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Kurtmuran
2011-05-30, 12:34 AM
who i can kill an bone knight antipaladin?

slaydemons
2011-05-30, 12:43 AM
Okay what? sorry I don't quite understand. please repeat the question and take your time explain it.

Kurtmuran
2011-05-30, 12:47 AM
i need to kill a boneknight antipaladin

who can i do that? its a very dangerous enemy

BillyBobJoe
2011-05-30, 12:52 AM
What is this I don't even? Explain!

Is this the Pathfinder Antipaladin? What is a Bone Knight? What are you playing? Unless we know these kinds of things, we can't help you.

Glimbur
2011-05-30, 12:52 AM
What resources do you have? Your character, other PC's, notable magic items, friendly NPC's, hostile NPC's you can talk into killing this bone knight person, etc.

As a shot in the dark, I suggest an ambush where you do more damage to him than he has hit points. Ranged weapons are good; they let mobs of people have some effect and also range is marginally safer than melee.

slaydemons
2011-05-30, 12:53 AM
I would assume regular paladin or wizard's if you got the right spells, other then that could you give us more info?

holywhippet
2011-05-30, 01:01 AM
What is this I don't even? Explain!

Is this the Pathfinder Antipaladin? What is a Bone Knight? What are you playing? Unless we know these kinds of things, we can't help you.

I'm guessing he means the Bone Knight prestige class from Five Nations.

Kurtmuran
2011-05-30, 01:12 AM
ok ok this is the bone knight

Role: Bone knights are villains at their most dangerous. living protectors who fight alongside the undead legions of their land, they provide tactical expertise and fine control to the legions of undead raised to defend his goals. also they serve as elite knights who travel abroad to complete missions that serve the greater glory of their king or patron. They wear suits of bonecraft armor that they craft themselves and learn to harness the power of necromancy, turning hordes of undead into disciplined, even cunning, troops within their control

Class skills
The Bone knight’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).

Class Features
All of the following are class features of the Bone knight.
Weapon and armor Proficiency: Bone knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Evil (Ex)
The power of a Bone knight’s aura of evil (see the detect evil spell) is equal to his Bone knight level. A paladin who uses smite evil on a Bone knight deals 2 points of damage per paladin level on his first successful attack.
Channel Negative Energy (Su)
he gains the supernatural ability to channel negative energy like a cleric.. A Bone knight uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Bonecraft Armor (Ex)

At 1st level, you learn to make and wear the distinctive bonecraft armor used by the order of bone knights. You can produce a suit of bonecraft medium or heavy armor that would normally
be composed mostly of metal. The bonecraft armor has
the same cost and time to create as normal armor of
that type. It is possible to spend additional time and
money to produce spiked or masterwork bonecraft
Alternatively, a Bone knight can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the Bone knight 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 a Bone knight 2 additional uses of the touch of corruption class feature.
Aura of Cowardice (Su)
At 3rd level, a Bone knight 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 a Bone knight with this ability. This ability functions only while the Bone knight remains conscious, not if he is unconscious or dead.
Plague Bringer (Ex)
At 3rd level, the powers of darkness make a Bone knight a beacon of corruption and disease. A Bone knight 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.
Cruelty (Su)

At 3rd level, and every three levels thereafter, a Bone knight can select one cruelty. Each cruelty adds an effect to the Bone knight’s touch of corruption ability. Whenever the Bone knight 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 Bone knight. 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 Bone knight’s level + the Bone knight’s Charisma modifier. At 3rd level, the Bone knight can select from the following initial cruelties.

Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the Bone knight.
Sickened: The target is sickened for 1 round per level of the Bone knight.
At 6th level, a Bone knight 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 Bone knight had cast contagion, using his Bone knight level as his caster level.
Staggered: The target is staggered for 1 round per two levels of the Bone knight.
At 9th level, a Bone knight adds the following cruelties to the list of those that can be selected.
Cursed: The target is cursed, as if the Bone knight had cast bestow curse, using his Bone knight level as his caster level.
Exhausted: The target is exhausted. The Bone knight must have the fatigue cruelty before selecting this cruelty.
Frightened: The target is frightened for 1 round per two levels of the Bone knight. The Bone knight must have the shaken cruelty before selecting this cruelty.
Nauseated: The target is nauseated for 1 round per three levels of the Bone knight. The Bone knight must have the sickened cruelty before selecting this cruelty.
Poisoned: The target is poisoned, as if the Bone knight had cast poison, using the Bone knight’s level as the caster level.
At 12th level, a Bone knight 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 Bone knight.
Deafened: The target is deafened for 1 round per level of the Bone knight.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the Bone knight.
These abilities are not cumulative. For example, a 12th-level Bone knight’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.
Bone March (Su)
At 4nd level, the Bone knight gains the feat comand undead as a bonus feat, choosing another channel feat if she had already comand undead as a feat if she meets the prerequisites.


