Akoril's page

27 posts. Alias of Pirate Rob.

Full Name





Anti-Paladin 2


HP 23/23 | AC 18 T 14 FF 15 CMD 18 | F +10 R +8 W +4 | Perception -3 Darkvision 60, Low Light Vision

Strength 14
Dexterity 19
Constitution 14
Intelligence 7
Wisdom 5
Charisma 18

About Akoril

Initiative +6 [+4 Dex, +2 Trait]

+5 Rapier 1d6+2 (18-20)

HP 23 [10+3 + 5+3]
AC 19 [+4 Armor, +4 Dex]
T 14 [+4 Dex]
FF 15 [+5 Armor]
CMD 18 [10 Base. +2 BAB, +2 Str, +4 Dex]

Fort +5 [3 Base, +3 Con, +4 Cha]
Ref +8 [0 Base, +4 Dex, +4 Cha]
Will +4 [3 Base, -3 Wis, +4 Cha]

Languages: Common
Speed: 30
Alignment: CE

+2 Initiative

Dangerously Curious
+1 to Use Magic Device and Use Magic Device is a class Skill

Weapon Finesse
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


+2 Acrobatics (Dex +4, ACP -2)
-2 Appraise (Int -2)
+4 Bluff (Cha +4)
0 Climb (Str -2, AC -2)
-2 Craft (Int -2)
+4 Diplomacy (Cha +4)
+* Disable Device
+4 Disguise (Cha +4)
+2 Escape Artist (Dex +4, AC -2)
-2 Fly (Dex +4, AC -2)
+4 Handle Animal (Cha +4)
-3 Heal (Wis -3)
+4 Intimidate (Cha +4)
+* Knowledge, Arcana
+* Knowledge, Dungeoneering
+* Knowledge, Engineering
+* Knowledge, Geography
+* Knowledge, History
+* Knowledge, Local
+* Knowledge, Nature
+* Knowledge, Nobility
+* Knowledge, Planes
+* Knowledge, Religion
+* Linguistics
-3 Perception (Wis -3)
+4 Perform() (Cha +4)
+* Profession(*)
+2 Ride (Dex +4, -2 ACP)
-3 Sense Motive (Wis -3)
+* Sleight of Hand
+* Spellcraft
+9 Stealth (2 Ranks, Dex +4, -2 AC, CS +3, +2 Race)
-3 Survival (Wis -3)
-2 Swim (Str +4, ACP -2)
+10 Use Magic Device (2 Ranks, Cha +4, CS +3, Trait +1)

Special Abilities:

Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

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.


Explorer's Outfit Free
Chain Shirt 100gp
Rapier 20gp
Potion of Cure Light Wounds 50gp
3x Club
3x Sling

Akoril is a vile warrior from the plane of shadows.

Completed Adventures:

Curse of Green River Dale Received: 1816.66gp - Spent: 1 Alchemist's Fire