Classes: ANTIPALADIN
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Antipaladins are dark knights that embody evil and malevolence. Their class features that are melee attacks are Strength-based but all their other class features are Charisma-based, unless noted otherwise. The DC to resist them is 10 + class level + modifier.
RESTRICTIONS
An antipaladin must be evil-aligned. They must also take on at least one of the list of oaths available. An antipaladin who violates one or more of their oaths loses all magical and supernatural abilities from this class, but not class skills, extraordinary abilities, combat fears, or proficiencies. He cannot take another level in this class. If they atone for their violations (see Oath), they regain these abilities as well as the ability to progress in this class again.
CLASS POINTS
- Health Points per level: 10 + Constitution modifier
- Mana Points per level: 8 + Charisma modifier
- Skill Points per level: 6 + Intelligence modifier
CLASS SKILLS
A character that takes their 1st level in this class begins with all the class skills. A character that wants to multiclass into this class must have all these class skills in order to do so:
- Bluff (Cha)
- Brawn (Str)
- Craft: Choose one (Int)
- Disguise (Cha)
- Handle Animal (Cha)
- Intimidate (Cha)
- Knowledge: Religion (Int)
- Knowledge: Society (Int)
- Perform: Choose one (Cha)
- Profession: Choose one (Wis)
- Ride (Dex)
- Sense Motive (Wis)
- Spellcraft (Int)
- Stealth (Dex)
STARTING FEATS
A character that takes their 1st level in this class begins with all these starting feats. A character that wants to multiclass into this class must have all these feats to do so:
- Great Fortitude
- Iron Will
- Light Armor Proficiency or Canny Defense (select one)
- Martial Weapon Proficiency (select Axes or Light Blades)
- Martial Weapon Proficiency (select Hammers or Heavy Blades)
- Martial Weapon Proficiency (select Polearms or Spears)
- Martial Weapon Proficiency (select any 1 other)
- Medium Armor Proficiency* or Endurance (select one)
- Shield Proficiency or Dodge (select one)
- Simple Weapon Proficiency
ANTIPALADIN ADVANCEMENT
- Smite, class skills, starting feats
- Class feat
- Class feat
- Class feat
- Class feat
- Class feat
- Class feat
- Class feat
- Class feat
- Class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Advanced class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
- Mythic class feat
SMITE
An antipaladin begins with Smite as tier 1 divine power at 1st level. Its tier automatically increases every 2 levels thereafter (3rd, 5th, 7th, etc.).
ANTIPALADIN FEATS
You gain a class feat at every level from the following list of your choice provided you meet the prerequisites.
Amazing Initiative (Ex): Add half your level as a competence bonus to Initiative checks (minimum +1).
Archetype Ability: You can gain an archetype ability that would normally replace any other talent listed here. For example, the Armored Hulk archetype for Barbarian normally replaced Fast Movement with Indomitable Stance. So you could select Indomitable Stance as a barbarian feat the same way you can select Fast Movement.
Asura Bond (Su): As a swift action, you can spend 1 MP/level to gain fast healing equal to half your class level (minimum 1) for 1 minute. This fast healing is negated by good-aligned weapons and spells.
Aura of Cowardice (Su): You must have Aura of Evil to select this feat. As a swift action for 1 MP/level you can radiate a palpably daunting aura that causes all enemies within 5 feet/2 levels (minimum 5 feet) to take a �“4 penalty on saving throws against fear and other emotion effects. Non-mindless creatures that are normally immune to fear or emotion effects lose that immunity while within your aura if they have a level equal to or lower than your own. This ability lasts for up to 1 minute or until dismissed. It only functions only while you are conscious, not if unconscious or dead.
Aura of Despair (Su): You must have the Aura of Cowardice feat to select this feat. Your Aura of Cowardice also imposes a �“2 divine penalty on all defenses and saving throws against any foes within it.
Aura of Evil (Su): You change your type to outsider (evil, native). If you are lawful or chaotic, you also gain that subtype. Whenever you use divine spells to heal or buff yourself, the healing increases by your level in this class (if any) and the duration increases by a number of rounds equal to your level in this class (if its duration was already equal to 3 rounds or longer).
