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Author Topic: Pathfinder Antipaladin?  (Read 6815 times)
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Silent Wayfarer
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« on: August 09, 2010, 07:02:12 AM »

After reading through the Antipaladin alternate class, I realised that it was basically the Paladin reversed... which meant that it was pretty damn big on offense and making people suffer horribly. Then I also remembered a bunch of nasty tricks I had for twinking out evil paladin types. So I decided to make a build and await criticism.

The Dark Lord

Male CE Magic-Blooded Lesser Aasimar Antipaladin 13 / Hexblade 4 / Blackguard 3

(Since the antipaladin is actually an alternate class variant of the paladin, there's precedent here to allow Favored Class: Paladin to count for it)

Abilities

(assuming 15 point buy)

Str: 16 (10p) +6 enhancement (22)
Dex: 7 (-4p)  +6 enhancement(13)
Con: 14 (5p) +6 enhancement (20)
Int: 11 (11) +6 enhancement (17)
Wis: 7 +2 racial -2 template (-4p) +6 enhancement (13)
Cha: 15 +2 racial +2 template +5 level (7p) +6 enhancement (30)

(Paladins are an entirely Cha-dependent class now and their plethora of mind-affecting immunities and godlike saves only makes things better.)

Combat

HD: 20d10+100 (210 hp)
Init: +1 +4 Improved Initiative (+5)
Size: Medium
Spd.: 30ft.
BAB: +20
Fort: +8 Antipaladin +1 Hexblade +3 Blackguard +5 Con mod +10 Unholy Resilience +10 Dark Blessing +10 Arcane Resistance (+47)
Ref: +4 Antipaladin +1 Hexblade +1 Blackguard +1 Dex mod +10 Unholy Resilience +10 Dark Blessing +10 Arcane Resistance (+37)
Will: +8 Antipaladin +4 Hexblade +1 Blackguard +1 Wis mod +10 Unholy Resilience +10 Dark Blessing +10 Arcane Resistance (+44)

Skills

Acrobatics 8 ranks +1 mod (+9) [(this is for meeting the requirements for Leap Attack. Sort of.)
Bluff 1 ranks +10 mod +3 class mod (+14)
Diplomacy 20 ranks +10 Cha mod +3 class mod (+33)
Intimidate 20 ranks +10 Cha mod +3 class mod (+33)
Ride 1 Rank +1 Dex mod +3 class mod (+5)

Feats

Level 1 - Power Attack
Level 3 - Cleave
Level 5 - Improved Sunder
Level 7 - Mounted Combat
Level 9 - Ride-By Attack
Level 11 - Spirited Charge
Level 13 - Dragon Steed/Cohort or Leadership
Level 15 - Leap Attack
Level 17 - Improved Initiative
Level 19 - Imperious Command (if permitted)

Class Features

Aura of Evil (level 16 equivalent)
Detect good
Smite good (5/day, gain +10 attack, +13 damage/+26 vs good-aligned targets, effect lasts until victim dies.)
Unholy Resilience (+Cha mod (10) to saves)
Touch of Corruption (14/day deal 6d6+7 damage as a standard action touch attack)
Aura of Cowardice (everyone in 10 feet takes -4 to saves vs fear effects and loses fear immunity)
Plaguebringer (immune to ability penalties and damage from disease, can still spread them) (lol festering anger)
Cruelty (add one of the following effects to a Touch of Corruption if enemy fails a DC 23 Fort save: Fatigued/Exhausted, Cursed, Paralyzed or Stunned) (not sure which one is better here, stun or paralyze)
Channel Negative Energy (as cleric, each use takes up 2 uses of Touch of Corruption)
Spells (antipaladin spells, as level 11 caster)
Fiendish Boon (fiendish weapon option, 3/day, buff your weapon with a free +3 equivalent of bonuses for up to 13 minutes at a time)
Aura of despair (everyone within 10ft. takes -2 penalty to saves, does not stack with aura of cowardice)
Aura of vengeance (expend 2 smite uses to grant all allies in 10ft. the ability to smite good as the antipaladin)

Hexblade's curse (1/day inflict -2 penalty to saves on a victim within 60ft. DC 17 Will save negates)
Arcane resistance (+Cha mod (10) to saves vs spells and SLAs)
Mettle (no effect from Fort/Will Negate effects)
Summon Familiar (Swapped out for Dark Companion option; -2 AC/saves for everyone nearby)

Aura of Evil (level 16 equivalent)
Detect good
Poison use (never risk being poisoned, ever)
Smite good (1/day, gain +10 attack, +3 damage/+6 vs good-aligned targets)
Dark blessing (+Cha mod (10) to saves)
Command undead (adds to antipaladin level, or new pool?)
Aura of despair (everyone within 10ft. takes -2 penalty to saves)(will this stack with antipaladin's aura of despair?)

Gear
Belt of Magnificence +6
Slippers of Battle Dancing

So yeah, Cha-whoring sumbitch, saves out the ass, nerfs out the ass. Ideally, he walks up to people and gives them -4 to saves against his touch of corruption + paralyze, then CDGs them with a power attacked scythe attack. I was also thinking of ditching the fiendish weapon option after I noticed that the antipaladin's fiendish servant can get him a succubus at level 11+. I mean, the alignments even match, and it's really in theme for an evil overlord. Tp wit:

Quote
The second type of bond allows an antipaladin to
gain the service of a fiendish servant. This functions as
summon monster III, except the duration is permanent
and the antipaladin can only gain the service of a single
creature and that creature must either have the chaotic
and evil subtypes or it must be a fiendish animal. Once
selected, the choice is set, but it may be changed whenever
the antipaladin 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.

