Corrupted Vanguard - Antipaladin Archetype

by Insidious

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Corrupted Vanguard
FIRST EDITION

Foreword:

The Corrupted Vanguard is an antipaladin archetype, and is the counterpart to Dreamscarred Press's Knight Disciple paladin archetype. This design features new abilities as well as maneuvers from the Path of War supplement.

This archetype should not be considered for newer players or inexperienced GMs that are unfamiliar with the Systems and Use of Path of War. Check with your GM before bringing the Corrupted Vanguard to your table!

This archetype design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition.

Images provided by Pathfinder Wiki and Pinterest. None of the images are mine, but they are otherwise incredible!

Corrupted Vanguards are black-hearted ravagers who look to increase their own power, wealth, or other self-interest by thwarting the righteous for their own agenda. By worshipping dark patrons who would snatch any willing mortal’s soul, a Corrupted Vanguard is bestowed with dark blessings that allow her to oppress the weak and weak-minded for their own gains. Companions are merely pawns ready and waiting to be dispensed in the grand scheme of the Corrupted Vanguard. With this outlook in mind, it is commonplace that Corrupted Vanguard worship or pay tribute to Evil Deities, Archdevils, Daemon Harbingers, Demon Lords, Great Old Ones, Horsemen, Infernal Dukes, Kyton Demagogues, Malebranche, Oni, Qlippoth Lords, Queens of Night, Rakshasa Immortals, or even Sahkil Tormentors. Such patrons are often highly willing to sponsor a Vanguard who shares enemies in common, or who would be sworn to revenge; this is often in exchange for anything ranging from dark rituals that promote and empower the presence of the patron, to the Vanguard’s very soul promising her eternal damnation for what she desires.

Alignment

Any Evil

Code of Conduct

A Corrupted Vanguard must be of any Evil alignment and loses all class features except proficiencies if she willingly and altruistically commits good acts. This does not mean that a Corrupted Vanguard cannot take actions someone else might qualify as good, only that such actions must always be in service of her own dark ends or of her malevolent patron’s.

Class Skills

A Corrupted Vanguard gains 2 additional skill ranks each level, and adds her discipline's associated skills as class skills. (See Maneuvers)

Class Features

The following are class features of the Corrupted Vanguard.

Maneuvers

A Corrupted Vanguard begins her career with knowledge of three martial maneuvers. The disciplines available to her are Black Seraph, Cursed Razor, Eternal Guardian, and Iron Tortoise. Once the Corrupted Vanguard knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by Corrupted Vanguards is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A Corrupted Vanguard’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The Corrupted Vanguard learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through Corrupted Vanguard levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A Corrupted Vanguard must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the Corrupted Vanguard can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the Corrupted Vanguard need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A Corrupted Vanguard’s initiation modifier is Charisma, and each Corrupted Vanguard level is counted as a full initiator level.

Maneuvers Readied

A Corrupted Vanguard can ready all three of her maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A Corrupted Vanguard must always ready her maximum number of maneuvers readied. She readies her maneuvers by performing weapon drills or praying to her deity for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The Corrupted Vanguard does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in prayer and practice, she can change her readied maneuvers.

Archetype Maneuver Progression
Class Level Maximum Maneuver Level Maneuvers Known Maneuvers Readied Stances Known
1st 1 3 3 1
2nd 1 4 3 1
3rd 1 5 3 1
4th 2 6 4 2
5th 2 6 4 2
6th 2 6 4 2
7th 3 7 4 3
8th 3 7 4 3
9th 4 8 4 3
10th 4 8 5 3
11th 5 9 5 4
12th 5 9 5 4
13th 6 10 5 5
14th 6 11 5 5
15th 6 11 6 5
16th 6 12 6 5
17th 6 13 6 5
18th 6 14 6 5
19th 6 14 6 5
20th 6 15 7 5

A Corrupted Vanguard begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

In order for the Corrupted Vanguard to recover maneuvers, she must project her damnable authority, encouraging acts of violence and reckless abandon within her allies as a full-round action (3 acts) When she does so, she recovers a number of expended maneuvers equal to her Corrupted Vanguard initiation modifier (minimum 2). Each ally within 30 feet gains a profane bonus equal to the Corrupted Vanguard’s initiation modifier (minimum 1) to their next attack roll and temporary hit points equal to twice her initiator modifier or twice her initiator level (whichever is higher). These bonuses last until the start of the Vanguard's next turn. This is a language-dependent supernatural ability. Alternately, the Corrupted Vanguard may focus inward and recover a single maneuver as a standard action (2 acts).

Stances

A Corrupted Vanguard begins play with knowledge of one stance from any discipline open to Corrupted Vanguards. At 4th, 7th, 11th, and 13th levels, she can select an additional stance to learn. The maximum level of stances gained through Corrupted Vanguard levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the Corrupted Vanguard does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action (1 act). A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a Corrupted Vanguard cannot learn a new stance at higher levels in place of one she already knows.

