Attack (Cruel Earth Breaker): +11/+6 attack. 2d6+7 damage.
Power Attack (Cruel Earth Breaker): +9/+4 attack, 2d6+10 damage.
- When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.
Feats:
- Toughness: 1 hp/level.
- Weapon Focus (Earth Breaker): +1 bonus to hit with the Earth Breaker weapon.
- Demolishing Strike: You do not provoke attacks of opportunity when performing a sunder combat maneuver with a hammer. Additionally, whenever you damage an object with a hammer, you treat the object's hardness as though it were 5 less than it actually is. This does not stack with other effects that allow you to ignore or bypass some of an object's hardness, such as if you are using an adamantine weapon.
- Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Racial:
- Ability Score Racial Traits Flexible (+2 Str, +2 Con) (2 RP)
- Type: Humanoid (gnoll) (0 RP)
- Size: Medium (0 RP)
- Base Speed: Normal (0 RP)
- Languages: Xenophobic (0 RP)
- Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
- Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet. (2 RP)
Class Abilities:
- Archetype: Lord of Darkness.
- Weapon and Armor Prof: Weapon 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).
- Aura of Evil: The power of an antipaladin's aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
- Detect Good: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
- Smite Good (2/day): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
- Unholy Resilience: At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
- Touch of Corruption: Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin 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 an antipaladin 2 additional uses of the touch of corruption class feature.
- Aura of Obedience: At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness' level + the lord of darkness' Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.
- Plague Bringer: At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin 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: At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin 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 antipaladin. 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 antipaladin's level + the antipaladin's Charisma modifier.
- Channel Negative Energy (2/day, 3d6 damage): When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
- Spells: Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.
To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier.
- Fiendish Boon: Upon reaching 5th level, an antipaladin 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 antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin 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.
Traits:
- Armor Expert (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
- Fiendish Confidence (Religion): You gain a +1 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
Skills:
Bluff (Cha): +2 | 2 | 0 | 0
Craft (Int): +0 | 0 | 0 | 0
Disguise (Cha): +2 | 2 | 0 | 0
Handle Animal (Cha): +2 | 2 | 0 | 0
Intimidate (Cha): +10 | 2 | 6 | 2
Knowledge (religion) (Int): +0 | 0 | 0 | 0
Profession (Wis): -1 | -1 | 0 | 0
Ride (Dex): +2 | 2 | 0 | 0
Sense Motive (Wis): -1 | -1 | 0 | 0
Spellcraft (Int): +0 | 0 | 0 | 0
Stealth (Dex): +8 | 2 | 6 | 0
Equipment:
- Cruel Earth Breaker.
- +1 Chain Shirt.
- Belt of Giant Strength +2.
Cruelties:
- Commanded: The target must obey one order from the lord of darkness, as per the command spell.
- Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.
Spells: 3
1st: Litany of Weakness, Litany of Sloth, Doom.
Diseases:
- Blinding Sickness: Type disease, ingested; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; Cure 2 consecutive saves
- Bubonic Plague: Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves
Infected vermin and parasites spread this disease, also known as Daemon's Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim's body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.
- Cackle Fever: Type disease, inhaled; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d6 Wis damage; Cure 2 consecutive saves.
- Filth Fever: Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves.
- Leprosy: Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects
Onset 2d4 weeks; Frequency 1/week
Effect 1d2 Cha damage; Cure 2 consecutive saves
Terrifyingly common throughout Qadira, leprosy is spread by victims of the disease through direct—even casual—contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don't receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction's incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 20. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.
- Mindfire: Type disease, inhaled; Save Fortitude DC 12
Onset 1 day; Frequency 1/day
Effect 1d4 Int damage; Cure 2 consecutive saves.
- Red Ache: Type disease, injury; Save Fortitude DC 15
Onset 1d3 days; Frequency 1/day
Effect 1d6 Str damage; Cure 2 consecutive saves.
- Shakes: Type disease, contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d8 Dex damage; Cure 2 consecutive saves.
- Slimy Doom: Type disease, contact; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves.