Class FeaturesĪura of evil, detect good, smite good 1/dayĪura of cowardice, cruelty, plague bringerĬhannel negative energy, smite good 2/day Skill Points at each Level: 2 + Int modifier. Class SkillsThe Antipaladin's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex). Starting Wealth: 5d6 x 10 gp (average 175 gp). These details, along with the class's new special abilities, can be found on Table 2–13. They rarely travel with those that they do not subjugate, unless as part of a ruse to bring ruin from within.Īs an alternate paladin class, the antipaladin uses Table: Antipaladin to determine its base attack bonus, saving throw bonuses, and spells per day. They care nothing for the lives of others and actively seek to bring death and destruction to ordered society. Role: Antipaladins are villains at their most dangerous. While a redesign of sorts, this alternate class can be used just as any of the other base classes found in the first part of this chapter. By the changes made here, though, the details and tones of the paladin class are shifted in a completely opposite direction and captures an entirely different fantasy theme, without needlessly designing an entire new class. Making use of and altering numerous facets of the paladin core class, this villainous warrior can't truly be considered a new character class by its own right. Not surprisingly, paladins stop at nothing to put an end to such nefarious antiheroes. Champions of evil, they often lead armies of evil creatures and work with other villains to bring ruin to the holy and tyranny to the weak. They make pacts with fiends, take the lives of the innocent, and put nothing ahead of their personal power and wealth. It's said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons.Īntipaladins become the antithesis of their former selves. Yet there are others, the dark and disturbed few, who turn actively to evil, courting the dark powers they once railed against in order to take vengeance on their former brothers. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through piety, charity, and powerful magic. 118Īlthough it is a rare occurrence, paladins do sometimes stray from the path of righteousness. Please complete this section and remove this notice.Alchemist | Antipaladin | Arcanist | Barbarian | Barbarian (Unchained) | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Kineticist | Magus | Medium | Mesmerist | Monk | Monk (Unchained) | Ninja | Occultist | Oracle | Paladin | Psychic | Ranger | Rogue | Rogue (Unchained) | Samurai | Shaman | Shifter | Skald | Slayer | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Swashbuckler | Vigilante | Warpriest | Witch | WizardĬompanion | Drake | Eidolon | Eidolon (Unchained) | Familiar | PhantomĪdept | Aristocrat | Commoner | Expert | WarriorĪntipaladin Source Advanced Player's Guide pg. Ecology Life cycle This section is incomplete. Githyanki have psionic powers, a resistance to spells, and darkvision. Githyanki have a rigid training that allows their commanders to utter short, clipped commands that carry great meaning, allowing them to set up ambushes and plan attacks with brief, efficient communication.
Githyanki are often clad in elaborate dress and armor. Their eyes have a sinister gleam, and their ears are pointed and serrated in back.
Githyanki are tall, gaunt humanoids with rough, yellow skin and russet hair pulled into a pair of topknots.