resistances: NI 5 + level, VI 5 + level.

Abilities: Charisma is the most important ability for an antipaladin; it greatly impacts a variety of his abilities, including his prayers. Antipaladins are more reliant upon prayers than paladins, having a greater breadth of ability in the use of the force, while sacrificing martial skill and durability.

Hit Die: d8.

Class Skills: The Antipaladin’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (The Forces) (Int), Ride (Dex), and Prayercraft (Wis).

Skill Points at Each Level: 2 + Int.

Alignment: Any evil.

Ethos: Black @ d10, and at least three ranks higher than either White or Green.

Starting Age: Moderate.

Starting Gold: 6d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the antipaladin.

Weapons 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). An antipaladin's prayers are unaffected by armor.

Antipaladins are also proficient with the weapon of their deity.

Aura of Evil (Ex): The power of an antipaladin’s aura of good (see the detect good spell) is equal to her antipaladin level.

Detect Good (Pr): At will, an antipaladin can use detect good, as the spell.

Detect White/Green (Pr): If using the ethos subsystem, at will, an antipaladin can use detect white and detect green, as per the spells.

Smite Good (Di): Once per day, an antipaladin may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per antipaladin level. If the antipaladin accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the antipaladin may smite good one additional time per day, to a maximum of five times per day at 20th level.

Smite White/Green (Di): If using the ethos subsystem, this ability can be used against any creature whose White or Green ethos is at least Rank 5 (d10), and at least 3 ranks higher than their Black ethos.

Dark Blessing (Di): At 2nd level, an antipaladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Harm Touch (Di): Beginning at 2nd level, an antipaladin with a Charisma score of 12 or higher can cause wounds by touch. Each day she can deal a total amount of damage equal to her antipaladin level × her Charisma bonus. An antipaladin may choose to divide her wounding among multiple recipients, and she doesn’t have to use it all at once. Using harm touch is a standard action, and requires a melee touch attack that does not provoke attacks of opportunity. The antipaladin decides how many of her daily allotment of points to use as wounding after successfully touching a creature.

Alternatively, an antipaladin can use any or all of this wounding power to heal undead creatures.

Aura of Courage (Di): Beginning at 3rd level, an antipaladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the antipaladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, an antipaladin gains immunity to all diseases, including supernatural and magical diseases.

Command Undead (Di): When an antipaladin reaches 4th level, she gains the supernatural ability to command undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She commands undead as a cleric of three levels lower would.

Minor Lucavic Blessing: At 4th level, the antipaladin has shown her devotion to the Lucavi for sufficient time as to be the recipient of a Lucavic blessing, an infernal gift unique to followers of the Lucavi.

The first minor Lucavic blessing the antipaladin chooses must be one tied to her deity.

Each time you gain this ability, choose one of the priest domain powers granted by a Lucavi. You gain that ability.