Bonus Feat: You can gain a combat feat of your choice, provided you meet the prerequisites.
Channel Negative Energy (Su): You gain a supernatural ability to channel negative energy like a cleric. This is a Charisma-based ability.
Cruelty (Su): You must have Touch of Corruption to select this feat. You gain one Cruelty of your choice from the list of antipaladin cruelties, provided your a high enough level to select it.
Daemon Bond (Su): As a swift action, you can spend 1 MP/level to manifest traits evocative of one kind of daemon for 1 minute. During this time you gain a bite attack dealing 1d4 piercing damage, a claw attack on each hand dealing 1d4 slashing damage, and add 1d6 negative energy damage to all weapon attacks you make and spells you cast that deal hit point damage as well as supernatural class features that already deal negative energy damage (such as Channel Energy). This increases to 2d6 at 10th level and 3d6 at 20th.
Defensive Smite: While Smite is in effect, you gain a deflection bonus equal to your Charisma bonus (minimum +1) to your defenses against the target of the smite. This bonus doesn't apply against non-good targets.
Demodand Bond (Su): As a standard action, you can spend 1 MP/level to spread a foul miasma of blasphemous power. You shed gloom as per twilight haze for 1 minute per class level. Additionally, while the miasma spreads, all allies within 5 feet/2 class levels gain a +2 magical bonus on saving throws against divine magic and resistance 2 against positive energy damage, such as that dealt by smite evil or by flame strike. This bonus and resistance increase by 1 for every 5 levels you possess in this class.
Demon Bond (su): As a standard action, you can spend 1 MP/level to manifest a baleful aura. This bond allows the antipaladin to shine light as per continual flame for 1 minute per antipaladin level. Additionally, while the aura remains, all allies within 5 feet/2 class levels gain a +2 competence bonus on sunder combat maneuver checks, Strength checks to break objects, and damage rolls against objects and creatures with damage resistance. This bonus and resistance increase by 1 for every 5 levels you possess in this class.
Detect Good (Sp): You gain detect alignment as an innate spell with "good" selected as the targeted alignment you wish to detect. If you select this feat a second time, you can detect any alignment, chosen at the time you cast it.
Devil Bond (Su): As a standard action, you can spend 1 MP/level to call forth a devil spirit that infuses with your mind, granting you the See in Darkness universal monster ability for 10 minutes.
Div Bond (Su): You must have the Aura of Cowardice feat to take this feat. The penalty to saving throws against fear bestowed by your aura also applies on saving throws against pain effects and all other emotion effects. As a standard action, you can spend 1 MP/level to evoke a hateful 30-foot gaze attack. A creature affected by the gaze must make a Will saving throw or be sickened for a number of rounds equal to your class level. A creature that successfully saves against the hateful gaze is immune to its effects for 24 hours. Hateful gaze is a pain effect.
Divine Spellcasting: You gain the Spellcasting feat selecting either Wisdom or Charisma as your spellcasting attribute modifier and Divine as your spellcasting tradition. This can be selected multiple times provided you meet the prerequisites.
Fiendish Servant (Su): You gain an Eidolon as a Summoner with your effective Summoner level being equal to your class level -3 (minimum 1). If you take this a second time, it increases to your full class level. Your eidolon must have a devilish or demonic appearance and be evil-aligned.
Improved Magical Weapon (Sp): You must have the Magical Weapon feat to select this one. Choose a number of magic weapon properties adding up to +5. You learn these properties. When you activate your Greater Magic Weapon innate spell, you can replace all but the first +1 enhancement bonus with the same amount of weapon properties. For example, if you were 10th level and learned flaming burst, icy burst, and vicious properties, you could reduce your +3 bonus to +1 and add the flaming burst or icy burst property (but not both) to your weapon upon activating your ability. You could also reduce the +3 to +2 and add the vicious property instead. You can take this feat multiple times to learn more properties each time.
Kyton Gaze (Su): You must have the Aura of Cowardice feat to take this feat. The penalty to saving throws against fear bestowed by your aura also applies on saving throws against all mind-affecting effects. The lurking presence of a kyton spirit fills the antipaladin’s gaze with shadowy power. As a standard action, the antipaladin can spend 1 MP/level to make a gaze attack with a 30’ range. Affected creatures must attempt a Will saving throw or become shaken for 1 round/class level. This is a mind-affecting fear effect.