Spells
Beginning at 4th level, a Bone knight gains the ability to cast a small number of divine spells which are drawn from the Antipaladin spell list presented in Chapter 5. A Bone knight must choose and prepare his spells in advance. To prepare or cast a spell, a Bone knight must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bone knight’s spell is 10 + the spell level + the Bone knight’s Charisma modifier. Like other spellcasters, a Bone knight 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: Bone knight. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bone knight indicates that the Bone knight 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.
A Bone knight must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A Bone knight may prepare and cast any spell on the Bone knight 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 Bone knight has no caster level. At 4th level and higher, his caster level is equal to his Bone knight level –3.
Bonecrafted Boon
Upon reaching 5th level, a Bone knight 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 Bone knight if she have
at least 6 ranks in Craft (weaponsmithing), you can
craft weapons with pieces of bone worked into the
design. The bonecraft weapon has the same cost and
time to create as a normal weapon of that type. It is
possible to spend additional time and money to produce
a masterwork bonecraft weapon (which may then be further enhanced through magic). To allow her to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per Bone knight 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 property’s 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 Fall From Grace 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 Bone knight but resumes giving bonuses if returned to the Bone knight. These bonuses apply to only one end of a double weapon. A Bone knight 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 Bone knight loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the Bone knight takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a Bone knight to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the Bone knight can only gain the service of a single creature and that creature must either have the evil subtypes or it must be have the Skeletal Template and cannot be turned while the Bone Knight is ridding it. Once selected, the choice is set, but it may be changed whenever the Bone knight 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, a Bone knight may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the Bone knight’s level. The servant immediately appears adjacent to the Bone knight. A Bone knight 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, a Bone knight’s servant gains spell resistance equal to the Bone knight’s level + 11.
Should the Bone knight’s fiendish servant die or be banished, the Bone knight may not summon another servant for 30 days or until he gains a Bone knight level, whichever comes first. During this 30-day period, the Bone knight takes a –1 penalty on attack and weapon damage rolls.

Aura of Despair (Su)
At 8th level, enemies within 10 feet of a Bone knight 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 Bone knight is conscious, not if he is unconscious or dead.

Fill the Ranks (Sp)

At 10 level,shen use a
limited form of animate dead once per day. The target
corpse rises as either a Karrnathi skeleton or Karrnathi
zombie (depending on the condition of the corpse and
her preference). This undead’s Hit Dice count againstthe maximum number of undead you can control at once with your bone march ability

Aura of Vengeance (Su)
At 11th level, a Bone knight 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 Bone knight’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.
Aura of Sin (Su)
At 14th level, a Bone knight’s 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 Bone knight is conscious, not if he is unconscious or dead.
Exoskeleton of Undeath (Ex)

At 16th level, your bonecraft armor fuses to your body and cannot be removed without killing you. However, you gain immunity to poison, sleep effects, paralysis, disease, death
effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage.


Aura of Depravity (Su)
At 17th level, a Bone knight gains DR 5/good. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while the Bone knight is conscious, not if he is unconscious or dead.
Death Strike (Su): At 20th level, as her charisma modifier per day, the Bone knight may use a bonecraft weapon (see above) to strike down
a living foe. You must decide to use this ability before
the attack roll is made. If the attack succeeds, the target
must succeed on a Fortitude save (DC 10 + your bone
knight level + your Cha modifi er) or die. This is a necromantic death effect.

Code of Conduct

A Bone knight must be of Lawful evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that a Bone knight cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. A Bone knight’s 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 don’t interfere with his goals.

Associates

While he may adventure with evil or neutral allies, a Bone knight avoids working with good characters or with anyone who consistently attempts to do good deeds. Under exceptional circumstances, a Bone knight can ally with good associates, but only to defeat them from within and bring ruin to their ranks. A Bone knight does not need an atonement spell during such an unusual alliance as long as his nefarious goals are met in the end—evil cares only about results. A Bone knight may accept only henchmen, followers, or cohorts who are chaotic evil.