Maybe. She'd be a fair bit more dangerous though. As she currently is, her multiclass weakens her somewhat to make up for the still-low levels of the PCs.
The antipaladin has smite good, better hd than the cleric/fighter, significantly better saving throws, potentially a 6th level cruelty, and of course that aura of cowardice, which could make her Yeth Hound all the more dangerous.
Perhaps the one saving grace is that her fiendish boon would likely be the Yeth Hound, and thus wouldn't add any additional monsters to the encounter.
In short: it's workable, but I think you'd need a skilled party to do it successfully.
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Since I played Burnt Offerings before the AE came out, I used this custom version of Nualia, which is part Antipaladin, part Cleric.
The fight was challenging, but doable.
NUALIA CR 5
Female Aasimar Antipaladin 3 Cleric 3
CE Medium Outsider (Native)
Init -1; Senses Darkvision (60 feet); Perception +4
AC 18, touch 11, flat-footed 18 (+7 armor, -1 Dex, +2 deflection)
hp 66 (3d10+3d8+12)
Fort +11, Ref +4, Will +13
Resist acid 5, cold 5, electricity 5
Spd 20 ft.
Melee +1 Falchion +12 (2d4+8/18-20/x2)
Ranged Masterwork Longbow, Composite (Str +0) +5 (1d8/20/x3)
Special Attacks Smite Good (1/day), Vision of Madness (5/day)
Spell-Like Abilities Daylight (1/day), Detect Good (At will), Strength Surge (5/day), Vision of Madness
Cleric Spells Known (CL 3, 10 melee touch, 4 ranged touch):
2 (2/day) Bull's Strength, Hold Person (DC 14), Dread Bolt (DC 14)
1 (3/day) Shield of Faith, Cause Fear (DC 13), Confusion, Lesser (DC 13), Murderous Command
0 (at will) Create Water, Bleed (DC 12), Detect Magic, Guidance
Str 16/20, Dex 8, Con 14, Int 10, Wis 14, Cha 16
Base Atk +5; CMB +10; CMD 21
Feats Iron Will, Power Attack -2/+4, Weapon Focus: Falchion
Skills Acrobatics -4, Climb +2, Diplomacy +5, Escape Artist -4, Fly -4, Knowledge: Religion +8,
Knowledge: The Planes +8, Perception +4, Ride -4, Spellcraft +8, Stealth -4, Swim +2
Languages Celestial, Common
SQ Aura (Ex), Aura of Cowardice (Su), Aura of Evil (Ex), Channel Negative Energy 2d6 (8/day) (DC 14)
(Su), Cleric Domain: Madness, Cleric Domain: Strength, Cruelty: Fatigued (DC 14) (Su),
Spontaneous Casting, Touch of Corruption (1d6) (4/day) (Su), Unholy Resilience (Su)
Combat Gear +1 Breastplate, +1 Falchion, Masterwork Longbow, Composite (Str +0); Other Gear Holy
Symbol of Lamashtu (gold), Sihedron medallion
Honestly, I've never been a big fan of the antipaladin, and they don't exist in my campaign. I just think they're overdone. You don't need an evil opposite for everything!
When I ran Burnt Offerings, the AE hadn't come out and I hadn't bought any PF rulebooks other than Core Rulebook and Bestiary, so I made her a straight-up 6th-level cleric. I switched her bastard sword for a falchion.
The Divine Scion prestige class would work extremely well. The class was apparently designed with Nualia in mind -- and uses her as the class illustration in Inner Sea Magic.
Unfortunately (according to JJ) whoever designed the prestige class forgot that Nualia didn't use her deity's favored weapon (falchion), so she didn't qualify for the class. JJ mentioned somewhere on these boards that there wasn't a way to use the class as written so that she could use her iconic bastard sword (which she's always illustrated with) without re-writing the prestige class, which was beyond the scope of the AE.