Improvements and comments are welcome.
« Last Edit: August 09, 2010, 07:47:57 AM by Silent Wayfarer » Logged
Maat_Mons
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« Reply #1 on: August 09, 2010, 08:04:39 AM »

Do you think you could get away with necropolitan?  Replacing con with cha for HP seems good for +0 LA. 
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Silent Wayfarer
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« Reply #2 on: August 09, 2010, 08:17:51 AM »

Do necropolitans get unholy toughness? To be honest, I was briefly considering that too; but the lack of Con to HP worried me. If necropolitans do get unholy toughness then by all means!

Flavor suffers a little (can't enjoy the pleasures of the flesh), but now his touch of corruption pulls double duty...
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Ed-Zero
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« Reply #3 on: August 09, 2010, 09:15:19 AM »

I didn't notice the part about the fiendish servant, that alone is worth the class alone. Summon Monster 9 permanently, yes please.
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carnivore
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« Reply #4 on: August 09, 2010, 09:20:08 AM »

why not just do this:

Lesser Aasimar
Antipaladin 7 / Hexblade 4 / Blackguard 10

Blackguard gives many additional benefits for extra Paladin Levels

 Big Grin
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winter_soldier
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« Reply #5 on: August 09, 2010, 09:37:09 AM »

Good stuff. It really shows off what you can do with just a smidge of 3.5 splatbook support.  Big Grin
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Maat_Mons
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« Reply #6 on: August 09, 2010, 10:52:53 AM »

Do necropolitans get unholy toughness?

You are playing Pathfinder.  Let me give you a quote from the Pathfinder description of the undead type:

Quote
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

Note that the Pathfinder versions of lich and vampire do not change your HD for class levels and change your racial HD to d8s instead of d12s.  This should presumably apply to necropolitan as well. 
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Ed-Zero
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« Reply #7 on: August 09, 2010, 11:03:24 AM »

So here's a quick list of fiendish monsters you can have as servants pulled from the malconvoker list. Hope this helps.

Summon III
Fiendish ape(+1) - 4 HD Large magical beast, HP:37, to hit:+9 King of the tanks of SM III. Slightly worse HP and to hit than the bison, though it still gets the DR 5/magic, what arguably makes it better than the bison is the 3 attacks per round and that it's evil.

Summon IV
Howler(+2) - 6 HD Large outsider, HP:52, To hit:+12 The advantage of the howler over the dire wolf is quills. These work better against a single more powerful opponent since they stack.

Summon V
Fiendish tiger(+1) - 6 HD Large magical beast, HP:84, to hit:+11 The best charger in the SM V list. 5 attacks on a charge and improved grab. - This is actually my choice, I'd rather do 5 attacks with the tiger than a cmd check to grapple... unless you're going against 1 guy, i feel the tiger is a better choice.

Summon VI
Devil, chain(0) - 8 HD Medium outsider, HP:112, to hit:+12 Immunity to cold. Did you bring those chains? Get them within 20’ of the devil, and within 25’ of the enemy. That’s 4 attacks, +12 to hit, 2d4+6 damage each – crit range 19-20 (with infernal fury). Oh yeah – one skill these guys don’t have (unlike most devils) – sense motive.

Summon VII
Devil, bone(+15) - 10 HD Large outsider, HP:170, to hit:+16 Fear aura DC 17, Poison(Str) DC 22, At will SLA’s: Dimensional anchor, fly, invisibility (self), major image, wall of ice. CL 12. SR 21, Good combatant, all knowledges at +15, Move Silently +18, Search +15. 3 good attacks.

Summon VIII
Vrock (demon)(+16) - 10 HD Large outsider, HP:190, To hit:+17 5 attacks/round. SLA’s: mirror image, telekinisis. 1/day: Heroism CL 12. Spores are free action every 3 rounds. DC 24 30 foot radius stun attack. 3 Vrocks can attempt dance of ruin (3 rounds) 100 foot radius 20d6 blast.

Summon IX
Fiendish monstrous spider, colossal(0) - 32 HD Colossal magical beast, HP:448, To hit:+28  Poison DC 30 (Str 2d8 loss) is very strong. Grapple is best of entire list at +52. 30’ reach. HP will be highest you can get too. These are a lot better than the centipedes of last level. Great melee choice – if you can find the room.
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Silent Wayfarer
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« Reply #8 on: August 09, 2010, 06:06:44 PM »

Do necropolitans get unholy toughness?

You are playing Pathfinder.  Let me give you a quote from the Pathfinder description of the undead type:

Quote
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

Note that the Pathfinder versions of lich and vampire do not change your HD for class levels and change your racial HD to d8s instead of d12s.  This should presumably apply to necropolitan as well. 

I did not notice this. And my HD are all d10s anyway... *cackle*

why not just do this:

Lesser Aasimar
Antipaladin 7 / Hexblade 4 / Blackguard 10

Blackguard gives many additional benefits for extra Paladin Levels

 Big Grin

Well, that's 21 levels, for one. And the pathfinder Antipaladin is fairly strong; for instance, its spellcasting keys entirely off Charisma (the focus stat here), the Will save is better (hardly a good reason to stay, I know, given triple charisma to saves), the smite evil is really good and can be shared with others, and in general, there's more reasons to keep in antipaladin than swap over to Blackguard.

In contrast, going to Blackguard 10 would require Wisdom support in order to not make the spellcasting component worthless and the main gains are some smite evils and sneak attack. Which is mildly boneheaded, since sneak attack is apparently weaker in Pathfinder and maxing Blackguard would result in two pools of 3 fairly weak smites rather than 1 larger pool (~5) of very strong smites and 1 very weak smite, the latter of which can still be expended to power aura of vengeance.

Plus, the antipaladin spell list is much bigger than the blackguard spell list. If you cared, you'd play a full caster, I know; but the antipaladin spell list also keys off Cha, which is the prime attribute here.
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