Home Creators Posts Import Register Favorites Logout

Content

I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up.

Today, we're doing Horrifically Overpowered Antipaladin Class Features. I wasn't originally going to do the Antipaladin, because it's an alternate class. But I did the Ninja (alternate class of the rogue) and Samurai (alternate class of the cavalier), so now I don't feel like my collection of "official" classes is complete without the Antipaladin. But GMs? You know how I say to never allow Horrifically Overpowered PCs?

That applies double to this monster set of options. Just... don't do it.

Horrifically Overpowered Antipaladin Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).

(Look, if you have ticked off your GM to the point they make a Horrifically Overpowered Antipaladin NPC to take you down, I can't help you. Art by warmtail.)

Horrifically Overpowered Antipaladin Class Skills (Horrifically Overpowered): You are as sly as a Rogue. You get 8 skill points per level, and add all Rogue class skills to your list of Antipaladin class skills.

Horrifically Overpowered Antipaladin Weapon and Armor Proficiency (Horrifically Overpowered): When using a simple or martial weapon, you gain a Sneak Attack. This is 1d6 at 1st level, +1d6 at 4th level, and every 3 levels thereafter. You gain Poison Use (as the rogue Talent) and can apply poison to a Simple or Martial weapon as a swift action.

The AC bonus you receive from light, medium, or heavy armor, and from shields other than tower shields, applies against touch attacks and incorporeal attacks from creatures with alignment elements opposed to your alignment (normally Good and Lawful), to a maximum armor bonus against such attacks equal to your Anti-Paladin class level.

Horrifically Overpowered Aura of Evil (Horrifically Overpowered): Your attacks are anarchic and unholy, as the magic weapon qualities. These bonuses stack with those gained by a weapon that actually has those magic weapon qualities.

Horrifically Overpowered Detect Good (Horrifically Overpowered): Your detect good ability also functions as detect anxieties, detect desires, detect magic, and detect poison. All these abilities go off in the same area as your detect good every time you use it, and can give you 3 rounds of info (where relevant) if you focus on a single creature.

Horrifically Overpowered Smite Evil (Horrifically Overpowered): Your smite works on any one foe, regardless of alignment. The target of your smite good is automatically a legitimate target of your sneak attack damage, if any, even if it is not normally subject to precision damage.

Horrifically Overpowered Unholy Resistance (Horrifically Overpowered): You can use your highest ability modifier in place of your Charisma modified for unholy resistance. If you succeed at a saving throw against a spell or effect that normally does half damage or has a partial effect on a save, you instead are unaffected. If you succeed at a save against a spell of an effect created by a spell, you can choose to be entirely unaffected by the effect, including automatically succeeding on all future saves against the same effect. for example, if you successfully saved a Reflex save against a create pit spell, not only would there be no chance of you falling in, you could walk over the pit as if it was still slid ground.

If a creature attempts to affect you with a spell that is not harmless (it does not list 'harmless' on the saving throw or spell resistance line), the creature must make a saving throw (DC 10 + 1/2 your Antipaladin class level, + your highest ability score bonus), for 1 round/2 Antipaladin class level you gain the ability to perceive that creature as if you had true seeing and it is considered a target of your smite good ability (without you expending a use of the ability).

Horrifically Overpowered Touch of Corruption (Horrifically Overpowered): You can use this ability as a swift or immediate action, or add it to any weapon attack you make. When added to a weapon attack, you only expend your daily use of the ability on a successful hit, in which case the touch of corruption damage is added to the weapon damage. You are healed of hp damage equal to damage dealt by your touch of corruption. If you have no hp damage. you gain temporary hit points equal to damage dealt by your touch of corruption, which lasts 1 hour or until expended.

Horrifically Overpowered Aura of Cowardice (Horrifically Overpowered): When you cause a target within your aura to suffer a fear effect (including being shaken from an Intimidate check), they are sickened for the same duration. Once a round you can make an Intimidate check with a +4 bonus to demoralize a creature in your aura as a free action.

Horrifically Overpowered Plague Bringer (Horrifically Overpowered): Whenever you make a melee attack against a target, it must also save against filth fever (injury; save Fort DC 10 +1/2 your Antipapaldin level + your highest ability score mdifier; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves).

Horrifically Overpowered Cruelty (Horrifically Overpowered): Each time you gain a cruelty, you may also select two Ninja, Rogue, or Slayer talents using your Antipaladin level as the appropriate class level. You must otherwise qualify for these talents, and cannot select a talent affecting sneak attack unless you have a sneak attack ability.

Horrifically Overpowered Channel Positive Negative (Horrifically Overpowered): You are healed of hp damage equal to all the damage taken by all targets within your channel energy.

Horrifically Overpowered Fiendish Bond (Horrifically Overpowered): Select any two divine bonds you have as available choices (normally weapon bond and steed bond). You receive both benefits.

Horrifically Overpowered Aura of Despair (Horrifically Overpowered): You are also immune to all fear effects.

Horrifically Overpowered Aura of Vengeance (Horrifically Overpowered): You and any ally that use the smite good you grant them gain smite good bonuses against any creatures targeted by the smite good of you and any of your allies. These bonuses do not stack if you and an ally target the same creature with smite good.

Horrifically Overpowered Aura of Sin (Horrifically Overpowered): You and every ally within 60 feet treat all attacks as if they were bane against a creature type and subtype of your choice. You may change the type and subtype of you and your allies' bane once a round as a free action

Horrifically Overpowered Aura of Depravity (Horrifically Overpowered): You and all allies within 30 feel gain hardness 10 against the attacks, spells, and abilities of creatures targeted by your smite good ability.

Horrifically Overpowered Unholy Champion (Horrifically Overpowered): You gain the lesser blessing (as the warpriest) of every domain granted by your deity. You treat your Antipaladin level as your warpriest level for these blessings (including when determining how often you can use blessings each day). You gain Quicken Blessing as a bonus feat, without having to meet its prerequisites. If you do not worship a deity, you gain the lesser blessings of the Chaos, Destruction, Evil and Trickery domains.

Files

Comments

No comments found for this post.