
the_savage_king |
My friends and I are going to start an evil game here in the near future, and the first thing that came to me was to play a dhampir anti-paladin. Sounds amazing, right? Anyway, we will probably be using a 25pt buy for stats and I was hoping to get some incite from others who might have played or at least ran a anti-paladin villian in their games to see what others have done.
Any thoughts?

herkles1 |

I generally change paladins to be holy warriors of their deities, including evil and chaotic, but that is besides the point. I personally think the anti-pally, should allow for LE as well CE, I honestly find the concept of a paladin/holy warrior of asmadeus intresting and fun to play over one such as ravagug, but that is just me.
I do suggest though that your gm tailors the code to what ever diety you follow. It makes it more fun and unique IMO.

Skullking |

I personally think the anti-pally, should allow for LE as well CE, I honestly find the concept of a paladin/holy warrior of asmadeus intresting and fun to play over one such as ravagug, but that is just me.
I agree, and in one campaign (based in the Forgotten Realms) I DM an antipaladin of Bane.

Necromancer |

The antipaladin has far less spell options than a normal paladin, so any party member/cohort considerations should lean towards a full caster. The antipaladin is more offensive than her standard counterpart and should not be used to "hold the line"; think skirmisher. If dhampir is chosen, use the dexterity bonus to best effect and go ranged; ranged paladins are quite effective.
For the fiendish boon, use the servant option for a ranged antipaladin and the weapon enhancement for melee. I would also recommend grabbing the command undead feat if you don't (or can't) get leadership. Villains need lackeys.

the_savage_king |
I belive that it will be an evil vs evil campaing, and its somthing that I have not considered. Not sure if its going to be a deal breaker for me or not, but if my smite good will go to waste, i might have a talk with the Dm and see if he will work with me as far as changing some of the effects to work against those who possible oppose my gods goals or somthing to that effect. Any ideas as to possible fixes with evil vs evil, or just look to change classes?
What are the true dump stats for anti-paladns anyway? Seems like int and wis are both low on the totem pole, or is there somthing Im missing?

Maerimydra |

I belive that it will be an evil vs evil campaing, and its somthing that I have not considered. Not sure if its going to be a deal breaker for me or not, but if my smite good will go to waste, i might have a talk with the Dm and see if he will work with me as far as changing some of the effects to work against those who possible oppose my gods goals or somthing to that effect. Any ideas as to possible fixes with evil vs evil, or just look to change classes?
What are the true dump stats for anti-paladns anyway? Seems like int and wis are both low on the totem pole, or is there somthing Im missing?
Well, since you don't get Armor Training, there's little use in having more than 12 points in Dexterity once you'll get your Full Plate. You can drop Intelligence without second thought, but a decent Wisdom will be useful for casting extra spells.

Necromancer |

the_savage_king wrote:You can drop Intelligence without second thought, but a decent Wisdom will be useful for casting extra spells.I belive that it will be an evil vs evil campaing, and its somthing that I have not considered. Not sure if its going to be a deal breaker for me or not, but if my smite good will go to waste, i might have a talk with the Dm and see if he will work with me as far as changing some of the effects to work against those who possible oppose my gods goals or somthing to that effect. Any ideas as to possible fixes with evil vs evil, or just look to change classes?
What are the true dump stats for anti-paladns anyway? Seems like int and wis are both low on the totem pole, or is there somthing Im missing?
Remember paladins (and antipaladins) use charisma to cast spells in Pathfinder. I'm glad that crap from 3e was addressed.

Maerimydra |

Remember paladins (and antipaladins) use charisma to cast spells in Pathfinder. I'm glad that crap from 3e was addressed.
Really? That's interesting. Personally I have nothing against MAD classes. However, it's the coexistence of MAD classes and non-MAD classes in the same system that is problematic. IMHO, every classes should be MAD. :P

Necromancer |

Necromancer wrote:Remember paladins (and antipaladins) use charisma to cast spells in Pathfinder. I'm glad that crap from 3e was addressed.Really? That's interesting. Personally I have nothing against MAD classes. However, it's the coexistence of MAD classes and non-MAD classes in the same system that is problematic. IMHO, every classes should be MAD. :P
With a second look, every class is multiple-attribute-dependent. Melee characters have to juggle STR and CON, ranged have to worry about CON as well as STR, WIS-based casters still have to offer melee/ranged support from time to time, arcane casters have to worry about DEX for ranged touch attacks (something that really bothers me) and for AC, and binders (planar binding enthusiasts)/necromancers have to juggle those issues and need a decent CHA to handle their pets.
I just ensure my players get the scores they need beforehand; sure the 4d6 reroll-ones-and-twos-drop-the-lowest might seem overpowered to some, but my players like feeling capable. And it's their game after all.

wraithstrike |

Maerimydra wrote:Necromancer wrote:Remember paladins (and antipaladins) use charisma to cast spells in Pathfinder. I'm glad that crap from 3e was addressed.Really? That's interesting. Personally I have nothing against MAD classes. However, it's the coexistence of MAD classes and non-MAD classes in the same system that is problematic. IMHO, every classes should be MAD. :PWith a second look, every class is multiple-attribute-dependent. Melee characters have to juggle STR and CON, ranged have to worry about CON as well as STR, WIS-based casters still have to offer melee/ranged support from time to time, arcane casters have to worry about DEX for ranged touch attacks (something that really bothers me) and for AC, and binders (planar binding enthusiasts)/necromancers have to juggle those issues and need a decent CHA to handle their pets.
I just ensure my players get the scores they need beforehand; sure the 4d6 reroll-ones-and-twos-drop-the-lowest might seem overpowered to some, but my players like feeling capable. And it's their game after all.
MAD normally refers to classes that require 3 decent scores to perform well.
Most classes can get away with 2 in many games.