About The Unfettered Prince
The Unfettered Prince
Name The Unfettered Prince
Mythic: Champion // Hierophant Tier 3
Morality: Red (green/black)
Defense 32 = 10 + 0 shield bonus + 20 Cha modifier + 1 luck + 1 deflection
Initiative +36 = +20 Cha +4 +5 +2 trait +5
Rock-catching as Stone Giant
Spell Resistance 17 = 11 + level
Pharaonic Will: Once per day as an immediate action after failing a save against a charm, compulsion, or fear effect, can reroll the save with a +2 racial bonus
Immune to the harmful effects of bright light
Immune to disease
Immune to enchantment effects that target only humanoids, such as charm person and hold person
Immune to fear
Immune to undeath
+6 vs death effects (deathless spirit, fey foundling, immortal spark)
+2 racial vs energy drain, negative energy, and spells or spell-like abilities of the necromancy school
Resist Level Drain: takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.
+4 racial bonus on saves vs. poison
When you attempt a saving throw against a poison effect or an effect that inflicts the fatigued condition, roll twice and take the higher result.
Take +1 damage from cold iron weapons
Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a -10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school
+1 luck bonus on all attack rolls
"Striking Death" - Large Glassteel Totem Spear 2d8+15 x3 20 ft. 12 lbs. Type piercing or slashing
Base Atk +6;
In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.
Weapon 2 +X (XdX+X/x2)
Half-Celestial (caster level 6 HD):
Solaric Creature (caster level 6 HD):
Stone Magic (caster level 10th sorcerer):
Once per day, you can use stoneskin (on yourself only) as a spell-like ability. Your caster level is equal to 1/2 your Hit Dice.
Flash of Insight (Su) 1/day
Antipaladin Spells Memorised (CL 5 with Magical Knack):
Spell Points: 11 (6+5)
Level 1 (6/day)
Druid Spells Memorised Today (CL 3) from HOPF:
Spell Points: 11
Orisons (4 known each day)
Level 1 (7/day)
Level 2 (5/day)
Oracle Spells Known (CL 6):
Spell Points: 135 (90+45)
All Inflict Spells
Orisons (7 known each day)
Level 1 (11/day)
Level 2 (10/day)
Level 3 (7/day)
Sorcerer Spells Known (CL 5) from HOPF:
Spell Points: 20
Cantrips (6 known)
Level 1 (11/day)
Level 2 (8/day)
All: begin at 18
ABP: +2 Str, +2 Cha
Angel-Kin Aasimar: +2 Str, +2 Cha
Hybrid Shabti: +2 Con, +2 Cha
Half-Celestial: +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +4 Cha
Advanced: +4 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha
Giantblooded Creature: +10 Str, -2 Dex, +4 Con
Solaric Creature: +4 Cha
Suzerain Creature: +4 Int, +4 Wis, +6 Cha
L4: +1 Cha
Chopping: +2 Cha; +2 Con; +1 to all; +2 Cha
Mythic: +2 Cha
Str 41 +15
Automatic Bonus Progression
3rd Resistance +1
Chopping Down the Christmas Tree
Level Feats Competence Bonus* Bonus Feats* Advanced Techniques Ability Boosts
L0: Combat Stamina, Leadership (Suzerain Creature template), Signature Skill (All skills)
L1: Fey Foundling, Exotic Weapon Training (Totem Spear), Hybrid - Shabti (HOPF), Noble Scion (Scion of War)
M1: Mythic Improved Iron Will (Mythic), Eldritch Heritage (Mythic)
Eldritch Heritage (Mythic)
The blood of your sorcerous ancestor mingles with your mythic power to great effect.
Prerequisite(s): Eldritch Heritage.
Benefit: You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline‘s 1st-level bloodline power, use your full character level to determine its effect; for all other bloodline powers, treat your sorcerer level as your character level – 2.
Improved Initiative (Mythic)
You leap into the fray with speed and confidence.
Prerequisite(s): Improved Initiative.
Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.
Mythic Improved Iron Will (Mythic)
Your legendary clarity of thought allows you to resist nearly any mental attack.
Prerequisites: Improved Iron Will, Iron Will, Mythic Great Iron Will.
Benefit(s): Once per day, when you fail a Will save, you may choose to replace your saving throw result with 20 + your total Will save bonus (as if you had rolled a 20 on the d20 roll for your Will save, though this does not count as an automatic success). You must make this decision immediately after discovering your initial Will save failed. This benefit is in addition to (does not replace) the normal benefit of Improved Iron Will.
Mythic Paragon (Mythic)
Your mythic power is even more potent than that of most other mythic beings.
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
Power Attack (Mythic)
Prerequisite: Power Attack.
Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Combat Stamina (Combat)
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Prerequisites: Cha 13, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Bred for War (race)
Finding Vengeance (campaign, reflavoured "Finding Haleen")
Paragon (region, reflavoured "Hermean Paragon")
Imposing Scion (social)
Magical Knack (magic)
Bred for War
Finding Vengeance (campaign)
Imposing Scion (social)
Magical Knack (magic)
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).
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.