This ability replaces Spells.

Mark of Doom (Su)

At 1st level, a Corrupted Vanguard gains the ability to undermine the defenses of Good creatures, allowing herself and her allies to easily quash such opponents. Once per day as a swift action (1 act), the Corrupted Vanguard can apply a Mark of Doom to any Good creature she can see. The mark lasts for 24 hours or until the creature is slain. While the Mark of Doom is in effect, the Corrupted Vanguard can choose to reduce the target’s Damage Reduction, Spell Resistance, or Armor Class by an amount equal to the Corrupted Vanguard’s initiation modifier.

As a swift action (1 act), she can change this penalty to another type while the opponent is within line of sight.

If she targets a creature that is not Good, the Mark of Doom is wasted with no effect.

At 4th level and every three levels thereafter, the Corrupted Vanguard can use this ability an additional time per day.

This ability replaces Smite Good.

Sinister Rebuke (Su)

At 1st level, a Corrupted Vanguard learns to surround her allies with malicious profane forces that lash out at an assailant. Whenever she initiates a Strike, the Corrupted Vanguard can apply a Sinister Rebuke to one ally (including herself) within 30 feet as a free action. This effect lasts for a number of rounds equal to the Corrupted Vanguard’s initiation modifier (minimum 2 rounds), or until the ally is struck by an opponent. An ally can only benefit from one Sinister Rebuke at a time. Applying a new Sinister Rebuke overrides the older one.

When the affected ally is struck by a melee attack, ranged attack, or combat maneuver (including spells that require attack rolls), the Sinister Rebuke is expended and inflicts an amount of profane damage to the opponent equal to twice the Corrupted Vanguard’s initiator level if the opponent is within 60 feet. The Corrupted Vanguard can use her Sinister Rebuke ability a number of times per day equal to 1/2 her class level (minimum 1) + her Corrupted Vanguard initiation modifier.

The recipient of a Sinister Rebuke detects and is treated as Evil for the duration of the effect. The recipient can sense the Evil of the corrupt powers at work, although this has no long-term effect on the recipient’s alignment. An ally can choose to decline to accept a Sinister Rebuke.

This ability replaces Touch of Corruption.

Vanguard's Prerogative

At 1st level, a Corrupted Vanguard’s begins to express her wicked power through her initiating and with effects similar to the spells of other antipaladins. She selects one of the following abilities to learn at 1st level, and gains another ability at 4th level and every three levels thereafter. Unless otherwise noted, a Prerogative can only be selected once.

This ability replaces Fiendish Boon, Aura of Despair, Aura of Sin, and Aura of Depravity.

Angel Slayer (Su): The Corrupted Vanguard can expend one use of her Sinister Rebuke ability as a swift action (1 act) to enchant her weapon with unholy darkness that banishes Good outsiders. The next time the Corrupted Vanguard hits with that weapon, if the target is an outsider with the Good and extraplanar subtypes, that creature must succeed at a Will save (DC 10 + 1/2 the Corrupted Vanguard’s class level + the Corrupted Vanguard’s initiation modifier) or be banished back to its home plane. A Corrupted Vanguard can keep a weapon charged with this ability indefinitely, although she may only have one such weapon charged at any one time.

Chaotic Intentions (Su): The Corrupted Vanguard adds the confused condition to her list of Cruel Intentions, with a duration of 1 round per 2 class levels. The Vanguard must be Chaotic Evil and be 7th-level to select this prerogative.

Detect Opposition (Sp): The Corrupted Vanguard gains the ability to use Detect Chaos, Detect Evil, Detect Law, and Detect Undead as spell-like abilities at-will, with a caster level equal to her class level.

Divine Pursuit (Ex): The Corrupted Vanguard gains the Step Up feat as a bonus feat.

Extra Rebuke (Su): The Corrupted Vanguard can use Sinister Rebuke three additional times per day. A Corrupted Vanguard can select this prerogative more than once.

Heretical Disruption (Ex): The DC to cast Divine spells defensively increases by +4 for all enemies that are within the Corrupted Vanguard’s threatened area. This increase to casting Divine spells defensively only applies if the Corrupted Vanguard is aware of the enemy’s location and is capable of taking an attack of opportunity. If she can only take one attack of opportunity per round and has already used that attack, this increase does not apply.




























Destroy Hope (Ex): The Corrupted Vanguard gains Sunder Blessing as a bonus feat. The Corrupted Vanguard must have the Heretical Disruption prerogative and be 7th level before selecting this prerogative.

Silence the Believer (Sp): The Corrupted Vanguard can crush hope before it ever comes to light. A Corrupted Vanguard with this prerogative is able to attempt to counterspell a Divine spell. The Corrupted Vanguard must be within 60 feet of the opponent. She can expend a readied counter maneuver as an immediate action (reaction), and attempt a Dispel Magic check using her initiator level as her caster level. If she is successful, the Divine spell is countered with no effect, as it is torn to shreds by volatile profane willpower. This ability does not grant knowledge of the spell being cast. The Corrupted Vanguard must have the Destroy Hope prerogative in order to select this ability.

