Rite Publishing Presents
By Steven D. Russell
Rite Publishing Presents:
10 Anti-Paladin Magic Items Mordred (Design, Development, Layout): Steven D. Russell Skurge The Executioner (Editor): Daniel Douglas The Black Night (Cover Artist): Nick Deligaris Paladins of Slaughter (Interior Artwork): Fadly Romdhani, Nick Deligaris, and Skoeger
Dirty Squire Squire (Publisher): Steven D. Russell
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 10 Anti-Paladin Magic Items © 2013 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a ed trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved. The image on the cover and page 4 by Nick Deligaris and the image on page 1 by Fadly Romdhani is licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-nd/3.0/. The image on page 6 by Skoeger is licensed under a Creative Commons Attribution-Share Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0/
Spiteful: Three times per day, a spiteful armor or shield can as an immediate action, inflict an antipaladin’s touch of corruption and his cruelty class features upon a creature that makes a successful melee attack against the wearer. This consumes a use per day of the anti-paladin’s touch of corruption class feature, if he has no uses per day he cannot make use of this ability. Faint necromancy; CL 7th; Craft Magic Arms and Armor; spite (See the Pathfinder Roleplaying Game: Advanced Player’s Guide); Price +2 bonus. Tormenting: A tormenting weapon inflicts wracking pains that impose a –2 circumstance penalty on attack rolls, skill checks, and ability checks to living creatures upon on a successful hit unless a successful Will save (DC 10+½ the wielder’s anti-paladin class level + the wielder’s Cha modifier) is made. Anti-paladins draw power from inflicting this torment upon their foes, so if the opponent fails its save the anti-paladin gains a +2 circumstance bonus to attack rolls, skill checks, and ability checks. This effect lasts for 1 minute. A creature that makes its save against this effect is immune to the same tormenting weapon’s ability for 24 hours. Faint necromancy; CL 5th; Craft Magic Arms and Armor; crushing despair; Price +1 bonus.
Boots of the Craven Aura strong transmutation; CL 10th Slot feet; Price 500 gp (lesser), 6,500 gp (greater) 9,500 gp (superior) Weight Description These appear to be light leather sandals with thread of gold stitching. Some anti-paladin’s are cravens at heart, hiding in the shadows of others, holding on to massive opponents for dear life, and stepping all over friend and foe alike so that they don’t fall and can continue on their ascent to dominance. The wearer of these boots gains a number of abilities based on what version of the item he possess, the greater versions of the boots possess all the abilities of the lesser versions. • Lesser: As an immediate action if you are about to fall or you are falling and there is a creature adjacent to you, you can grab hold of that creature and stop your fall, this may dislodge the other creature and cause it to fall or suffer your falling damage instead (subject to GM adjudication). To avoid being dislodged or suffering the falling damage instead, the other creature must make a successful Climb or Acrobatics check (DC equal to 10 + your anti-paladin class level + your Cha modifier). You cannot dislodge a creature that is
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simply standing on a solid non-slick surface that is not near an edge. Greater: As an immediate action you latch on tight when larger creatures use melee attacks against you. When your target opponent (who must be a larger size category) uses a melee attack against you, you adhere to the attacking appendage or weapon. While you are latched on, you gain a +4 bonus to hit and damage (you do not lose your dexterity, dodge, or shield bonuses to your armor class). The creature can dislodge you by performing a successful combat maneuver or Escape Artist check (DC equal to your CMD +4) as a standard action. Superior: You sacrifice your move action each round and move inside the arc of an adjacent opponent’s attacks and move as they move so that it is harder for your opponent and her allies can get a direct bead on you. You move into that opponent’s square and you gain the benefit of cover against all attacks so long as they are at least your size category or larger. Attacks that miss you have a 50% chance of striking the targeted opponent. You can now choose to move with your opponent when they do, so long as you have movement remaining though all your other actions occur during the normal
Gauntlets of the Abductor
initiative order. The creature can dislodge you by performing a successful combat maneuver or Escape Artist check (DC equal to your CMD +4) as a standard action. Construction Requirements Craft Wondrous Item, Dodge, haste, Cost 250 gp (lesser), 3,250 gp (greater) 4,750 gp (superior);
