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Anti-Paladin Level 7; Race; Human; Alignment; Chaotic Evil

Ability Ability Score
Strength 20
Dexterity 15
Constitution 14
Intelligence 11
Wisdom 9
Charisma 16
HP AC Touch Flat-footed Fortitude Reflex Will
+14 +6 +11 +11 +8 +8
  • Hp (1d10 max + 6d10 + 14 Con)(Rolls: ?)
  • Armor breakdown (9 Armor + 1 Deflection + 2 Shield + 2 Dexterity)
  • +2 bonus on saving throws against enchantment spells and effects.
7 +11 +13

Melee attack: +1 Katana +13/ +8, 1d8 +5, 18-20 x2
Melee attack: Shield Bash +12, 1d6 +5, 20 x2
Two weapon wielding: +11/ +6 katana and +10 shield for 1d6 +2 damage.

  • Power attack -2 to attack, +4 to damage

Movement and vision
Speed 20 ft. (30 ft.) Perception -1, Initiative +2.

Skill Name Ranks Ability Trained Misc Total
Bluff 7 3 3 0 13
Intimidate 7 3 3 0 13
Sense Motive 7 -1 3 0 9
Use magic device 7 3 0 0 10

Armor check penalty: 0

Special abilities
Human race
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Strength).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Size: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Class Features:
Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Evil (Ex)

Detect Good (Sp)

Smite Good (Su): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. 3/day.

Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su): Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity. 5/day

Aura of Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex): At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty (Su): An antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
Crealties: Sickened and Staggered

Channel Negative Energy (Su): When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.


Fiendish Boon (Sp): Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:

+1: flaming, keen, vicious
+2: anarchic, flaming burst, unholy, wounding
+3: speed
+5: vorpal

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. 1/day

Power attack, Exotic weapon proficiency (Katana), Two weapon Fighting, Improved shield bash, Shield Bash.

Background Traits
Axe to Grind: There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Ambitious: You exude confidence in the presence of those more powerful than you—sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.
Xenophobic: You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Kyomei, The most spoken language on the continent.

Divine magic:
Spell slots: 2/1
Spell DC: 13 + spell level

On Person: +1 Keen Katana (gives off light), +1 O-yoroi, Belt of the Tiger ( +2 Str), Headband of the Rat ( +2 Cha), Minor ring of Protection ( +1), +1 Small spiked steel shield, Cloak of the Turtle ( +1 on saves) 96 lbs.

Whatever Else Is On Hand

Money: 6090 gp,


Total weight on person: 96 lbs.

Light load Medium load Heavy load
0-133 lbs. 134-266 lbs. 267–400 lbs.

Background story

Important factions and persons

Akemi: Childhood friend and love interest.

Cabal of the Red Face: A currently shattered cabal led by Miyako “The red Smile” and contains followers of the god Fumeiyoshi, Relationship is Friendly.
Toukiden: A group of Justice bringers, led by Kaori “Silver Spear” and contains highly disciplined warriors.

Character Description

Taro is from the Human race. His height is 5’8" or 1.73 meter, his weight is 170 lbs or 77 kilo and 25 years old. He has brown eyes, black hair, clean face and a large scar with burn scars surrounding it on the chest
Dark colored robes is his preferred clothing.

_Revenge for Justice: Taro is hunting down those responsible for the murder of his father and the destruction of the Dojo.


Taro still loves his childhood friend Akemi, even after the rejection.
To observe music and dance.

Crowds and Horses.

Writes with left hand, but does everything else right-handed.
Large scar with burn scars surrounding it on the chest.

Quick Background Generation
Region: Dankai Islands
Place of birth: Lu’en
Age: 25
Alignment: Chaotic Evil

Homeland: City or Metropolis: You gain access to the Civilized social trait and the Vagabond Child regional trait.
Parents: Only your mother is alive.
Siblings: 1 sibling. A younger sister.

Circumstance of Birth: Born of Violence: Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown. You gain access to the Axe to Grind combat trait and the Bastard social trait.denizens.

Parents Profession: Entertainers: You gain access to the Talented social trait.

Major Childhood Event: Betrayal: A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait.

Due to lack of Anti Paladin Backgrounds have chosen one from the Rogue backgrounds.
Rogue Background: Greed: No matter how much or little you had growing up, it was never enough. You discovered a talent for lifting items and coin purses from others’ belts. The world always provided for you, and when you saw something you wanted, you learned to take it. You gain access to the Ambitious social trait.

Influential Associates: The Champion: You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do. You gain access to the Ambitious social trait.

Moral conflict: Mass Murder: You killed several sentient beings (12). Conflict Subject: Humanoid monster, Motivation: Hatred or Malice (4).
Resolution: _No Guilt: Either guilt is for the weak, or you know you made the right decision. You might not openly brag about your part in the conflict, but you don’t deny it when confronted either (2).

Deity and Religious Philosophy: General Susumu LE God of Archery, Horses, Glory to the Self and War

Romantic Relationships: Experience but No Substantial Relationships: You’ve had a fling or two, but have so far shied away from any ties or commitments.

Character Drawback: Race: You are truly comfortable only around others of your race, and you have a hard time putting faith or trust in those of races different from your own. You gain access to the Xenophobic drawback.


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