So the Hell's Vengeance Player's Guide recommends that antipaladin as one of its class/archetype choices. What I want to know is how this is supposed to work in anything that isn't PvP?
One of our players has opted to take that path, sadly.
Our first game was pretty bad overall. The antipaladin player was never supposed to have been part of the game in the first place, but I guess he either coerced the GM into getting in, or she invited him out of feelings of guilt. Either way, he spent the night criticizing my brother's character choices, criticizing my (real-world) religion, and actively causing chaos everywhere he went for no other reason than to annoy my friend's Hell Knight (a "law is all" Judge Dredd concept).
If that wasn't enough, he openly bragged about how powerful he was going to become, and how "you all better have good Fortitude saves, because I'm infecting all of you in a couple of levels!"
I understand that there is a lot of out-of-game things that need to be dealt with here, and I intend to talk to the GM about it, but what I really want to discuss is the following:
How does a party ever survive having an anti-paladin in it for long? Even if he chose to play the more controlled LE tyrant archetype (he didn't), then he would still be a walking, talking, festering plague factory that passively weakens everyone in the group just by being there. How does the party even begin to deal with that? How could an antipaladin ever be anything other than a loner?