This was a pathfinder to NWN2 conversion I did a while back but never
 went any further with. It was based on the Antipaladin class:  
http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/paladin.html 
which has these spells 
http://paizo.com/pathfinderRPG/prd/advanced/advancedSpellLists.html
I boiled it down to no spells and far fewer choices (as most of the choices/options suck).
Alignment: Chaotic Evil.
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (except tower shields).
Class
 Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Heal, Hide, 
Intimidate, Lore, Move Silently, Parry, Spellcraft, Taunt, and Tumble
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Smite Good 1/day
Level 2: Dark Blessing, Touch of Corruption
Level 3: Aura of Cowardice, Plague Bringer, Cruelty
Level 4: Smite Good 2/day, Turn Undead
Level 5: Fiendish Boon
Level 6: 
Level 7: Smite Good 3/day
Level 8: Aura of Despair, Unholy Resilience
Level 9: 
Level 10: Smite Good 4/day, Minor Spellcasting 1/day
Level 11: Minor Spellcasting 2/day
Level 12: Invisibility 1/day
Level 13: Smite Good 5/day, Major Spellcasting 1/day
Level 14: Major Spellcasting 2/day
Level 15: Minor Spellcasting 3/day
Level 16: Smite Good 6/day, Invisibility 2/day
Level 17: Aura of Depravity
Level 18: Major Spellcasting 3/day
Level 19: Smite Good 7/day, Minor Spellcasting 4/day
Level 20: Unholy Champion, Invisibility 3/day, Major Spellcasting 4/day
Level 21:
Level 22: Smite Good 8/day
Level 23: Epic Bonus Feat
Level 24:
Level 25: Smite Good 9/day
Level 26: Epic Bonus Feat
Level 27:
Level 28: Smite Good 10/day
Level 29: Epic Bonus Feat
Level 30: 
Touch
 of Corruption: Beginning at 2nd level, a dark champion 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 his
 dark champion level. As a touch attack, a dark champion can cause 1d6 
points of damage for every two dark champion levels he possesses. Using 
this ability is a standard action that does not provoke attacks of 
opportunity.
Aura of Cowardice: At 3rd level, a dark 
champion radiates a palpably daunting aura that causes all enemies 
within 10 feet to take a –4 penalty on saving throws against fear 
effects.
Plague Bringer: At 3rd level, the powers of 
darkness make a dark champion a beacon of corruption and disease. A dark
 champion becomes immune to diseases. 
Cruelty:  At 3rd
 level, a dark champion's touch of corruption causes the target to 
suffer from fatigue (-2 Str, -2 Dex). At 9th level the dark champion 
curses his target instead (–4 penalty on attack rolls, saves, and skill 
checks).
Fiendish Boon (Sp): Upon reaching 5th level, a dark champion receives a boon from his dark patrons. 
The
 bond allows the dark champion to enhance his weapon as a standard 
action by calling upon the aid of a fiendish spirit 24 hours. 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. 
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: anarchic, flaming, flaming burst, keen, speed, unholy, 
vicious, vorpal, and wounding. Adding these properties consumes an 
amount of bonus equal to the property's cost (see Table 15–9 in the Core
 Rulebook). 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. 
Unholy Resilience: At 8th level, a dark champion gains a +4 enhance bonus to Strength and Charisma.
Minor
 Spellcasting: At 10th level, the dark champion may use the greater 
magic weapon spell or the vampiric touch spell once per day. He gains an
 additional use at 11th, 15th, and 19th.
Invisibility: At 12th level, the dark champion may become invisible once per day. He gains another use at 16th and 20th.
Major
 Spellcasting: At 13th level, the dark champion may cast resounding blow
 or greater invisibility once per day (resounding blow adds 1d6 points 
of sonic damage to his weapon for 1 round per class level). He gains an 
additional use at 14th, 18th, and 20th.
Aura of 
Depravity: At 17th level, an dark champion gains DR 5/cold iron. Each 
enemy within 10 feet takes a –4 penalty on saving throws against 
compulsion effects.
Unholy Champion (Su): At 20th 
level, an dark champion becomes a conduit for the might of the dark 
powers. His DR increases to 10/cold iron. In addition, whenever he 
channels negative energy or uses touch of corruption to damage a 
creature, he deals the maximum possible amount.
Yes please! :3
ReplyDelete