Skill Ranks Per Level: 4 class + 10 Int +1 FCB +1 trait
Noble Scion: Knowledge Nobility +2
A fortune-blessed creature gains a +2 luck bonus on all skills
Size from giant-blooded
Skill bonuses from suzerain
Armour Check Modifier: Nil
+Acrobatics +18 / +20 |+6 Dex +6 rank +3 class skill +1 trait +2 luck +2 circumstance with "Striking Death"
Celestial, Common, Cyclops, Druidic, Giant, Ignan, Sylvan, Terran
can attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language.
Standard Racial Traits
Ability Score Racial Traits: +2 Str, +2 Cha
Blank Slate: Some shabti are bereft of memories of their past lives but can accomplish great improvisations. Shabti with this racial trait can, once per day as a free action, treat any skill as though they had a number of ranks equal to half of their character levels for one skill check (minimum 1 rank). This racial trait replaces past life knowledge.
Immortal: Shabti do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a shabti as normal.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Defense Racial Traits
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Immune to Undeath: Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Resist Level Drain: A shabti takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.
Magical Racial Traits
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Pharaonic Will: Rather than working to influence others, some shabti focus inward. Once per day as an immediate action after failing a save against a charm, compulsion, or fear effect, a shabti with this racial trait can reroll the save with a +2 racial bonus. This racial trait replaces spell-like ability.
Shattered Soul: Shabti who are killed are exceptionally difficult to return to life. Those who attempt to return a shabti to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the shabti’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Half-Celestial (CR +Varies)
Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.
“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature’s statistics and special abilities except as noted here.
CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any good.
Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: A half-celestial gains darkvision 60 ft.; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).
Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature’s land speed (good maneuverability).
Special Abilities: A half-celestial gains the following special abilities:
Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s. Skill ranks from class levels are unaffected.
Simple Template: Advanced (CR +1)
Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)
Fortune-Blessed Creature (CR +1)[3pp]
Whether blessed by the gods or simply born lucky, some creatures seem to live charmed lives. They are the fortune-blessed, able to beat the odds time and time again.
Fortune-blessed creatures look like normal specimens of their kinds, but many exhibit an attitude of near-foolish overconfidence. Fortune-blessed creatures tend to be risk-takers, and they frequently act without thinking. More often than not, however, this same impulsive nature gets them out of whatever trouble it gets them into.
“Fortune-Blessed” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). A fortune-blessed creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Type: If the base creature is an outsider it gains the chaotic subtype.
Armor Class: A fortune-blessed creature gains a +2 luck bonus to Armor Class.
Special Attacks: A fortune-blessed creature retains all the base creature’s special attacks and gains those described here.
Augmented Criticals (Su)
Lucky Strike (Su)
Skills: A fortune-blessed creature gains a +2 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).
Special Qualities: A fortune-blessed creature retains all the base creature’s special qualities and gains those described here.
Turn of Fate (Su)
Giantblooded Creature (CR +3)[3pp] (Stone Giant)
“Giantblood” is an inherited template that can be added to any living, corporeal creature of at least Small size and naturally humanoid shape that does not have the oni subtype (referred to hereafter as the base creature). Creatures that do not reproduce in the same manner as giants cannot receive this template. Furthermore, mating between giants of the same kind does not produce giantblood offspring.
A giantblood uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: As base creature +1
Size: If the base creature’s size category is smaller than that of the giant parent, the giantblood gains one size category (maximum Colossal). A giantblood that changes size does not gain the normal bonuses associated with an increase in size. Instead, it gains the bonuses/penalties outlined in this template.
Type: If the base creature is a humanoid it gains the giant subtype.
Speed: If the base creature gains a size category, each of its speeds increases by +10 feet over that of the base creature. If the base creature increases size and can fly its maneuverability decreases one step.
Armor Class: The base creature’s natural armor bonus improves as given on Table 2-21 and gains a size penalty depending on the giantblood’s final size.
Defensive Abilities: The giantblood gains rock catching if its giant parent has it.
Attacks: The bonuses on a giantblood’s attack and damage rolls changes based on its new base attack bonus, Strength modifier, and its new size modifier. If the base creature has any natural attacks the damage increases by one step.
Space/Reach: Same as the base creature unless the giantblood gained a size category. In that case, the giantblood’s space and reach increases by the bonus given on Table 2-21. Reach bonuses from specific attacks do not increase.
Special Attacks: A giantblood gains rock throwing with a range increment given on Table 2-21. If the base creature already has the rock throwing ability it uses either the base creature’s range or the one granted by this template, whichever is greater.
Abilities: The giantblood’s abilities change based on its final size, as shown on Table 2-22, even if the giantblood’s size did not change. Abilities reduced by the application of this template have a minimum of 1.
Table 2-22: Giantblood Ability Modifiers Final Size Str Dex Con
Skills: If the base creature increased in size, replace the base creature’s size modifier on Fly and Stealth checks with the appropriate one for its new size.
Special Qualities: The giantblood retains all the base creature’s special qualities and gains additional qualities based on its giant parent.
A stone-blood’s natural armor bonus improves by +2.
