Jimmy's Character. The Anti Paladin
Stone Touched Antipaladin 4/Guardian 2
LE Large humanoid (giant)
Hero Points 1
Fort 3, Will 4) and
gauntlet (from armor) 4) and
unarmed strike 4)
Space 10 ft.; Reach 5 ft.
Special Attacks channel negative energy 3/day (DC 16, 2d6), mythic power (7/day, surge 4; CMB +12; CMD 18
Feats – Bonus Non-Mythic Feat – [M], Improved Shield Bash, Improved Unarmed Strike, – Custom Feat -, Saving Shield
Traits indomitable faith
Skills Intimidate +11; Racial Modifiers stonecunning
Languages Common, Common
SQ amazing initiative, aura of cowardice, aura of evil, channel negative energy, cruelties (cruelty [shaken]), hero points, hold breath, touch of corruption, unholy resilience
Other Gear grey plate, shield of good intent, cloak of resistance +2, 150 gp
Amazing Initiative (1/round) (Ex) – 0/1
Antipaladin Channel Negative Energy 2d6 (3/day) (DC 16) (Su) – 0/3
Mythic Power (7/day, Surge +1d6) – 0/7
Smite Good (2/day) (Su) – 0/2
Touch of Corruption (2d6) (6/day) (Su) – 0/6
Absorb Blow (10 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can’t be used to cast a spell).
Antipaladin Channel Negative Energy 2d6 (3/day) (DC 16) (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.
Cruelty (Shaken) (4 rds) (DC 16) (Su) When you use your Touch of Corruption ability, you may also make your target shaken for 1r/Antipaladin level
You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Immunity to Disease You are immune to diseases.
Imprinting Hand (Su) Touch foe to learn weaknesses, form connection and can know its location (up to 1 mi).
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Smite Good (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Stonecunning (Ex) +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Corruption (2d6) (6/day) (Su) You can inflict 2d6 damage, 6/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Boden Hintergrund was born into nobility and was destined to be an important figure in the royal court. A large and imposing boy, though afflicted with a dozy condition. Often he would just fall asleep for no apparent reason and even in the middle of activities. The healers have called his illness ‘Narcolepsy’. There is no known cure, but at least he is well rested.
By the time Boden had come of age to take standing in the court, he displayed his complete
incompetence for politics and was swiftly transferred into a high standing position in the royal guard. It was thought that his resolve might prove to be as thick as his skull. In the barracks, Boden was taught the ways of combat. Though he became quite proficient with many a weapon, none were able to alter his peaceful outlook. when sparring or when on his route, he would only use shields. This behaviour quickly found Boden out of the guardship.
His family having pulled many strings and called upon many favours to keep their family in positions of importance, Boden had one last institution that would make his lineage proud; the church. He accepted the church with little thought, and the church accepted him after thinking for a while. His docile personality worked well with the teachings, and though his narcolepsy was still rife within him, he was far from the only one who fell asleep in prayer.
Boden was often sent on small quests for the church, missionary missions, and such. Life was good. Time passed. One day, the high priest approached him with a quest, much larger, much grander and much more perilous than any other Boden had ever been assigned. An ancient religious artifact had been rumoured to be located on the far ends of the land, and it is important to the gods that it find its way back to the church. Bound by honour, Boden accepts the challenge. He knows he is inexperienced for high adventure of this magnitude, and he knows the quest will likely claim his life. But perhaps, if nothing else, it will strengthen the wavering bonds between him and his noble family.
He gathers his provisions, hooks a cart onto the largest ox he can buy, and slumbers into lands unknown.