Rayse
Human antipaladin (tyrant) 5 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Ultimate Intrigue 64)
LE Medium humanoid (human)
Init +2;
Senses Perception +4
Aura cowardice (10 ft.)
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 40 (5d10+6)
Fort +9,
Ref +6,
Will +7
Immune disease, fire;
Resist acid 5, cold 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +10 (2d6+7/19-20) or
. . heavy mace +9 (1d8+4)
Ranged sling +6 (1d4+4)
Special Attacks channel negative energy 3/day (DC 16, 3d6), smite good 2/day (+4 attack and AC, +5 damage)
Antipaladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect good
Antipaladin (Tyrant) Spells Prepared (CL 2nd; concentration +6)
. . 1st—litany of weakness[UC], litany of weakness[UC]
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Statistics
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Str 19,
Dex 13,
Con 12,
Int 13,
Wis 8,
Cha 18
Base Atk +5;
CMB +9;
CMD 20
Feats Combat Expertise, Combat Stamina, Deadly Aim, Fiendskin, Fiendskin, Mask Of Virtue, Power Attack, Soulless Gaze
Traits bloody-minded, sedition
Skills Acrobatics -4 (-8 to jump), Bluff +13, Diplomacy +12, Disguise +12, Intimidate +17, Knowledge (religion) +9, Perception +4, Profession (barrister) +6
Languages Common, Infernal
SQ agile maneuvers, combat expertise, cruelty (shaken), deadly aim, diabolic boon (weapon +1, 1/day), finesse weapon attack attribute, point-blank shot, power attack, touch of corruption 6/day (2d6)
Other Gear mwk full plate,
+1 greatsword, heavy mace, sling
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Special Abilities
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Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Antipaladin Channel Negative Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Cruelty (Shaken, DC 16) (5 rounds) (Su) Touch of corrupution can make target shaken for 5 rounds (Fort neg).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fiendish Boon (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Immunity to Disease You are immune to diseases.
Immunity to Fire You are immune to fire damage.
Mask of Virtue Your alignment is concealed.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Smite Good (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
Touch of Corruption (2d6 hit points, 6/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
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