ShneekeyTheLost
2007-03-07, 02:59 PM
Okay, let's face it. A lot of stuff in the Blackguard class... doesn't make sense. Come on, sneak attack? Requiring ranks in Hide? Psha... whatever. So, here's my take on it. PEACH away
Anti-Paladin v1.0
So, what do you call a paladin who serves an evil diety? Whatever he wants you to...
An antipaladin is, to be blunt, the dark side of the paladin's coin. He serves a diety with just as much fervor as a paladin does, has abilities which match a paladin... the only difference is the complete and total lack of compassion and decency.
Hit Die: d10
Requirements:
To qualify to become an Anti-Paladin, a character must fulfill the following criteria:
Alignment: Must be Lawful evil
Base Attack Bonus: +5
Skills: Knowledge: Religion (5 ranks)
Spells: Must be able to cast Protection from Good as a divine spell
Special: Must be able to Rebuke undead.
*Extra Special: May meet the requirements for being able to cast Protection from Good as a divine spell and Rebuke Undead as a fallen paladin who was once able to cast Protection from Evil and Turn Undead as a Paladin
Class Skills:
An Anti-Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
{table="head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1 | +1 | +2 | +0 | +0 | Rebuke Undead, Aura of Evil, Unholy Fervor, Code of Honor | +1 Caster Level
2 | +2 | +3 | +0 | +0 | Profane Protection, Harmtouch | -
3 | +3 | +3 | +1 | +1 | Aura of Fear, Fiendish Mount | +1 Caster Level
4 | +4 | +4 | +1 | +1 | Profane Weapon | -
5 | +5 | +4 | +1 | +1 | | +1 Caster Level
6 | +6 | +5 | +2 | +2 | Unholy Weapon | -
7 | +7 | +5 | +2 | +2 | | +1 Caster Level
8 | +8 | +6 | +2 | +2 | Aura of Despair | -
9 | +9 | +6 | +3 | +3 | | +1 Caster Level
10 | +10 | +7 | +3 | +3 | Deathtouch | -[/table]
CLASS FEATURES:
Weapon and Armor Proficiency: None additional
Spells: An Anti-Paladin continues the divine spellcasting progression of the class which allowed the character to qualify for the prestige class. If that class was Paladin, he continues full spellcasting progression rather than half spellcasting progression, and replaces the Paladin spell list with the Blackguard spell list.
Code of Honor (Ex): An Anti-paladin looses all class abilities if he acts in a way the GM decides is inappropriate, or if his alignment ever changes from LE.
Aura of Evil (Ex): An Anti-Paladin gains an aura of evil equal to his antipaladin level plus any aura of evil he might already possess
Rebuke Undead (Su): An Anti-paladin adds his antipaladin levels to whatever class he already has to rebuke undead.
Unholy Vervor (Ex): An anti-paladin's levels in paladin (if any) stack with his antipaladin levels for all level-dependant effects and calculations. Furthermore, if the ex-Paladin had Divine Health as a class ability, then he automatically regains his immunity to all diseases.
Profane Protection (Su): A Blackguard adds his Charisma modifier (if any) to all his saves
Harmtouch (Su): As the standard paladin ability of the same name, except that it is based off his Anti-Paladin levels, and instead of positive energy, it is negative energy which will harm most beings, but heal undead.
Aura of Fear (Su): Starting at 3rd level, an Anti-Paladin gains an Aura of Fear. Any opponent who enters within 10' of him must make a Will save (DC = Anti-Paladin level + Wis Mod) or become Frightened. If cornered, a Frightened creature begins cowering. Effects last for 1d4 rounds after leaving the aura. Success on the will save indicates creatues within the aura are only Shaken, which wears off as soon as they leave the aura. This is a mind-affecting fear effect.
Fiendish Mount (Sp): As per the Special Mount Paladin ability, except the riding creature in question gains the Fiendish template. The GM may allow other appropriate mounts, which may or may not have the Fiendish template, at GM's discression. The mount continues to progress based on the number of Antipaladin levels the character has, from the Paladin's Mount chart.
Profane Weapon (Su): At 4th level, any weapon an Anti-Paladin wields is considered to be Evil for purposes of penetrating DR.
Unholy Weapon (Su): At 6th level, any weapon an Anti-Paladin wields is considered to have the Unholy trait and do +2d6 damage against any good character.
Aura of Despair (Su): At 8th level, the Anti-Paladin gains an additional aura which reduces the saves of all opponents within 20 feet of him by half of his Charisma Modifier. This may not be used at the same time Aura of Fear is used. As a free action, an Anti-Paladin may decide which aura is in effect at the beginning of his turn.
