Aubrey the Black Knight (3.5e NPC)

The following is built with pathfinder rules and classes in mind.

The black knight Aubrey is an imposing knight from the lands of Vrajitor. His loyalty to his brutal empire is matched only by the heartless efficiency he accomplishes his goals.

Combat Tactics
Enter battle with greater magic weapon on falchion, fiendish weapon enhancements of keen and flaming burst falchion, and vestment of the champion on the ring of force shield. These buffs give the following changes:


 * AC 32, touch 10, flat 32.


 * +3 Falchion +22/+17/+12 melee (2d4+12 plus 1d6 fire, 15-20/x2); 1d10 fire on a critical.

If facing a buffed threat, use dispel magic to remove any buffs, darkness as a defense against anyone without darkvision, and summon monster I for flankbuddies if he cannot hit. Invisibility plus disguise self makes for a useful method of escape. For normal fighting, rely on attacking, critting, and heavy use of Cornugon Smash, Shatter Defenses, and Bleeding Critical.

Push comes to shove, he doesn't die easily due to the cursed draugerplate he wears.

Details


 : At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

 : At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.

 : At 11th level, an antipaladin can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the antipaladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures gain no benefit from this ability.

 : The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

 : As the pathfinder cleric, but uses 2 uses of Touch of Corruption. Harms 6d6 in a 30ft radius burst/heals undead. DC 21.

 : At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is 21. He has the following:


 * Fatigued: The target is fatigued.


 * Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.


 * Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.


 * Blinded: The target is blinded for 1 round per level of the antipaladin.

 : 2/day. Chose the fiendish weapon. At 12th level he can get up to +3 worth of bonuses from the following list: (+1) flaming, keen, vicious; (+2) anarchic, flaming burst, unholy, wounding; (+3) speed. It is a standard action, and lasts 1 minute/level.

 : At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

 : 4/day. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.

 : At will- detect good.




 * 1st- bane, disguise self, protection from goodPathfinder, summon monster IPathfinder


 * 2nd- darkness, invisibility, vestment of the championPathfinder


 * 3rd- dispel magicPathfinder, greater magic weapon

 : 11/day. As a touch attack, he can cause 6d6 damage (a standard action). He can use this to heal the undead.

 : At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Additionally as long as the creature is sealed inside the draugrplate it cannot die, if slain the creature will automatically be revived inside the draugrplate as per true resurrection within 24 hours (unless the plate is destroyed or the creature's corpse is removed from it. A draugrplate confer it wearer immunity to any body destroying effect, unless it also destroy the draugrplate (such as a sphere of annihilation).

Gains undead immunities (per pathfinder) including: Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning. Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead do not breathe, eat, or sleep.

Houserules: He gains an extra 1st level feat, 32 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece. +1/+1 bonuses from leveling. The initial +1 enhancement to items can be waived before making it magic.