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Anti-Paladin

Prerequisites:

  • +2 Weapon Proficiency or +2 Martial Arts Proficiency
  • 7th Level

Skills:

Divine Master Proficiency +1

Build: 10
Maximum: 2 Purchases
Pre-Req.: Weapon Proficiency +2
Usage: Continuous

Skill (Continuous), Proficiency, Divine

Every weapon that the Anti-Paladin wields will do “+ 1 Divine Ice” in addition to whatever his weapon normally strikes for.  This ability is voluntary and can be turned off.

Heart of Ice

Build: 4
Maximum: 4 Purchases
Pre-Req.: Divine Master Proficiency +1
Usage: Periodic

Skill (Periodic), Attack, Melee, Ranged, Superior, Lethal, Divine, Aligned (Evil)

The Anti-Paladin is able to deliver an attack that deals twice his level in divine ice body damage to the target.  If the target is dropped by this attack, it brings them to the beginning of the critical stage of their death count.  This attack is metaphysical, and only Resist, Resist Evil, Dodge and Displacement will block it. If delivered through a weapon, all defenses which block physical attacks will stop it, except parry. This skill can be delivered via touch, spell packet, or weapon.

Poison Strike

Build: 4
Maximum: 3 Purchases
Pre-Req.: Heart of Ice
Usage: Periodic

Skill (Periodic), Attack, Melee, Ranged, Superior, Condition (Stunned), Divine, Aligned (Evil)

When invoking this strike upon his opponent the target becomes ill and can not will him self to use any voluntary skills for five seconds.  This attack is metaphysical, and only Resist, Resist Evil, Dodge, and Displacement will block it. If delivered through a weapon, all defenses which block physical attacks will stop it, except parry. This skill can be delivered via touch, spell packet, or weapon.

Disease Strike

Build: 6
Maximum: 2 Purchases
Pre-Req.: Poison Strike
Usage: Periodic

Skill (Periodic), Attack, Melee, Ranged, Superior, Divine, Aligned (Evil)

Invoking this strike upon an opponent will render him ‘diseased,’ bringing him to half his current body (or 20 body damage, whichever is higher) and cause him to swing for half his normal damage, rounded up (i.e. - half of base damage plus any strengths or proficiencies). The target will remain diseased until cured. A target can be affected by multiple strikes of disease before being cured, though he will only suffer body damage after the first strike. This attack is metaphysical, and only Resist, Resist Evil, Dodge, and Displacement will block it. If delivered through a weapon, all defenses which block physical attacks will stop it, except parry. This skill can be delivered via touch, spell packet, or weapon.

Human Shield

Build: 5
Maximum: 2 Purchases
Pre-Req.: None
Usage: Periodic

Skill (Periodic), Attack, Defense, Superior, Physical

When hit with any skill, the Anti-Paladin may choose to use this skill in order to pull someone in front of himself to take the skill for him.  In order to execute this skill, there must be a target within 5’ of the Anti-Paladin and he must use the skill within 5 seconds.  The target of the ‘human shield’ may choose to defend against the original skill that the Anti-Paladin was hit with, or against the skill ‘human shield’ itself.   Should he choose to defend against the ‘human shield’ skill, it is blocked as any other physical attack would be.

Courage

Build: 2
Maximum: 5 Purchases
Pre-Req.: None
Usage: Periodic

Skill (Periodic), Defense

This skill renders a character immune to any type of fear - magical or otherwise - for the duration of the encounter in which it is used.

Willpower

Build: 6
Maximum: 1 Purchase
Pre-Req.: Courage
Usage: Periodic

Skill (Periodic), Defense

This defense skill allows a character to resist a mental attack or mind-influencing ability. In addition, the character is immune to that attack or ability for thirty minutes. When used to defend against an ability with the Interrogation trait, it allows the character to lie, and the person using the detection ability believes that their skill or effect has worked properly.

Dark Intimidation

Build: 5
Maximum: 4 Purchases
Pre-Req.: Willpower
Usage: Periodic

Skill (Periodic), Attack, Superior, Caster, Line of Sight

This will cause all enemies half the Anti-Paladin's level or lower to run in terror from him during one encounter or combat situation and remain so until its conclusion (no more than one hour).  There is no way to defend against this skill, no exceptions.

Wall of Ice

Build: 2
Maximum: 4 Purchases
Pre-Req.: None
Usage: Periodic

Skill (Periodic), Superior, Area of Effect, Concentration, Divine, Aligned (Evil)

An Anti-Paladin may hold up their hand and summon forth a 20 foot long by 10 feet high wall of ice.  When invoked, the Anti-Paladin must remain stationary with palm outstretched.  Any creature that attempts to cross through the wall of flame takes 20 points of divine ice damage. The shape of the wall can be less then the maximum but never greater, it can also be in a straight line or a circle.

Wield Faith

Build: 2
Maximum: None
Pre-Req.: None
Usage: Continuous

Skill (Continuous), Attack, Divine, Line of Sight

This skill allows a character to use her holy symbol as a weapon against undead or extra-planar creatures of the opposing alignment of her deity; servants of neutral gods can only use this skill against undead. To use this skill, the character must hold her holy symbol, with nothing else encumbering her hand and arm, before her and in the direction of the opponent, who must be within ten feet of her. If the creature is susceptible to Wield Faith it must cower in fear and pain before the holy symbol, and attempt to retreat to a safe distance from it. The opponent cannot take any offensive action against the character as long as she remains within the range of this skill, and as long as the character takes no action other than concentrating; the character can move at a heel-to-toe pace while maintaining concentration. An opponent that is not specifically susceptible to Wield Faith is unaffected by this skill.