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I statted up Nualia as an anti-paladin (stats provided below). Although she has slightly more hp, smite good and an extra attack from being a full BAB, she is actually less scary than the fighter/cleric version because she loses access to the cleric buff spells and the domain special abilities.
Nualia, Anti-Paladin CR 5
Female Aasimar Antipaladin 6 | CE Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
AC 20, touch 13, flat-footed 19 (+7 armor, +1 Dex, +2 deflection)
hp 66 (6d10+26)
Fort +13, Ref +9, Will +12
Immune disease; Resist acid 5, cold 5, electricity 5
Speed 20 ft.
Melee +1 Adamantine Bastard sword +10/+5 (1d10+4/19-20/x2) or
Claw +4 (1d6+2/x2)
Ranged Masterwork Composite longbow (Str +3) +7/+2 (1d8+3/x3)
Special Attacks smite good (2/day)
Spell-Like Abilities Daylight (1/day), Detect Good (At will)
Antipaladin Spells Prepared (CL 3): 1 (2/day) Command (DC 15), Protection from Good
Before Combat If Nualia suspects combat is imminent, she casts protection from good on herself and drinks a divine favor potion.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life. She prefers to fight with her bastard sword, her face an impassive mask save for her eyes, which blaze with anger. She uses smite good as quickly as possible, preferring to target good-aligned divine casters. If possible, she moves into the hall to the south so that it’s harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat. If she escapes, she ...
Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 18
Base Atk +6; CMB +8; CMD 21
Feats Channel Smite, Lamashtu's Mark (1/day), Exotic Weapon Proficiency (Bastard sword)
Skills Bluff +8, Diplomacy +5, Intimidate +15, Knowledge (religion) +6, Linguistics +1, Perception +1, Sense Motive +8; Languages Celestial, Common, Goblin
SQ antipaladin channel negative energy 3d6 (3/day) (aura of cowardice, aura of evil, channel negative energy, cruelties (fatigued [dc 17], shaken [dc 17]), fiendish boons (fiendish servant iii [2/day]), touch of corruption (3d6) (7/day), unholy resilience
Other Gear +1 Breastplate, +1 Bastard sword, Arrows (20), Masterwork Composite longbow (Str +3), Sihedron medallion, Gold holy symbol, 100 GP of Valuables
Antipaladin Channel Negative Energy 3d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Channel Smite Channel energy can be delivered through a Smite attack.
Cruelty (Fatigued) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target fatigued.
Cruelty (Shaken) (6 rds) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level.
Lamashtu's Mark (1/day) 1/day: inflict 1d4 CHA penalty on an opponent you strike.
Smite Good (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Touch of Corruption (3d6) (7/day) (Su) You can inflict 3d6 damage, 7/day
Nualia, Fighter/Cleric CR5
Female aasimar cleric of Lamashtu 4/fighter 2 (Domains Demon, Ferocity) | CE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 18, touch 11, flat-footed 17 (+7 armor, +2 deflection, +1 Dex, -2 Fury of the Abyss)
hp 59 (6 HD; 4d8+2d10+26)
Fort +10, Ref +3, Will +8; +1 vs. fear
Defensive Abilities bravery +1; Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee +1 bastard sword +10 (1d10+12/19-20), claw +3 (1d6+7) [power attack, fury of the abyss, ferocious strike]
+1 bastard sword +12 (1d10+8/19-20), claw +5 (1d6+5) [fury of the abyss, ferocious strike]
+1 bastard sword +10 (1d10+4/19-20), claw +3 (1d6+1)
Ranged mwk composite longbow +7 (1d8+ 3jx3)
Special Attacks channel negative energy 6/day (DC 15, 2d6), ferocious strike (+2 damage) 6/day, Fury of the Abyss (+2) 6/day, Lamashtu's Mark (DC 16)
Spell-Like Abilities (CL 6th; concentration +9) 1/day daylight
Spells Prepared (CL 4th; concentration +7)
• Bull's Strength (2) +4 Str [already calculated]
• Cat's Grace (2) +4 Dex [already calculated]
• Cure Moderate Wounds (2) Cure 2d8+4 hp
• Shatter (DC 15 Will) 35 ft, 5' radius spread. Sunders single non-magical object
• Divine Favor (1) +1 luck bonus on attack and damage rolls per 3 caster levels.
