Racial heritage: Angelkin (+2 Str, +2 Cha, spell-like ability (
alter self), skill modifiers (Heal, Knowledge (planes))
Class archetype: Dread Vanguard
Init +2
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DEFENSE
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AC: 28 (touch 14, flat-footed 26)
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OFFENSE
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Speed:
Melee: scythe +23/+18/+13, 2d4+12 (19-20/x4) or melee touch +19
Ranged: composite longbow +16/+11/+6, 1d8+6 (x3, 110 ft)
Special:
Smite good 5/day: +6 to attack, +13 damage
Touch of Corruption: 6d6 negative energy plus fatigued, staggered, exhausted, or paralyzed (DC 22 Fort negates)
Channel negative energy 7d6 (DC 22 Will half), costs 2 touch of corruption charges
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.
Beacon of Evil (Su): As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don't affect visibility. The antipaladin and all allies in the area gain fast healing 3, a +2 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. Additionally, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet, and can use his touch of corruption ability against any targets within its radius by making a ranged touch attack. This lasts for 1 minute, as long as the dread vanguard is conscious.
Summon Kull (advanced vrock demon) 3/day
Aura of Despair (Su): At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.
Aura of Vengeance (Su): At 11th level, an antipaladin can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the antipaladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.
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STATISTICS
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Base Atk +13
Feats: Weapon Focus (scythe), Angelic Blood, Selective Channeling, Command Undead, Improved Channel, Angelic Wings, Improved Critical (scythe)
Skills (total armor check penalty: -2): Acrobatics +5 (5 ranks), Climb +9, (5 ranks), Intimidate +10 (1 rank), Knowledge (planes) +5 (5 ranks), Knowledge (religion) +4 (1 rank), Linguistics +2 (2 ranks), Perception +2 (3 ranks), Sense Motive +4 (2 ranks), Stealth +5 (2 ranks)
Equipment: +3 conductive scythe, mw composite (+6) longbow, 40 arrows, +4 mithral hellknight plate armor, belt of physical perfection +2, headband of alluring charisma +4, ring of protection +3, ring of forcefangs, potion of cure serious wounds x10, potion of see invisibility x2, potion of lesser restoration x6, 1,780 gp
Level advancement: +1 Str (4th), +1 Str (8th), +1 Con (12th)