About Sir Leon Blackmane
Human Antipaladin 6
Speed: 30 ft (20 in armor)
Ustalav knew many heroes during the Shining Crusade, but few were as decorated as Sir Leon Whitemane. His battlefield prowess, pious selflessness and unflinching resolve were legendary. Many a soldier was inspired to heights of incredible courage just by having seen or spoken to the White Lion of Iomedae.
It was a dark day when he fell. When the monster called Jobox came for them it was Sir Whitemane who gave the priest Neidevis the opening needed to bind and imprison the unholy terror. Leon payed for their victory with his life.
It is said the Iomedae herself wept when Neidevis performed the last rights for the fallen champion. There was no body left to recover from the depths of the lake even though they tried with powerful magics. It was assumed that his body was dissolved to nothingness inside the massive body of the trapped horror. A carved stone with a simple epitaph was left at the shores of Lake Encarthan.
It was then that the Crusade nearly fell. The battles began taking turns for the worse. The terrible enemy seemed to be able to anticipate their actions. When the Knights of Ozem summoned the warrior goddess Arazni they had become desperate. They thought such a powerful ally might turn the tide for them. Much to their dismay, Tar-Baphon himself arrived to destroy her. It was as if he had known their plans and was waiting for them to make their gamble.
It was during the battle of Vaishali Pass that the crusade finally learned the truth. Iomedae's unwillingness to retreat pushed their forces right into the heart of Tar-Baphon's vanguard where they faced a commander bearing the blackened standard of the white lion.
Sir Whitemane had been raised turned by Tar-baphon's powers. Covered in terrible acid burns from the creature that had killed him and wearing the scorched and smoking remnants of his formerly glorious armor, the Black Lion of Tar-Baphon faced Iomedae herself on the field of combat, and just before she struck him down he burst into smoke and was gone.
It was not until the final battle of the crusade that the Black Lion would fall. When the legions of Tar-Baphon assaulted General Arnisant, it was the risen Sir Leon that led the charge against his former commander. When the Shield of Aroden exploded the blast left nothing of the fallen knight but smoke and dust.
The remains of his corrupted armor was cleansed and mounted in the keep of the Watcher Lord as a warning to all knights. The line of Whitemane took up the task of searching for the Shards of Aroden and keeping Ustalav safe from corruption inside it's borders, a quest they still undertake to this day.
For the second time, the body of Sir Leon was unrecovered...
AC: 23 (+11 full plate, +1 armored kilt, +1 dex)
Touch: 11 (+1 dex)
Hit Points: 72
Fort +11 (+2 con, +5 base, +4 cha)
Ref +7 (+1 dex, +2 base, +4 cha)
Will +8 (-1 wis, +5 base, +4 cha)
Power Attack = -2 atk/+4 dmg
Masterwork Bastard Sword, +12/+7, 1d10+7, 19-20 x2 crit
Armor Spikes, +10/+5, 1d4+4
Lance +10/+5, 1d8+6
Earthbreaker(+1), +12/+7, 2d6+8, x3 crit
Javelins +7/+2, d6+5, 20' range
Feats and Traits:
Smitten, +1 to saves vs Divine effects.
Unnatural Presence, Intimidate Vermin and Animals
Skill points per level: 2, +2 int, +1 race
+7 Ride (6 ranks, +1 dex, +3 class, +2 equipment -5 ACP)
Aura of Evil (Ex) 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 (Sp) 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 (Su)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.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su) 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.
Cruelty (Su) 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.
Aura of Cowardice (Su) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
Plague Bringer (Ex) 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.
Channel Negative Energy (Su) 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.
Fiendish Boon (Sp) Upon reaching 5th level, an antipaladin receives a boon from his dark patrons.
The 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. Once per day, as a full-round action, an antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin’s level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the servant gains the advanced template. At 15th level, an antipaladin’s servant gains spell resistance equal to the antipaladin’s level + 11.
Should the antipaladin’s fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
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 presented in Chapter 5. 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. Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.
Spells per day:
1st: 2 (recall 1 w/ pearl of power)
Noble's Outfit (75 gp)
Consecrated Masterwork Great Axe (510 gp)
Armor: Spiked +2 Full Plate of light fortification (taken from dead paladin), Armored Kilt (20 gp) or Armored Coat w/Kilt (70 gp)
Pearl of Power 1 (1000 gp)
Spiked Banded Mail Barding (850 gp)
masterwork Military Saddle (70 gp)
hat of Disguise (1800 gp)