Aura strong (conjuration); CL 13th Slot hands; Price 20,800 gp; Weight 1 lb. Description These dark steel gloves display a motif of a guillotine executing a victim. These gauntlets can only target a special “abductee,” an “abductee” is a creature that is denied its Dexterity bonus to its AC and has a number of Hit Dice equal to or less than half the wearer’s anti-paladin class level. Once per day, if an anti-paladin wearer has line of sight to an “abductee” within 400 ft. + 40 ft./anti-paladin class level; the wearer can as an immediate action, teleport that creature along with any attended objects that don’t exceed the target’s maximum load to an open square the wearer threatens. The “abductee” receives a Will Save (DC 10+½ the wearer’s anti-paladin class level + the wearer’s Cha modifier) to negate this effect. If the target fails its save, the target “abductee” is rendered helpless (for 1 min. per anti-paladin class level) and the wearer now has a readied action to perform a melee attack against the helpless “abductee” that will inflict a coup de grâce. Special: The wearer lose the benefits of this magic item’s effects if the wearer is afflicted with a detrimental condition or the wearer is distracted after the has teleported the abductee (the victim, is no longer helpless and is not subject to the coup de grâce. Final determination is left to the judgment of the GM.) Antipaladins often use this item to take their foe’s loved ones hostages, either to perform cruel executions in front of their foes or to negotiate their way out of a losing battle, forcing their foes to ready some desperate act of heroics or give in to the anti-paladin’s demands. Construction Requirements Craft Wondrous Item, greater teleport, Cost 10,400 gp;
Bracers of Vile Tactics Aura Moderate (transmutation); CL 6th; Slot wrists; Price 10,500 gp (lesser), 13,500 gp (greater), 16,500 gp (superior); Weight – Description These dark steel bracers have sharpened spikes and little spring loaded compartments for the storing of small concealable items, including a spring loaded knife. The wearer of these bracers gains a number of abilities based on what version of the ring he possess, the greater the versions of the rings possess all the abilities of the lesser version. • Lesser Ring: The wearer does not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, the wearer receives a +4 bonus on checks made to attempt a dirty trick (this does not stack with the bonus granted by Improved Dirty Trick or Greater Improved Dirty Trick). Whenever the wearer successfully performs a dirty trick, the penalty lasts for 1 round, plus 1 round for every anti-paladin class level the wearer possesses (rather than being based on the result of the check). In addition, removing the condition requires the target to spend a standard action. • Greater Ring: The wearer can perform a single dirty trick combat maneuver in place of one of his melee attacks (including an attack of opportunity). The wearer must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver. • Superior Ring: While using the smite evil class feature, as a swift action at the start of the wearer’s turn, he can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on a dirty trick combat maneuver checks against the target of his smite. The effects of his smite evil feature return to normal at the start of the wearer’s next turn. Construction Requirements Adept Champion, Forge Ring, Greater Dirty Trick, Improved Dirty Trick, and Quick Dirty Trick, Cost 5,250 gp (lesser), 6,750 gp (greater), 8,250 gp (superior);
Overlord’s Helm Aura faint (necromancy); CL 3rd; Slot head; Price 3,000 gp; Weight 1 lb. Description This dark steel helm bears a wicked or cruel image often that of some fiend’s face or death’s head. Three times per day as a swift action, the wearer of this helm can inflict his touch of corruption and cruelty class features as a gaze attack against one target within a range of 30 ft. This consumes a use per day of the antipaladin’s touch of corruption class feature, if he has no uses per day he cannot make use of this ability. Requirements Craft Wondrous Item, Reach Spell, touch of corruption and cruelty class feature, Cost 1,500 gp 2
Ring of Betrayal
During you turn if you have attempted a dishonorable attack you can as a swift action, choose to gain a +2 profane bonus to your AC plus damage reduction 9/until the beginning of your next turn. Dishonorable attacks include all ranged attacks, sneak attacks, ambushes, poison use, subtle magical attacks (subject to GM adjudication), and attempts to attack a helpless, surprised, or massively and obviously outclassed opponents (CR is 7 or greater than the wearer’s current character level, etc.). The wielder can use this ability for a number of rounds per day equal to his anti-paladin class level. These rounds do not need to be consecutive. Construction Requirements Craft Wondrous Item, protection from good, Cost 6,250 gp
Aura moderate abjuration; CL 10th Slot ring; Price 50,000 gp; Weight — Description These curious ring always come in pairs. A ring of betrayal is indistinguishable from a ring of friend shield until it is worn by an anti-paladin. A ring of betrayal without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation. If a ring of betrayal is worn by an anti-paladin, he can command the mated ring to cast a shield other spell as an immediate action with the anti-paladin as the recipient, the wearer of the mated ring cannot dismiss the effect. The first time this is done the mated ring becomes cursed and requires a spell or effects that can eliminate a bestow curse, in order to be removed. Construction Forge Ring, bestow curse, shield other; Cost 25,000 gp.
