A Stealthy Antipaladin


Advice and Rules Questions


I am not asking for you to change my mind in my class. My friend and I have a concept/bet going on right now that I don't intend to back out of. No money is involved; just honor. Luckily my definition of honor knows that sometimes outside information can be a great help. Sadly, due to the bet I can't use any classes or archetypes that allow me to use Sneak Attack damage, so the new multi-classing system is a no go. As long as it's paizo brand though, our table will allow it. We're sadly not opening it up for 3rd party this time around because we're playing with a new GM.

What I'd like to know is what feats and skills do you think I should be chasing after? Antipaladins already have a lot of the skills I thought I required, but I don't know if I want more. I'm also not looking to be a skill monkey obviously, I just want to rely on stealth to rip people apart. The armor is going to be virtually none or maybe just the Haramaki. I'm also not afraid of using the shields, a stealthy character with a shield sounds fun. Also; I'm playing a Fetchling and I want to use the Darkness Variant Channeling. Obviously I'm going with the Harm one. So the feat list would love a Improved Dark Sight in there earlier on. (I'm getting a pity item to counteract the light blindness.)

Even if they're just mere tips and you're not organizing it whatsoever; you're being a great help! Honestly, I like to organize my characters myself a little anyway. It keeps the "me" in it.


Your an Antipaladin, cheat and get yourself sneak attack anyways!

Without sneak attack I can't see how sneaking around the battlefield is actually helpful sure you are more likely to hit flat footed foes but with your BAB you should probably just walk right up and stab them in the face. Cut out their eyes then you can be really sneaky.

Mostly I see a stealthy antipaladin using his stealth outside of combat to set orphanages on fire, poison wells, and kill kindly old clerics in their sleep.

Skills: Obviously stealth. Perception is useful always. Acrobatics, Climb, and Swim are useful for enhanced maneuverability but probably not worth maxing. I see Craft(alchemy) being useful for poisons and the aforementioned well poisoning as well as perhaps Craft(Traps) if you're in the type of campaign where you could sneak around and set up useful traps for your enemies to fall into later.


Well first off, what is the concept/bet? Need to know what you are looking for to help. What is the end "goal"? A "stealthy antipaladin" is pretty broad.

That being said, an archer paladin could have potential. Sneak within range of the weapon. Smite, 5' step out and blow it up. Run off to hide again, repeat until dead. Find a way to slow/pin down to truly frustrate the opponent.


What exactly is the bet, and how do you define "stealthy"? Making an Antipaladin good at stealth is downright easy.


Be a Duergar Antipaladin?


Okay. So, basically, another character and I thought it'd be neat that since he was a Paladin and I was going to be an Antipaladin that we could be adopted brothers. I don't recall his race, but I was planning on being a fetchling so I could get the see in darkness ability down the line and use the Darkness(Harm)Variant Channeling class skill to cause some havoc. Anyway, he was the loved child I was the one the father was simply worried about, because of my chaotic ways. In order to not be watched over 24/7 I had to learn how to stealth out of those situations. Obviously I don't want to build it for the campaign coming ahead (I don't like using player knowledge when building my characters and instead go with a concept. I also don't typically like "If this ever happens, then I'll shine" kind of character.)


I might also mention that due to the fact that Antipaladins and Paladins don't typically get along we've already got a plan for that. We're basically soul bound.


Honestly while it might seem like a cool idea... It's going to be a headache. For you and the GM. Really.

Why?

Getting a paladin and antipaladin to "work" in a group... Ugh.
No matter what your background, its messy and annoying and someone is going to get screwed over. They are mechanically oil and water, they don't mix.

Also, one of you is going to be rendered partial useless. If you are fighting evil creatures, YOU can't smite. If you are fighting good creatures, the paladin can't smite. If you are fighting good creatures, the paladin is probably falling too... Back to "UGH". If your GM makes everything "neutral", neither of you can smite...

I'd seriously suggest you change your class to something more "party friendly" as what it seems like is, you are just playing the black sheep of the family. And that can be done with any other class basically. Something like the Slayer, or Warpriest, or Unchained Rogue could let you play the sneaky type martial.

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