Pathfinder - Antipaladin Archetypes Breakdown
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- : Bad, useless options, or options which are extremely situational.
- : OK options, or useful options that only apply in rare circumstances
- : Good options.
- : Fantastic options, often essential to the function of your character.
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.
(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.
(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.
(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.
(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.
(Su): Still good for bypassing DR, but it doesn't help your allies at all.
(Ex): Most of the perks of being undead.
(Su): Not a lot of things use bludgeoning damage.
(Ex): The undead type gets you a lot of things, including immortality.
Replaced Features: fiendish boon, despair, smite good use (10th level), vengeance, aura of sin, cruelty, aura of depravity, unholy champion
Compatible Archetypes: None