• Doom (1) (DC 14) 140 ft, for 4 rounds, target is shaken [–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.]
• Obscuring Mist 20 ft radius cloud grants concealment for 4 minutes
• Sanctuary (1) (DC 14 Will negates) Opponents must make Will save to attack. Attack by recipient ends spell
• Shield of Faith (1) +2 deflection to AC for 4 minutes.
• 0 (at will): bleed (DC 13), detect magic, mending, stabilize
Before Combat If Nualia suspects combat is imminent, she casts bull's strength, eat's grace, and shield of faith on herself.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight with her bastard sword, her face an impassive mask save tor her eyes, which blaze with anger. She uses fury of the Abyss on each of the first 6 rounds of combat (these bonuses are included in the slats above), and activates her ferocious strike on the first six successful hits. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy's hands. It possible, she moves into the hall to the south so that it's harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist andjor sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat. If she escapes, she makes her way to Magnimar to reunite with the Skinsaw Cult-see page 67 tor more details.
Base Statistics Without her prep spells, Nualia's statistics change as follows: AC 16, touch 9, flat-tooted 16; hp 49; Ref +1, Melee +1 bastard sword +8 (1d10+2/19-20), claw +1 (1d6); Ranged mwk composite longbow +5 (1d8+1/x3); Str 12, Dex 8; CMB +6, CMD 15.
Str 16, Dex 12, Con 14, lnt 10, Wis 16, Cha 17
Base Atk +5; CMB +8; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu's Mark, Power Attack, Selective Channeling, Weapon Focus (bastard sword)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5
Languages Celestial, Common, Goblin
Gear +1 breastplate, +1 bastard sword, masterwork composite longbow with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp
Subdomains Nualia's subdomains grant her unusual abilities. Fury of the Abyss allows her to gain a +2 bonus on melee attacks, melee damage rolls, and combat maneuver checks for 1 round as a swift action, during which round she takes a -2 penalty to her AC. Ferocious strike allows her to gain a +2 bonus on damage rolls with a melee attack up to six times per day.
I ran her as-is; like Gluttony mentioned, multiclassing is a way to sneak higher-level HP and Saves into lower-level encounters.
I just gave her an extra ally in the room to balance the numbers and had them go to town. They were able to strategically hold off six well-built, smart PCs/players for quite some time.
I could completely see her going antipaladin though; I feel that Cleric/Fighter gives her a little more flexibility in her danger-factor, versus just the one-trick pony of Smite Good. But I can respect all of the above, though.
|Kaushal Avan Spellfire|
At the time, I was running six-PC party. I made Nualia a straight 6th-level cleric, and added an ally in the room with her (a 5th-level rogue with the Poisoner archetype), who hid in the shadows and sneak-attacked. I also replaced her iconic bastard sword with a falchion.
The PCs are now 11th level, and they're still using both Nualia's falchion and the replica Ranseur of Alaznist from the Catacombs!
My players have delayed the confrontation with Nualia enough that I'm going to have her "succeed" a bit in removing her "Celestial taint" by applying either the Fiendish of Half-Fiend template to her.
My instincts say Fiendish, but I tend to underestimate the party, so maybe Half-Field would be better?
I remade Nualia as an anti-paladin (partially as a reflection of the party paladin, who was also an aasimar raised in Sandpoint) and it was an incredibly brutal fight. They did win it, but only by the skin of their teeth. The aura of despair coupled with the yeth hound's bay can turn that fight ugly in a heartbeat.