-- Calistria’s Antipaladin CODE & Insinuator Code of Conduct --:
Antipaladins of Calistria do not demand great things of others, but rather seek to emulate the Savored Sting in their manner. Most are women; their ranks are filled with those devoted to bloody vengeance and the shining lusts that spark it. Their tenets include the following adages.
- My life is my path, and none will sway me from it.
- I devote myself to the pursuit of my passions.
- I take what I desire, by trick or by force. If others resent my - actions, they may attempt to take vengeance against me.
- All slights against me will be repaid tenfold.
- I am the instrument of my own justice. If I am wronged, I will take vengeance with my own hands.
~
Insinuator Code of Conduct
An insinuator must always work toward his own self-interest, enrichment, or glory, and must also abide by the moral strictures of whatever outsider they have chosen to invoke that day (see invocation below). If the insinuator breaks an invoked outsider’s code, he cannot invoke outsiders of that same alignment until he seeks atonement, although outsiders of other alignments may still heed his call.
An insinuator who willfully commits selfless acts or engages in violence that doesn’t further his own ends loses all class features (including his outsider servant, but not bonus feats or weapon, armor, and shield proficiencies). He can’t progress any further in levels as an insinuator. He regains his abilities and advancement potential if he atones for his faltering ambition (see the atonement spell). If he violates the code of conduct of his invoked outsider patron, he must similarly seek atonement from outsiders of that alignment again.
-- ADVENTURING SKILLS --
Bluff +12 / +16 to lie* (Rank +4, Class +3, Cha +5) *Beguiling Liar racial trait +4
Diplomacy +13 (Rank +4, Class +3*, Cha +5, Trait +1*) *Asmodean Acolyte Trait
Intimidate +12 (Rank +4, Class +3, Cha +5)
Kn Religion +10 (Rank +4, Class +3, Int +2, Trait +1*) *Asmodean Acolyte Trait
Kn Planes +4 (Rank +1, Int +2, Trait +1*) *Asmodean Acolyte Trait
Ride +8 (Rank +1, Class +3, Dex +4)
Spellcraft +6 (Rank +1, Class +3, Int +2)
Stealth +8 (Rank +1, Class +3, Dex +4)
Lvl 1 to 4: 5 Skill Points = 2 Antipaladin + 2 Int + 1 Fav. Class
TOTAL: 20 Skill Points
-- BACKGROUND SKILLS --
Craft (Alchemy) +6 (Rank +1, Class +3, Int +2)
Disguise +9 (Rank +1, Class +3, Cha +5)
Handle Animal +9 (Rank +1, Class +3, Cha +5)
Linguistics +6 (Rank +1, Class +3, Int +2)
Sleight of Hand +11 (Rank +4, Class +3, Dex +4)
8 skill points => 4 levels with 2 Background Skill Points per level
–– HIT POINTS –– Lvl 1 - 12 Hit Points: 10 Antipaladin + 2 Con Lvl 2 - 11 Hit Points: Rolled 9 Antipaladin + 2 Con Lvl 3 - 11 Hit Points: Rolled 9 Antipaladin + 2 Con Lvl 4 - 10 Hit Points: Rolled 8 Antipaladin + 2 Con
TOTAL – 44 Hit Points
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-- FEATS --
• Lvl 1: PLANAR INFUSION (Positive Energy Plane, Basic): Benefit: You’ve been infused with raw life force, and whenever you’re healed by a positive energy effect (including all cure spells), you regain an additional number of hit points equal to your total Hit Dice. You gain a +4 bonus on Constitution checks to stabilize while dying.
• Lvl 3: POINT BLANK SHOT
• Lvl 4 (free Feat Insinuator Archetype): RAPID SHOT
• Selfish Healing (on self only): 7 / day (½ level, Cha +5); 2d6 + 4* hp healed (* from Planar Infusion Feat)
• Smite Impudence: 2 / day (1/day at 1st level, 2/day at 4th level etc.)
