Pathfinder - Antipaladin Archetypes Breakdown
I will use content from the core rules, but will intentionally omit any content not published on the official Pathfinder SRD due to the unmanageable volume of non-SRD content, and the wildly varying quality of non-SRD content. If you would like me to write handbooks for specific content not published on the official SRD, please email me and I will consider it on a case-by-case basis. I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- Red: Bad, useless options, or options which are extremely situational.
- Orange: OK options, or useful options that only apply in rare circumstances
- Green: Good options.
- Blue: Fantastic options, often essential to the function of your character.
Temporary Note: Pathfinder Unchained and Occult Adventures were both recently added to the SRD. I'm excited to explore them, and I am actively working on adding their contents to my collection of handbooks. I appreciate your patience while I make these changes.
Not content to be an alternate class, the Antipaladin gets its own archetype!
The Knight of the Sepulcher gives up some of the Antipaladins offensive ability for improved durability, the ability to heal with negative energy, and eventually all of the abilities of the Undead creature type.
Touch of the Crypt (Ex): In an evil party this is fantastic: your evil Cleric can heal you with negative energy, and you can use your touch of corruption to heal yourself like a normal Paladin does. However, you may have trouble finding healing potions or items. The free light fortification is nice too.
Fortitude of the Crypt (Ex): Immunity to poison is nice at high levels as poison becomes more common, and Darkvision is always nice to have, but Aura of Despair is really hard to give up.
Cloak of the Crypt (Ex): Energy drain will really mess you up, and it becomes common at high levels. 50% immunity to critical hits is nice too. At this point you can Smite Good 3 times per day, which will usually be enough to handle any major fights in a day.
Will of the Crypt (Ex): Death effects are very scary, and mind-affecting effects cover most Will saves. A +4 bonus on top of your already fantastic saves makes you extremely resilient.
Weapons of Sin (Su): Still good for bypassing DR, but it doesn't help your allies at all.
Crypt Lord (Ex): Most of the perks of being undead.
Soul of the Crypt (Su): Not a lot of things use bludgeoning damage.
Undying Champion (Ex): The undead type gets you a lot of things, including imortality.
Replaced Features: fiendish boon, despair, smite good use (10th level), vengeance, aura of sin, cruelty, aura of depravity, unholy champion
Compatible Archetypes: None