שהמי"ת צעירה= קבלי אנטי פאלאדין
ANTI-PALADIN Ambition, Greed, Lust. These are the three main qualities of the anti-paladin. Few are corrupt or mad enough to walk the anti-paladin’s path, but those few are rewarded with the power to fulfil their twisted desires with unholy power from dark gods. The anti-paladin is nothing short of a mortal fiend. Adventures: Anti-paladins take their adventures as excellent opportunities to advance the agenda of their evil god and/or personal goals to gain power and wealth. They will fight to the death if backed into a corner with no hope of escape, but prefer to sacrifice their companions or take hostages to use as human shields if that will allow them to flee. An anti-paladin has a long memory and will plot terrible vengeance upon those who force him to abandon an adventure or mission. Characteristics: Divine power protects the anti-paladin and gives him special powers. It wards off harm and engenders an unnatural aura of despair and menace around the anti-paladin. Finally, the anti-paladin can also use this power to destroy others. Eventually, this power draws a mighty steed to the anti-paladin and imbues that mount with strength, intelligence and magical protection. Alignment: Anti-paladins must be of chaotic evil alignment, and they lose their divine powers if they deviate from evil alignment. Additionally, an anti-paladin swears to follow a code of conduct that is in line with evil. Religion: Anti-Paladins need not devote themselves to a single deity. Devotion to evil is enough for most. Those who align themselves with particular religions form a strong defensive arm of the church. Anti-paladins devoted to a god are scrupulous in observing religious duties and are welcome in every associated temple. Background: Anti-paladins come in two molds: the first are evil warriors who make a pact with an evil deity, demon or devil in exchange for their power; the second are those who are chosen by an evil deity, demon or devil at birth to become their champion. Races: Humans, with their ambitious, power hungry souls make the best and most frequently encountered anti-paladins. Other Classes: Anti-paladins see themselves as superior to all other classes and act accordingly. They generally see other anti-paladins as rivals, but may develop some degree of comraderie if they share the same religion and/or goals; otherwise, they avoid each other. They get along best with clerics and fighters of their own religion. They hate paladins and clerics of good alignment; an anti-paladin will try to kill them at the earliest and most convenient opportunity if possible. This does not mean they will attack them on sight or even directly, but they will plot their ruin and/or murder, possibly sending anonymous underlings out to accomplish the task, kidnapping their family, or by poisoning them at an otherwise innocuous dinner party. Abilities: Charisma increases the anti-paladin’s self-protective abilities and undead commanding. Strength is important for an anti-paladin because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful anti-paladin spells, and a score of 11 or higher is required to cast any anti-paladin spells at all. Alignment: Chaotic evil. Hit Die: d10. Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (Undead) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifer. Anti-paladins receive a number of special abilities at levels 1-6 and at every three levels thereafter. Level 1 Special Abilities: Dark Blessing (as blackguard), detect evil/good (at will), Divine Health, Poison Use (as blackguard). Level 2 Special Abilities: Frightful Presence (1/round you can, as a free action, use your Frightful Presence. All opponents within 30 ft. who have fewer levels han you must make a Will save (DC 10 + class level + Cha modifier. An opponent who fails the save is shaken, suffering a -2 penalty to attack rolls, saves and skill checks) for a number of rounds equal to 1d6 + your Cha modifier). Level 3 Special Abilities: Command Undead (3/day), contagion (1/day, reverse of paladin’s remove disease ability). Level 4 Special Ability: Spell Use (as paladin but uses the blackguard ist) + access to one clerical domain of the anti-paladin’s choice (must be offered by his deity). Level 5 Special Ability: Special Mount. Level 6 Special Ability: Profane Defense (+2 to all saving throws vs. divine spells). Level 9 Special Ability: Special Mount gains the Fiendish template. Level 12 Special Ability: Dispel Magic (1/day as a cleric of the anti-paladin’s class level). Level 15 Special Ability: Lesser planar ally (1/day, but no return service is required by the outsider summoned). Level 18 Special Ability: Dark Transendence: Through long association with his deity’s fiendish servant, and direct intervention by his deity, the anti-paladin transcends his mortal form and becomes a divine creature. His type changes to outsider, which means that he acquires certain immunities and vulnerabilities based on his type (see Native Outsider, under the planetouched race description). Upon achieving transcendence, the anti-paladin’s appearance always undergoes a minor physical change appropriate to his alignment and deity. For example, small horns may sprout from his forehead or his eyes say glow red or become like those of a serpent. Anyone who shares the anti-paladin’s patron deity, including outsider servants of his patron, immediately recognize his transcendent nature, and he gains a +2 bonus on all Charisma-based skill and ability checks in regard to these creatures. לא שלי אבל מצאתי לך