• FATE’s FAVORED (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• ASMODEAN ACOLYTE (Campaign): You grew up in the church of Asmodeus, and have served as a faithful follower your entire life. You’ve studied the unholy texts, committed the rigid hierarchies of Hell to memory, and striven to eliminate emotion and mercy from your mind in emulation of the Prince of Darkness. You may have continued your career in the church, officially joining the priesthood and aspiring to advance to positions of higher authority and greater power, or you may have left the church, deciding the life of a priest was not for you. In either case, the education you received in the church has remained with you. You gain a +1 trait bonus on Diplomacy, Knowledge (planes), and Knowledge (religion) checks, and one of these skills (your choice) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages).
• Class Skills: The Antipaladin's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
• Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
• Invocation (Ex): At the start of each day, an insinuator can meditate for 10 minutes to contact and barter with an outsider to empower him for a day. An insinuator can freely invoke an outsider of his own alignment. He can instead invoke an outsider within one step of his own alignment by succeeding at a Diplomacy or Knowledge (religion) skill check (DC = 15 + the insinuator’s antipaladin level). While invoking the power of an outsider, the insinuator radiates an alignment aura that matches that of the outsider’s, and becomes vulnerable to alignment-based effects that target that outsider’s alignment (such as smite evil or chaos hammer). None of an insinuator’s supernatural or spell-like class abilities function unless he has invoked the power of an outsider, and the alignment of the being invoked may affect how some abilities function. This ability replaces aura of evil.
• Detect Balance (Sp): At will, an insinuator can detect strong moral leanings. This functions as detect evil or detect good, but does not actually reveal the target’s alignment, only whether the target is neutral (rather than good or evil) and the relative strength of that aura. This ability alters detect good.
• Smite Impudence (Su): Once per day, an insinuator can beseech the forces empowering him to punish their shared enemies. As a swift action, the insinuator chooses one target within sight to smite. An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day. The insinuator adds his Charisma bonus on his attack rolls and half his insinuator level on all damage rolls made against the target of his smite. If the target is an outsider, dragon, or divine spellcaster with an alignment opposed to that of the outsider he has invoked for the day, the bonus damage on the first successful attack increases to 1 point of damage per antipaladin level the insinuator has. Regardless of the target, the smite attack automatically bypasses any damage reduction the creature might possess. In addition, each time the insinuator declares a smite, he gains a number of temporary hit points equal to his antipaladin level. The smite effect remains until the target is defeated or the next time the insinuator rests and regains his uses of this ability. At 4th level and at every 3 levels thereafter, the insinuator can use smite one additional time per day, to a maximum of seven times per day at 19th level. This ability replaces smite good. Selfish
• Healing (Su): Beginning at 2nd level, an insinuator can heal his wounds by touch. This is treated exactly like the paladin’s lay on hands class feature, except it can be used only to heal the insinuator and cannot be used on other creatures. This ability replaces touch of corruption.
• Aura of Ego (Su): At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead. This ability replaces aura of cowardice.
• Stubborn Health (Ex): At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects. This ability replaces plague bringer.
• Greeds (Su): Beginning at 3rd level, an insinuator can heal himself of certain conditions. This functions as the mercy paladin class ability, but these mercies can only be applied to the insinuator himself. This ability replaces cruelty.
• Channel Energy (Su): At 4th level, an insinuator can channel negative energy, treating his antipaladin level as his effective cleric level. If he invokes a neutral outsider for the day, he may instead chose during the invocation to channel positive energy, but treats his effective cleric level as half his antipaladin level. Using this ability consumes two uses of his selfish healing ability. This is a Charisma-based ability. This ability alters channel negative energy.
• Bonus Feats: At 4th level, an insinuator gains one bonus feat, which must be selected from the list of combat feats or Skill Focus. At 7th level and every 3 antipaladin levels thereafter, the insinuator gains one additional combat or Skill Focus feat. This ability replaces antipaladin spells.
• Wis: -2, Dex: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• FIENDISH RESISTANCE: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
• PREHENSILE TAIL: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery..
• VARIANT TIEFLING ABILITIES: Some tieflings are blessed or cursed with unusual abilities. GMs may customize their tiefling NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. The abilities presented here replace a tiefling’s spell-like ability racial trait. [Rolled d100=9: You gain an additional +2 racial bonus to your Charisma score.]
• BEGUILING LIAR: Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
• Automatic Languages: Common, Abyssal or Infernal