Magical Weapon (Sp): You gain Greater Magic Weapon as an innate spell but can only target a weapon you wield. If the weapon leaves your person, the effects are suppressed until it returns, still consuming the duration.
Plague Bringer (Ex): You do not take any damage or take any penalty from most diseases. You can still contract diseases and spread them to others, but you are otherwise immune to their effects. Supernatural diseases with a caster level or effective CR above your class level affect you normally, though you have a +4 divine bonus to saving throws against them.
Touch of Corruption (Su): You gain Wounding Hands as an innate spell. When you use this spell on yourself, you provoke no attacks of opportunity. If you have any other effect that allows you to use this effect without an attack of opportunity, you can use it as a swift action instead of standard action.
Unholy Resilience (Su): You gain a divine bonus equal to your Charisma bonus (if any) on all saving throws (max 2 + 1/2 class level).
Oni Bond (Su):
A pact with an oni grants the antipaladin the shapechanger subtype. As a standard action, the antipaladin can change her shape as though using alter self for 10 minutes per antipaladin level. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. At 11th level, she can expend two daily uses of this ability to assume the form of an oni as though using giant form I, for a duration of 1 round per class level.
Qlippoth Bond (Su):
Seeking raw power, the antipaladin has formed a reckless bond with a qlippoth. As a standard action, the antipaladin can channel the horrifying form of the qlippoth to assault the senses of all living creatures within 30 feet until the end of her next turn. For 1 minute, affected creatures suffer a -4 penalty on Perception checks, Dexterity checks and Dexterity-based skill checks, and reduce their movement speed by half. This ability is a mind-affecting gaze attack. A successful Will save negates the effect. The antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.
Rakshasa Bond (Su): A rakshasa lends its mental powers to you. As a standard action, the antipaladin can gain the benefits of detect thoughts for 1 minute. This ability can be used a number of times per day equal to half the antipaladin’s class level (minimum 1).
ADVANCED FEATS
At every level from 11th to 20th, you gain an advanced feat of your choice every level from the list below, provided you meet the prerequisites. Unless noted otherwise, your effective mythic tier is equal to one-half your level for the purposes of selecting and using mythic abilities.
Additional Class Feats: You gain two standard class feats of your choice, provided you meet the prerequisites.
Advanced Companion (Ex):</b> You must have the Fiendish Servant feat to select this feat. The servant gains the advanced template and spell resistance equal to your class level + 11.
Agelessness (Su): You no longer take penalties for aging, cannot be magically aged, and cannot die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties.
- If you already have Longevity when you gain this ability, you can select a different 1st-tier universal mythic ability of your choice instead.
- If you already have Timeless Body, when you gain this ability you gain a bonus feat instead (not a legendary one).
Aura of Depravity (Su): You must have the Aura of Cowardice feat to select this feat. You gain DR/good equal to 1/3 your class level while your aura is active. Each enemy within the aura takes a -4 divine penalty to saving throws against charm and compulsion effects.
Aura of Sin (Su): Your weapons are treated as aligned to your alignment for the purposes of overcoming damage reduction. Any attack made against an enemy within reach of you or within your Aura of Cowardice (if active) is treated as aligned to your alignment(s) as well for these purposes. This ability functions only while you are conscious, not if unconscious or dead.
Aura of Vengeance (Su): If you activate Smite while your Aura of Cowardice is active, you can spend triple the normal MP to grant its effects to allies within your aura as well as yourself. Good-aligned creatures cannot benefit from this effect. Allies only have these benefits while within your aura, even if the duration has not yet worn off.
Greater Div Bond (Su): You must have the Div Bond feat to select this feat. Your hateful gaze also functions as Greater Dispel Magic on any affected creature but only against effects granting a morale bonus. It can even function against non-magical effects granting a morale bonus, assuming the effect's tier is equal to half the creator's level unless noted otherwise.
Greater Kyton Bond (Su): You must have the Kyton Bond feat to select this feat. Targets who fail their saving throw against your Kyton Gaze are also sickened for the duration and staggered for 1 round.