Deathtouch (Su): As per the Death domain granted ability, based on total Anti-Paladin levels. If the Anti-Paladin already has the Death domain, then he gains one additional use per day, and his Anti-Paladin levels stack with his Cleric levels for determining damage of this effect.
Anti-Paladin v1.0
So, what do you call a paladin who serves an evil diety? Whatever he wants you to...
An antipaladin is, to be blunt, the dark side of the paladin's coin. He serves a diety with just as much fervor as a paladin does, has abilities which match a paladin... the only difference is the complete and total lack of compassion and decency.
Hit Die: d10
Requirements:
To qualify to become an Anti-Paladin, a character must fulfill the following criteria:
Alignment: Must be Lawful evil
Base Attack Bonus: +5
Skills: Knowledge: Religion (5 ranks)
Spells: Must be able to cast Protection from Good as a divine spell
Special: Must be able to Rebuke undead.
*Extra Special: May meet the requirements for being able to cast Protection from Good as a divine spell and Rebuke Undead as a fallen paladin who was once able to cast Protection from Evil and Turn Undead as a Paladin
Class Skills:
An Anti-Paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.
{table="head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1 | +1 | +2 | +0 | +0 | Rebuke Undead, Aura of Evil, Unholy Fervor, Code of Honor | +1 Caster Level
2 | +2 | +3 | +0 | +0 | Profane Protection, Harmtouch | -
3 | +3 | +3 | +1 | +1 | Aura of Fear, Fiendish Mount | +1 Caster Level
4 | +4 | +4 | +1 | +1 | Profane Weapon | -
5 | +5 | +4 | +1 | +1 | | +1 Caster Level
6 | +6 | +5 | +2 | +2 | Unholy Weapon | -
7 | +7 | +5 | +2 | +2 | | +1 Caster Level
8 | +8 | +6 | +2 | +2 | Aura of Despair | -
9 | +9 | +6 | +3 | +3 | | +1 Caster Level
10 | +10 | +7 | +3 | +3 | Deathtouch | -[/table]
CLASS FEATURES:
Weapon and Armor Proficiency: None additional
Spells: An Anti-Paladin continues the divine spellcasting progression of the class which allowed the character to qualify for the prestige class. If that class was Paladin, he continues full spellcasting progression rather than half spellcasting progression, and replaces the Paladin spell list with the Blackguard spell list.
Code of Honor (Ex): An Anti-paladin looses all class abilities if he acts in a way the GM decides is inappropriate, or if his alignment ever changes from LE.
Aura of Evil (Ex): An Anti-Paladin gains an aura of evil equal to his antipaladin level plus any aura of evil he might already possess
Rebuke Undead (Su): An Anti-paladin adds his antipaladin levels to whatever class he already has to rebuke undead.
Unholy Vervor (Ex): An anti-paladin's levels in paladin (if any) stack with his antipaladin levels for all level-dependant effects and calculations. Furthermore, if the ex-Paladin had Divine Health as a class ability, then he automatically regains his immunity to all diseases.
Profane Protection (Su): A Blackguard adds his Charisma modifier (if any) to all his saves
Harmtouch (Su): As the standard paladin ability of the same name, except that it is based off his Anti-Paladin levels, and instead of positive energy, it is negative energy which will harm most beings, but heal undead.
Aura of Fear (Su): Starting at 3rd level, an Anti-Paladin gains an Aura of Fear. Any opponent who enters within 10' of him must make a Will save (DC = Anti-Paladin level + Wis Mod) or become Frightened. If cornered, a Frightened creature begins cowering. Effects last for 1d4 rounds after leaving the aura. Success on the will save indicates creatues within the aura are only Shaken, which wears off as soon as they leave the aura. This is a mind-affecting fear effect.
Fiendish Mount (Sp): As per the Special Mount Paladin ability, except the riding creature in question gains the Fiendish template. The GM may allow other appropriate mounts, which may or may not have the Fiendish template, at GM's discression. The mount continues to progress based on the number of Antipaladin levels the character has, from the Paladin's Mount chart.
Profane Weapon (Su): At 4th level, any weapon an Anti-Paladin wields is considered to be Evil for purposes of penetrating DR.
Unholy Weapon (Su): At 6th level, any weapon an Anti-Paladin wields is considered to have the Unholy trait and do +2d6 damage against any good character.
Aura of Despair (Su): At 8th level, the Anti-Paladin gains an additional aura which reduces the saves of all opponents within 20 feet of him by half of his Charisma Modifier. This may not be used at the same time Aura of Fear is used. As a free action, an Anti-Paladin may decide which aura is in effect at the beginning of his turn.
Deathtouch (Su): As per the Death domain granted ability, based on total Anti-Paladin levels. If the Anti-Paladin already has the Death domain, then he gains one additional use per day, and his Anti-Paladin levels stack with his Cleric levels for determining damage of this effect.