Class Feature Friday: Antipaladin/Iniquity Cause (Pathfinder Second Edition Champion Cause)
(art by DanielClasquin on DeviantArt)
Itās time for our second to last champion cause, and the last one that had a presence pre-remaster.
Originally called Antipaladins given their chaotic evil nature as a direct opposite of paladins, champions of this cause are meant to be everything a paladin is not. In fact this option is worth noting for the fact that is was in part the First Edition alternate class that shared the same name with this option that paved the way for the champion to evolve out of the paladin, creating powerful divinely-empowered knights that were not all good and just.
But with the remaster came the end of alignment, and with it, the baggage of such holy warriors being divided along that strict system of morality. Instead, champions are now divided based on what they value and what they vow to uphold. And in the case of todayās archetype, these warriors values Iniquity.
Champions of Iniquity are selfish, impulsive, indulgent, and independent. They do exactly what they want when they want, answering only to the divine power that gave them this power in the first place. Even without an alignment system, itās clear that these figures are the polar opposite of Justice champions (formerly paladins), since they reject any concept of accountability for their actions.
These unholy warriors are not necessarily insane murder-hobos, but their impulses are their guide. If they ever do anything that helps another it is because it also benefits them in some way, most usually in the form of payment, but any agreement they make only holds as long as these iniquitous champions find the benefits outweighing any inconvenience they experience.
At their best, they are pitiless and cruel mercenaries, at their worst, they are petty tyrants with a cosmic benefactor that will do nothing to reign them in because setting them loose is the entire point.
Indeed, unlike other causes, the powers that grant the path of iniquity do not choose someone for their dedication to the concepts, but because of a lack of discipline. They choose their champions because they know that setting them loose will bring about more violence and iniquity as a consequence of their actions, and if any antipaladin expresses any sort of fervor for the cause, it is because they have the brains at least to see that they are making the world more like what they want to see: might making right, whims being indulged, and power seized by those unfettered by the weakness of mercy or hesitation. If the powers granting this might ever tug on the leash, it is when they have a very specific interest in the situation, and then the champion might find their collar much too tight for their liking.
So letās see what they get!
Like all causes, these champions get a reaction ability, theirs being a punishing aspect of their aura that rewards violence against them with more violence. Foes that strike them within their aura risk their very spirit being shredded by feedback damage. Additionally, the championās own reprisal against the offending party becomes more lethal as well. As they grow in power, the damaging effect lingers on such assailants, and even bystanders are not safe as they also take feedback damage.
There is also a feat specifically for this cause. Vicious Vengeance improves the damage caused by their aura, making them all the deadlier to even stand near.
Meanwhile, other feats fit with the tenets of evil and otherwise are just useful for them, such as Conceited Mindset, Aura of Despair, Cruelty, Corrupted Shield, Expand Aura, Smite, Greater Cruelty, Litany of Self-Interest, Gruesome Strike, Pale Horse, Divine Reflexes, Litany of Depravity, Instrument of Slaughter, Fiendish Form, Swift Retribution, and others that fit your build.
This cause loves getting into the thick of things and butchering foes, not just because itās where a melee class thrives, but also because their reaction makes hitting them back a painful process. With that in mind, this option is begging for a tanky build that can absorb a lot of punishment.
There is no denying that these champions are evil, but with alignments out of the way, replaced by edicts and personal values, it can be less of a headache to justify playing one of these in a non-villain campaign. After all, a champion of iniquity is entirely self-motivated, so being motivated by the prospect of treasure and payment is perfectly viable even if they tend to leave a mess and things worse than they left. It could be the setup for an interesting foil for the rest of the party or a possible redemption arch, especially if the champion doesnāt mind waiting a bit ot achieve their selfish goals on occasion.
Doreji the Blightblooded refuses to hide like the rest of his kin, the vishkanya seeing the tendency of his people to hide their true nature as a weakness and act of supplication. After all, humans cannot punish attackers with the lethal toxicity of their blood. Why should they rule? And who cares if the rest of his kind shun them. Theyāve already proven themselves too weak.
To most, Ulrich the Slayer is as he always has been, a cruel man and leader of an especially savage warband. However, in truth he has been dead for some time, his body being now ridden by a xoarian, also known as a corpse rider or intellect devourer. The creature has evaded detection fairly easily since the host was known for drunken forgetfulness and a complete lack of loyalty anyway. Worse still, the horrible aberration has pleased the dark god Ulrich worshipped, transferring his power to the creature.
The party happens upon a mysterious girl clutching an amulet, who begs them to help her escape. The reason or her distress becomes clear when a figure clad in sinister black armor appears with a coterie of similarly-dressed troops. Though the figure claims something has been stolen from him, itās clear that the amulet is not his to keep and his intentions for the girl are not motivated by justice.






















