After reading through the Antipaladin alternate class, I realised that it was basically the Paladin reversed... which meant that it was pretty damn big on offense and making people suffer horribly. Then I also remembered a bunch of nasty tricks I had for twinking out evil paladin types. So I decided to make a build and await criticism.
The Dark Lord Male CE Magic-Blooded Lesser Aasimar Antipaladin 13 / Hexblade 4 / Blackguard 3(Since the antipaladin is actually an alternate class variant of the paladin, there's precedent here to allow Favored Class: Paladin to count for it)Abilities(assuming 15 point buy)Str: 16 (10p) +6 enhancement
(22)Dex: 7 (-4p) +6 enhancement
(13)Con: 14 (5p) +6 enhancement
(20)Int: 11 (11) +6 enhancement
(17)Wis: 7 +2 racial -2 template (-4p) +6 enhancement
(13)Cha: 15 +2 racial +2 template +5 level (7p) +6 enhancement
(30)(Paladins are an entirely Cha-dependent class now and their plethora of mind-affecting immunities and godlike saves only makes things better.)CombatHD: 20d10+100 (210 hp)
Init: +1 +4 Improved Initiative
(+5)Size: Medium
Spd.: 30ft.
BAB: +20
Fort: +8 Antipaladin +1 Hexblade +3 Blackguard +5 Con mod +10 Unholy Resilience +10 Dark Blessing +10 Arcane Resistance
(+47)Ref: +4 Antipaladin +1 Hexblade +1 Blackguard +1 Dex mod +10 Unholy Resilience +10 Dark Blessing +10 Arcane Resistance
(+37)Will: +8 Antipaladin +4 Hexblade +1 Blackguard +1 Wis mod +10 Unholy Resilience +10 Dark Blessing +10 Arcane Resistance
(+44)SkillsAcrobatics 8 ranks +1 mod (+9)
[(this is for meeting the requirements for Leap Attack. Sort of.)Bluff 1 ranks +10 mod +3 class mod (+14)
Diplomacy 20 ranks +10 Cha mod +3 class mod (+33)
Intimidate 20 ranks +10 Cha mod +3 class mod (+33)
Ride 1 Rank +1 Dex mod +3 class mod (+5)
FeatsLevel 1 - Power Attack
Level 3 - Cleave
Level 5 - Improved Sunder
Level 7 - Mounted Combat
Level 9 - Ride-By Attack
Level 11 - Spirited Charge
Level 13 - Dragon Steed/Cohort or Leadership
Level 15 - Leap Attack
Level 17 - Improved Initiative
Level 19 - Imperious Command
(if permitted)Class FeaturesAura of Evil (level 16 equivalent)
Detect good
Smite good (5/day, gain +10 attack, +13 damage/+26 vs good-aligned targets, effect lasts until victim dies.)
Unholy Resilience (+Cha mod (10) to saves)
Touch of Corruption (14/day deal 6d6+7 damage as a standard action touch attack)
Aura of Cowardice (everyone in 10 feet takes -4 to saves vs fear effects and loses fear immunity)
Plaguebringer (immune to ability penalties and damage from disease, can still spread them)
(lol festering anger)Cruelty (add one of the following effects to a Touch of Corruption if enemy fails a DC 23 Fort save: Fatigued/Exhausted, Cursed, Paralyzed or Stunned)
(not sure which one is better here, stun or paralyze)Channel Negative Energy (as cleric, each use takes up 2 uses of Touch of Corruption)
Spells (antipaladin spells, as level 11 caster)
Fiendish Boon (fiendish weapon option, 3/day, buff your weapon with a free +3 equivalent of bonuses for up to 13 minutes at a time)
Aura of despair (everyone within 10ft. takes -2 penalty to saves, does not stack with aura of cowardice)
Aura of vengeance (expend 2 smite uses to grant all allies in 10ft. the ability to smite good as the antipaladin)
Hexblade's curse (1/day inflict -2 penalty to saves on a victim within 60ft. DC 17 Will save negates)
Arcane resistance (+Cha mod (10) to saves vs spells and SLAs)
Mettle (no effect from Fort/Will Negate effects)
Summon Familiar (Swapped out for Dark Companion option; -2 AC/saves for everyone nearby)
Aura of Evil (level 16 equivalent)
Detect good
Poison use (never risk being poisoned, ever)
Smite good (1/day, gain +10 attack, +3 damage/+6 vs good-aligned targets)
Dark blessing (+Cha mod (10) to saves)
Command undead
(adds to antipaladin level, or new pool?)Aura of despair (everyone within 10ft. takes -2 penalty to saves)
(will this stack with antipaladin's aura of despair?)GearBelt of Magnificence +6
Slippers of Battle Dancing
So yeah, Cha-whoring sumbitch, saves out the ass, nerfs out the ass. Ideally, he walks up to people and gives them -4 to saves against his touch of corruption + paralyze, then CDGs them with a power attacked scythe attack. I was also thinking of ditching the fiendish weapon option after I noticed that the antipaladin's fiendish servant can get him a succubus at level 11+. I mean, the alignments even match, and it's really in theme for an evil overlord. Tp wit:
The second type of bond allows an antipaladin to
gain the service of a fiendish servant. This functions as
summon monster III, except the duration is permanent
and the antipaladin can only gain the service of a single
creature and that creature must either have the chaotic
and evil subtypes or it must be a fiendish animal. Once
selected, the choice is set, but it may be changed whenever
the antipaladin gains a level. Upon reaching 7th level,
and every two levels thereafter, the level of the summon
monster spell increases by one, to a maximum of summon
monster IX at 17th level.
Improvements and comments are welcome.