Malediction

Build: 2
Maximum: None
Pre-Req.: None
Usage: Continuous

Skill (Continuous), Attack, Divine

This skill allows a character to use her holy symbol to cut off an opponent’s connection to her deity. To use this skill, the character must affix her holy symbol to the opponent, who must be rendered immobile by some means. She is unable to cast prayers or utilize any divine abilities for as long as the character’s holy symbol remains affixed.

Divine Vestments

Build: 5
Maximum: 2 Purchases
Pre-Req.: None
Usage: Periodic

Skill (Periodic), Augment, Divine, Aligned (Evil)

When invoked, this skill grants the bearer 30 armor points of divine nature as well as one protection from a Waylay, as long as the hood is worn. The Anti-Paladin must provide a suitable phys rep that is approved by the master teacher.  Once invoked, these garments will remain until they are taken off.  The protection from Waylay will remain even if the armor points are expended.

Resist Good

Build: 6
Maximum: 5 Purchases
Pre-Req.: Divine Vestments
Usage: Periodic

Skill (Periodic), Defense, Superior, Aligned (Evil), Divine

This skill allows the character to resist the effects of opposing deities’ prayers and abilities, Paladin abilities, as well as any other abilities that stem from a purely light nature.  Unlike Resist Evil, this skill may NOT be used while normally unable to defend oneself.

Sever Soul

Build: 2
Maximum: 4 Purchases
Pre-Req.: None
Usage: Periodic

Skill (Periodic), Attack, Melee, Superior, Divine, Aligned (Evil)

After a killing blow has been struck, the wielder then takes 5 more seconds to sever all strands of life from the body (as if delivering a second Killing Blow – i.e., “Sever Soul 1, Sever Soul 2,” etc.).  This causes the fallen to hit the end of their death count, and they must resurrect to return to this plane.

Draining Touch

Build: 3
Maximum: 4 Purchases
Pre-Req.: Sever Soul
Usage: Periodic (Points)

Skill (Periodic), Attack, Melee, Ranged, Superior, Divine, Aligned (Evil)

This ability grants Anti-Paladins a pool of twice their level (per purchase of this skill) of draining points, which they may administer through physical touch, spell packet, or weapon strike, and which may be used as the Anti-Paladin sees fit throughout the period (i.e. – they may be broken up into smaller uses, similar to other Career Points).  This skill has a zero “casting” time, and cannot be interrupted.  The Anti-Paladin is healed for as many points as he chooses to expend on the target, and the target receives the equivalent amount of body damage.  This attack is called as “Drain X” where “X” is the amount of draining points expended.  This attack is metaphysical, and only Resist, Resist Evil, Dodge, and Displacement will block it. If delivered through a weapon, all defenses which block physical attacks will stop it, except parry. This skill can be delivered via touch, spell packet, or weapon.

Black Life

Build: 4
Maximum: 1 Purchase
Pre-Req.: None
Usage: Continuous

Skill (Continuous), Augment, Divine, Aligned (Evil)

This continuous ability allows the chosen Anti-Paladin to retain both his unused abilities and free-will, should he be turned into an undead.  In the case of being the recipient any non-ritual undead creation spell/prayer/ability, the Anti-Paladin will be raised as an ‘undead servant’ with complete free will, max body, any unused skills, and will remain in this state until destroyed or after 24 hours from creation, in which he automatically dissipates (in either case the Anti-Paladin will ultimately suffer his original death and have to resurrect).  In the case of being the recipient of ritual or cursed undead creation, the Anti-Paladin will be raised as the type of undead called for by the ritual, but will retain free will, all unused abilities, and will remain in this state until destroyed.

Touch of Death

Build: 10
Maximum: 2 Purchases
Pre-Req.: Draining Touch (2 Purchases)
Usage: Periodic

Skill (Periodic), Attack, Melee, Ranged, Superior, Lethal, Divine, Aligned (Evil)

This attack does a maximum of 500 points of body damage and leaves the target at the beginning of the critical stage of their death count.  This attack is metaphysical, and only Resist, Resist Evil, Dodge, and Displacement will block it. If delivered through a weapon, all defenses which block physical attacks will stop it, except parry. This skill can be delivered via touch, spell packet, or weapon.

Divine Possession

Build: 1
Maximum: 1 Purchase
Pre-Req.: Weild Faith, Malediction, Divine Vestments, Draining Touch, Resist Good, Sever Soul, Black Life, Touch of Death
Usage: Plot Approval

This is a Role-Play based skill, with no game mechanicial effect.  Please see the Director, Atmopshere Officer, or Storyteller for further information.

Divine Resist

Build: 10
Maximum: 1 Purchase
Pre-Req.: All Anti-Paladin Skills
Usage: Periodic

Skill (Periodic), Defense, Superior, Divine, Aligned (Evil)

Once per period he can ignore the effects of any one attack, calling a “divine resist” similar to the one given during a mass.

Anti-Paladin Teacher

Build: 1
Maximum: N/A
Pre-Req.: 40 Build from this list in at least 4 different skills
Usage: Continuous

This skill allows you to teach this list. A Master List Teacher can only teach (open for another PC) the actual advanced list itself once every six months. A PC teacher must be approved by the Director & Atmosphere Officer before they can learn this skill.

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