Legacy Item
Tabard of Malicious Metamagic Aura moderate transmutation; CL 11th Slot chest; Price 1,000 gp (lesser), 3,750 gp (greater), 7, 500 gp (superior); Weight – Description This tabard is made of a strange type of cloth that displays whatever heraldry, holy symbol or sigil the wearer desires. When an anti-paladin wearing this tabard prepares a spell with the chaos or evil descriptor modified by a metamagic feat, it reduces the effective spell level increase of any metamagic feat by 1 (to a minimum of +0, it still increases the casting time of spontaneously cast spells). A greater mantle grants a single bonus metamagic feat that can be used only to modify anti-paladin spells with the chaos or evil descriptor, a superior mantle grants two bonus metamagic feats that can be used only to modify anti-paladin spells with the chaos or evil descriptor. Construction Requirements Craft Wondrous Item, the proper metamagic feat (or any one for the lesser mantle) Cost 500 gp (lesser), 1,875 gp (greater), 3,750 gp (superior);
They are known by many names, Legendary Weapons, Relics of the Godlings, but in Questhaven they are referred to as Legacy Items, these minor artifacts can increase in power as their wielder does when the proper ritual is performed along with the correct sacrifice. This rouses the legacy item to its true glory. One cannot enchant the items further until it has reached its full potential but once reaching that plateau a wielder is free to enchantment the item adding something of his own experience to its final legacy.
Harnskarr Storm” Harnskarr “The Vicious Storm” Aura strong transmutation; CL 20th Slot held; Weight Physical Description This sinister curved greatsword is forged of the red and purple metal known as deed breaker, with veins of eldritch power running down its length amid which you can find small ovals, like pools of blood. The hand guard is polished to a bright silver sheen, shaped like sweeping knives along the blade, with death’s head’s fanged skulls decorating the upper portion of the guard, at the center is a single bloodstone inset in the mouth of a skull. The sword’s grip is wrapped in cloth of silver, covering spiral grooves, while the pommel has a single pointed end like yet another fang.
Vestments Vestments of Ill Repute Aura faint abjuration; CL 5th Slot body; Price 12,500 gp; Weight ½ lbs. Description This dark black vestment of the coarsest wool has a pattern of red splotches forming a pattern like splattered blood. . 3
Omen: Legacy items have a heritage and only certain individuals favored by fate, bloodlines, or simple good fortune (individuals chosen by the GM) can gain their benefits. These individuals cause an effect known as an anointing showing the legacy item and the creature share a heritage and hence can awaken the item. A sign of Ill-omen is always a feeling of “wrongness” and bestows one permanent negative level on any creature attempting to attend the item; those attempting to wield it gain two negative levels. The negative levels remain as long as the creature attends the item and disappear when it is no longer attended. These negative levels cannot be overcome in any way (including by restoration spells) while the item is attended. Unlike normal negative levels if a creature's negative levels bestowed by a legacy items omen equal or exceed its total Hit Dice, it does not die. If the proper creature (determined by the GM) attends this legacy item, it is anointed; feeling a sense of “rectitude” a bestial roar echoing in its ears along with the smell of freshly spilt blood.
“The Vicious Storm” is by far its most well-known epithet. The wyrd mystic theurgist Iron Star Illith of Our Grand Wright of Heaven, the most celebrated living weaponsmith in all of Questhaven and its Protectorate, forged this blade in his dreams with the assistance of Kahrvass Fleymbrow, Smith of Burning Desire, while within the Tarnished Souk on the plane of dreams. The wyrd is so wealthy he no longer forges blades for coin alone, requiring an interesting challenge or client to stir him to work, he has been known to send uninteresting would be clients on perilous quests before he will forge their weapon “To make them interesting enough for the glorious Iron Star Illith to forge a weapon for.” Illith forged the blade at the request of a human member of the Sisters of the Savage Storm known as Sister Syndyn, who was fighting in the Coliseum Morpheuon for The Kahn of Nightmares. After failing to defeat Sir Unger Thorne’s West Guard the remaining Sisters of the Savage Storm were all slain by The Khan of Nightmares threw their bodies and all their belongings including Harnskarr into a planar maelstrom of The Slumbering Sea.
Lore: Knowledge (arcana, planar, or local) DC 15: The Orcs of Steelcrag refer to this as Gijakjarn “The Blade of Bloodiron” the dark fey of the Solstice Court call it Adin’agh “Monstrous Ending”, the ironborn name it “Tiamat’s Tooth”, but its draconic name Harnskarr
Abilities: When first encountered in its unawakened state this +1 deed breaker greatsword grants a +5 competence bonus to Intimidate checks. When the wielder reaches or exceeds a certain level, he learns of a specific ritual, he can perform along with what materials are required 4
to perform it. Each ritual requires 1 hour to perform, after this ritual is performed that special quality is awakened with the item gaining that ability. Level 3rd 6th 8th 10th 12th 15th
Special Ability Maiming +2 smiting conductive tormenting burst +3 curse of undeath +5 damnation’s reaver
Deed Breaker This fantastic red and purple metal is hated and despised by most of the humanoid races, and especially those who style themselves adventurers, as it has a deeply disturbing effect on abilities gained through experience rather than natural gifts. HP/inch: 30 Hardness: 10 Cost: ammunition +60 gp (per missile), weapon +3,000 gp Cost (Longer Wording): The disconcerting ability of this material causes it to disrupt a humanoid’s class abilities. Once per day the first time a humanoid with a class ability is damaged by weapons made of this material, it must make a Will save (DC 10 + 1/2 the wielder’s base attack bonus + one of the wielder’s ability modifier’s that modified the attack roll) or have its highest level class ability (not including spells) suppressed for 1 minute. Only a failed saving throw consumes the use per day of this ability, but the same weapon will not affect the same creature again for 24 hours. Weapons not primarily made of metal are not meaningfully affected by being partially made of this special material (a longsword can be a deed breaker weapon, while a quarterstaff cannot). The market value of ammunition is increased by 120 gp per missile, and weapons by 6,000 gp.