Greater Magical Weapon (Sp): You must have the Magical Weapon feat to select this one. Your bonus from your Greater Magic Weapon innate spell increases to 2 + 1/5th your class level. If you reduce the duration to 1 round/level, this increases to 4 + 1/5th your class level.
Hard to Kill (Ex): Double your constitution score and add your level. This is the furthest into negative HP you can go before dying. You
Mythic Champion Feat: You gain the Champion's Strike ability. Each time you take this feat thereafter, you can select a 1st-tier mythic path ability from the Champion list.
Mythic Guardian Feat: You gain the Guardian's Call ability. Each time you take this feat thereafter, you can select a 1st-tier mythic path ability from the Guardian list.
Mythic Marshal Feat: You gain mythic path ability from the Marshal's Order ability. Each time you take this feat thereafter, you can select a 1st-tier mythic path ability from the Marshal list.
Mythic Recuperation (Ex): You can spend a surge to remove all nonlethal damage from a short rest. If you have no nonlethal damage or spend 2 surges when you do this, you regain an amount of HP equal to twice your level instead.
Mythic Resurgence (Ex): You can spend a surge to regain triple the normal amount of MP from a short rest.
Mythic Universal Path Ability: You gain a 1st- or 3rd-tier universal mythic path ability of your choice, provided you meet the prerequisites (if any).
Prestige Ability: If you meet all the requirements for a prestige class that has the same class points as this class (hit points, mana points, and skill points per level), you can select features from that prestige class as an advanced class feat. Remember, that if those features adjust another feature, you must acquire the feature they adjust before you can acquire that feature. Your effective level in that prestige class is equal to half your level in your actual class to determine how those prestige features function (e.g., a Shadowdancer's Shadowjump distance per day).
Sacred Sanctum (Su): You gain Magnificent Mansion and Plane Shift as innate spells with a tier that's always half your character level. You can have only one mansion at a time and it is called your Sacred Sanctum. Unlike the normal spell, the demi-plane you create with it is permanent and casting and dismissing the spell only changes the environment to suit your needs adjusting its planar traits and so forth. You can only use this Plane Shift to move to and from your Sacred Sanctum, and not other locations.
MYTHIC FEATS
At 21st level and higher, you gain a mythic feat from the list below.
Additional Advanced Feats: You gain two advanced class feats of your choice, provided you meet the prerequisites.
Deep Magics (Su): Your repertoire of spells deepens dramatically.
Force of Will (Ex): You can exert your will to force events to unfold as you would like.
Great Beast (Su): Your companion becomes a great beast all their own.
Greater Mythic Champion Ability
Greater Mythic Guardian Ability
Greater Mythic Marshal Ability
Greater Mythic Universal Path Ability
Immortality (Su): If killed, you can come back to life automatically.
Ki Sage (Su): You gain four ki powers from those available to the monk or ninja.
Legendary (Su): You automatically regain 1 surge every hour, up to your normal maximum.
Mythic Recovery (Su): You gain fast healing while at half hp or less.
Mythic Saving Throws (Ex): Whenever you succeed at a saving throw, you suffer no ill effects as long as that ability didn’t come from a mythic source (anything of equal or greater level).
Old Dog, New Tricks (Ex): You show that a true warrior always has one more surprise the enemy hasn’t seen.
Overwhelming Power (Su): You can expend surges to multiply the area, number of targets, and range of any effect you use.
Perfect Body, Flawless Mind (Ex): Your endless training and study has resulted in an unmatched mastery of the self.
Polycognizance
Soul Channel (Su): Your channel energy dice increases in size by two steps.
The Boss (Ex): You have become more than just a lone hero—you are one of the senior figures of your field, with powers and responsibilities to match.
The Right Spot (Ex): You can hit an opponent’s weak spot effortlessly.
Tip of the Spear (Su): Your Smite is versatile and swift.
Transcendence
Unholy Champion (Su): You become a conduit for the might of the dark powers.
Unstoppable (Ex): You are unstoppable.
Walking Library (Ex): Your character becomes a small, mobile athenaeum of occult scraps and lore.
Won’t Stay Dead (Ex): You become a paragon of resilience.