-- 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.
Bluff +9 / +13 to lie* (Rank +2, Class +3, Cha +4) *Beguiling Liar racial trait
Diplomacy +10 (Rank +2, Class +3*, Cha +4, Trait +1*) *Asmodean Acolyte Trait
Intimidate +8 (Rank +1, Class +3, Cha +4)
Kn Religion +7 (Rank +1, 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)
10 skill points => 2 levels with 5 Skill Points (2 Antipaladin + 2 Int + 1 Fav. Class) per level
-- BACKGROUND SKILLS --
Disguise +8 (Rank +1, Class +3, Cha +4)
Handle Animal +8 (Rank +1, Class +3, Cha +4)
Linguistics +3 (Rank +1, Int +2)
Sleight of Hand +5 (Rank +1, Dex +4)
4 skill points => 2 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
TOTAL – 23 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.
• 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).
• 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