Component Cost 2,000 gp 10,000 gp 10,000 gp 32,000 gp 70,000 gp 172,400 gp
Maiming: At 3rd level, the wielder learns the ritual that awakens this ability; this ritual requires consumable components worth 2,000 gp. When the wielder deals damage with this weapon that would kill his opponent he can instead choose to withhold that damage and instead leave a vicious unhealable scar, permanently blind her (or only take one eye), or remove an appendage, which leaves your opponent at -1 hp. To repair this damage magically requires a successful caster level check (DC 15 + the wielder’s anti-paladin class level); if a caster fails, an attempt cannot be made again until that caster gains an additional caster level. +2 Smiting: At 6th level, the wielder learns the ritual that awakens this ability this ritual requires consumable components worth 10,000 gp. This weapon enhancement bonus increase to +2 and grants an additional use of smite good each day and deals an extra +2 points of smite damage with each smite attack.
Tormenting Burst: At 10th level, the wielder learns the ritual that awakens this ability this ritual requires consumable components worth 32,000 gp. A tormenting burst weapon functions as a tormenting weapon (see above) that also grants an additional effect upon striking a successful critical hit. In addition to the penalty from the tormenting ability, a tormenting burst weapon inflicts wracking pains that impose a -4 penalty (these penalties do stack) on attack rolls, skill checks, and ability checks to living creatures unless they make successful a Will save (DC 10+½ the wielder’s antipaladin class level + the wielder’s Cha modifier). Antipaladin’s draw power from inflicting this torment upon their foes so if the opponent fails its save the antipaladin gains a circumstance bonus to attack rolls, skill checks, and ability checks equal to this penalty (this bonus does not stack). This effect lasts for 1 hour. A creature that makes its save against this effect is immune to the same tormenting weapon’s effect for 24 hours but not its tormenting burst effect (a new save must be made each time). If the weapon's critical multiplier is ×3, change the penalty to -5, and if the multiplier is ×4, change the circumstance penalty to -6. Even if the tormenting
Conductive: At 8th level, the wielder learns the ritual that awakens this ability this ritual requires consumable components worth 10,000 gp. A conductive weapon is able to channel the energy of a spelllike or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from an anti-paladin’s touch of corruption class feature). When the wielder makes a successful melee attack with this weapon, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. For example, an anti-paladin who strikes a living opponent with her conductive greatsword can expend two uses of her touch of corruption ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of touch of corruption. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee).
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ability is not active, the weapon still inflicts the circumstance penalty on a successful critical hit.
instantaneously, and thus continue to exist even if the curse that created them is removed. Any effect that can remove a bestow curse spell can remove this effect, but it must be cast before the creature rises into unlife.
+3 Curse of Undeath: At 12th level, the wielder learns the ritual that awakens this ability this ritual requires consumable components worth 21,600 gp. Creatures damaged by this weapon must make a successful Will Save (DC 10+½ the wielder’s anti-paladin class level + the wielder’s Cha modifier), or suffer 2 points of Constitution drain each hour and rise again as an undead creature after death. Should the subject die while under the effect of this curse, attempts at reviving the creature through spells such as raise dead and resurrection fail (though true resurrection will work). In 1d4 rounds, the creature instead rises as an undead. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature. Created undead are not under the control of the wielder but they will not attack him. Undead created by this spell are created
+5 Damnation’s Reaver: At 15th level, the wielder learns the ritual that awakens this ability this ritual requires consumable components worth 48,000 gp. When wielded by an anti-paladin, this profane weapon provides spell resistance of 12 + the anti-paladin's class level to the wielder and any ally adjacent to him. It also enables the anti-paladin to use greater dispel magic (once per day as a standard action) at the class level of the anti-paladin. Destruction Harnskarr “The Vicious Storm” can be broken, but it cannot be ruined unless a redeemed anti-paladin sunders it with a holy avenger.
Curse of Undeath
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