Description
Anti-Paladins are the fanatical zealots serving evil deities as crusaders, commanders, and champions. They are the profane standard-bearers, the battle-line breakers, and the unforgiving masters of fell armies. Anti-Paladins serve their deity by spreading their dogma and mercilessly slaying those who refuse to convert.
Alignment
Chaotic evil.
HP per Level
10
Class Skills
The anti- paladin’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (forbidden) (Int), Knowledge (religion) (Int), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Weapon and Armor Proficiency
Anti-paladins 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
The power of an anti-paladin’s aura of evil (see the detect evil spell) is equal to her anti-paladin level.
Detect Good
At will, an anti-paladin can use detect good, as the spell.
Divine Grace
An anti-paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health
An anti-paladin gains immunity to all diseases, including supernatural and magical diseases.
Favoured Enemy
At 1st level, an anti-paladin may select a type of creature from among those given on the table below. The an anti-paladin gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against any one favoured enemy increases by 2.
The following abilities cost a magic point, which the anti-paladin can restore from resting in a tavern.
Smite Good
An anti-paladin may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 2 extra points of damage per paladin level. If the paladin accidentally smites a creature that is not good, the smite has no effect, but the ability still uses a magic point.
Special Mount
An anti-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is a heavy warhorse (for a Medium anti-paladin) or a warpony (for a Small anti-paladin). At 7th level, the anti-paladin gains the loyalty of a nightmare.
For one magic point, an anti-paladin may magically call her mount from the abyssal realms in which it resides. The mount immediately appears adjacent to the anti-paladin and remains for 2 hours per anti- paladin level. The mount is the same creature each time it is summoned, though the anti-paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the anti-paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying.
Beginning at 4th level, an anti-paladin gains the ability to cast a small number of divine spells, which are drawn from the anti-paladin spell list. An anti-paladin must choose and prepare her spells in advance.
To prepare or cast a spell, an anti-paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an anti-paladin’s spell is 10 + the spell level + the an anti-paladin’s Charisma modifier.
Like other spellcasters, an anti-paladin can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score.
An anti-paladin prepares and casts spells the way a cleric does.