Solaric Creature (CR varies)[3pp]
“Solaric” is an inherited template that can be applied to any intelligent living creature (hereafter referred to as the base creature). A solaric creature uses all of the base creature’s statistics and special abilities except as noted here.
Challenge Rating: 6 HD or less, as base creature; 7 HD or more, as base creature +1.
Defensive Abilities: A solaric creature gains fire resistance 20 and the following:
Light Immunity (Ex)
Table 2-38: Solaric Spell-Like Abilities HD Spell-like aBilities
Weaknesses: A solaric creature loses any weaknesses due to bright light or daylight.
Spell-like Abilities: A solaric creature gains spell-like abilities according to its hit dice, as indicated on Table 2-38. These abilities are cumulative. Caster level equals solaric creature’s total hit dice. The save DCs are Charisma-based.
Abilities: Cha +4.
Special Qualities: The solaric creature retains all the base creature’s special qualities and gains those described here.
Sun Savior (Ex)
Suzerain Creature (CR +1)[3pp]
“Suzerain” is an acquired template that can be added to any intelligent creature with a Charisma score of 10 or higher (referred to hereafter as the base creature). A suzerain creature uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Defensive Abilities: A suzerain keeps all the base creature’s defensive abilities and gains the following:
A suzerain is immune to fear. In addition, any allies within 30 feet that view the suzerain as their leader are immune to fear effects.
Speed: Each of the suzerain’s speeds increases by +10 ft. over the corresponding speeds of the base creature.
Special Attacks: A suzerain retains all the base creature’s special attacks and gains those described here.
So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do.
Additionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1).
If the suzerain has cavalier levels, the duration for its tactician ability increases by a number of rounds equal to its Charisma modifier (minimum +1).
The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile (Will save negates). This shift can be further modified by the suzerain’s actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This is a mind-affecting enchantment effect. The save is Charisma-based.
Abilities: Int +4, Wis +4, Cha +6.
Feats: A suzerain gains Leadership (racial HD count as levels for the purpose of the suzerain creature’s Leadership score) as a bonus feat if the base creature did not already have it
Skills: A suzerain gains the following racial bonuses: +8 Bluff, +14 Diplomacy, +10 Intimidate checks.
Special Qualities: A suzerain retains all the base creature’s special qualities and gains those described here.
Inspiring Example (Ex)
Stirring Speech (Su)
Organization: Solitary plus cohort and followers
Prestige Classes (from HOPF):
Hide in Plain Sight (Su)
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.
Green Tongue (Ex) - Ignan
In addition, the rogue can attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language.
Shadow Illusion (Sp)
When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Nanite Strike (Ex) (CL 6) 22 rounds
At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.
You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.
Nanite Surge (Ex) (CL 4) +7
At 3rd level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your sorcerer level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.
At 9th level, you can use this ability an additional time per day.
Weapon and Armor Proficiency
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.
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.
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.
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
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.
Aura of Cowardice (Su)
Plague Bringer (Ex)
At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
L3: Shaken: The target is shaken for 1 round per level of the antipaladin.
L6: Staggered: The target is staggered for 1 round per two levels of the antipaladin.
At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.
Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.
Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.
Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.
Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin’s level as the caster level.
At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Blinded: The target is blinded for 1 round per level of the antipaladin.
Deafened: The target is deafened for 1 round per level of the antipaladin.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the antipaladin.
These abilities are not cumulative. For example, a 12th-level antipaladin’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.
When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.
To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin’s spell is 10 + the spell level + the antipaladin’s Charisma modifier.
Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.
Fiendish Boon (Sp)
Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.
Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).
These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:
+1: flaming, keen, vicious
+2: anarchic, flaming burst, unholy, wounding
These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Beacon of Evil (Su)
At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. 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 a +1 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. This lasts for 1 minute, as long as the dread vanguard is conscious.
At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.
At 12th level, when he activates this ability, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2.
At 16th level, the fast healing granted by this ability increases to 5. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction.
At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of damage.
This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class.
This ability replaces aura of evil.
Detect Balance (Sp)
This ability alters detect good.
Smite Impudence (Su)
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)
This ability replaces touch of corruption.
Aura of Ego (Su)
This ability replaces aura of cowardice.
Stubborn Health (Ex)
This ability replaces plague bringer.
Channel Energy (Su)
This ability alters channel negative energy.
This ability replaces antipaladin spells.
Ambitious Bond (Sp)
Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th).
Flash of Insight (Su): You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
Curse: Foretold [3PP]
Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate.
Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can “take 10” on a check even you would not normally be able to do so because of distractions or threats.
At 5th level, add either augury or enthrall (your choice) to your spells known.
At 10th level, you gain a bonus revelation.
At 15th level, add screen to your spells known.
This ability alters the bonus spells granted by the oracle’s mystery.
Assume Fate (Su)
This ability replaces the revelation gained at 1st level.
Brutal Trance (Su)
This ability replaces the revelation gained at 7th level.
Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect.
Flash of Insight (Su): You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.
Prescience (Ex): You gain a +2 bonus to your Armor Class against attacks of opportunity and a +2 bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 1.
This ability alters the revelation class feature.
This ability replaces the final revelation of the oracle’s mystery.
Martial Flexibility (Ex)
The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while