Improved Sinister Rebuke (Sp): When the Corrupted Vanguard bestows a Sinister Rebuke on an ally, the vanguard can also grant the benefits of either a Protection from Good or Infernal Healing spell for the duration of the rebuke. At 5th level, the Corrupted Vanguard can choose to grant Bless (target-only), Compel Hostility, or Darkvision. At 10th level, the Corrupted Vanguard can choose to grant Bull’s Strength or Greater Infernal Healing instead. The Vanguard’s caster level is equal to her class level, and the Saving throw (if any) against this ability is 10 + the level of the spell + the Vanguard’s initiation modifier.

Martial Power (Ex): The Corrupted Vanguard gains Martial Power as a bonus feat.

Mine, All Mine (Su): Nothing is sacred to the Vanguard’s greed and selfishness. Once per encounter when another character she is aware of within 30 feet casts a Divine spell, the Corrupted Vanguard can expend a counter maneuver and attempt an initiator level check as an immediate action (reaction) (DC = 15 + the spell’s level). If she succeeds at the check, she receives the spell’s benefit instead of one of the spell’s intended targets (chosen by her). If she is already a target of the spell, she is affected as though she were targeted by the same spell twice (which may or may not be beneficial; bonuses from the same source do not stack). This ability does not grant knowledge of the spell being cast. The Corrupted Vanguard must be Neutral Evil to select this prerogative.

Path of Damnation (Ex): The Corrupted Vanguard gains a Damnation Feat as a bonus feat. A Corrupted Vanguard can select this prerogative more than once.

Patient Adherence (Ex): The Corrupted Vanguard is aware that long-term plans require a painful amount of tolerance to see to the end. Upon selecting this prerogative, the Corrupted Vanguard uses Wisdom instead of Charisma as her initiation modifier.

Phantom Knight (Su): The Corrupted Vanguard’s weapons and armor gain the effects of the ghost touch special ability in addition to their other properties for as long as she wields or wears them. The Corrupted Vanguard must be at least 4th level before selecting this prerogative.

Profound Allegation (Su): A Corrupted Vanguard with this prerogative is capable of insinuating falsehoods with powerful enough conviction that it bestows a great shadow of doubt within an opponent.. As a move action (1 act), the Corrupted Vanguard selects an opponent within 30 feet that can see and hear her. After making her foul declaration, the target detects and is treated as Good-aligned for an amount of rounds equal to the Corrupted Vanguard’s initiation modifier. The target can sense the shadow of doubt of the corrupt powers at work, though this has no long-term effect on the affected creature’s alignment. The target can resist and dispute this allegation with a Will Save (DC is equal to 10 + 1/2 the Corrupted Vanguard’s level + the vanguard’s initiation modifier), negating the effect. Once a creature has been the target of this prerogative, that creature is immune to this prerogative for 24 hours. This is a language-dependent, mind-affecting ability.

Swift Rebuke (Su): The Corrupted Vanguard may bestow a Sinister Rebuke upon an ally when initiating a Boost maneuver.

Traitor Tactics (Ex): The Corrupted Vanguard gains a bonus Betrayal Feat she qualifies for. The Corrupted Vanguard’s allies are treated as if they possessed the same Betrayal Feats as the Corrupted Vanguard for the purpose of determining whether the Corrupted Vanguard receives a bonus from her Betrayal feats. Allies are considered willing abettors, but do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the Betrayal Feat for the Corrupted Vanguard to receive the listed bonus or effect.

Tyrant’s Slave (Su): The Corrupted Vanguard can attempt to assert dominance over a weak-minded creature by forcing such an opponent to submit to the Vanguard’s demands. The Corrupted Vanguard may expend and forgo a Strike maneuver and make a single melee attack against an opponent as a standard action (2 acts). The opponent takes damage as normal and is mentally shackled through direct oppression, obeying the Vanguard to avoid further punishment. The opponent can resist this effect with a successful Will save (DC = 10 + 1/2 class level + initiation modifier). If the opponent fails the save, it is affected as if by dominate monster for a number of rounds equal to 1/2 her class level. If the opponent is Good-aligned, he or she can choose to resist any order given and instead take 2 points of Constitution damage and become staggered for 1 round. Commands given against the creature’s nature do not grant a new saving throw. This is a language-dependent mind-affecting compulsion effect. The Corrupted Vanguard must be Lawful Evil and be 10th level to select this prerogative.

























Undead Commander (Ex): The Corrupted Vanguard gains Command Undead as a bonus feat. In addition, her Channel Negative Energy ability consumes only one use of Sinister Rebuke. The Corrupted Vanguard must be at least 4th level before selecting this prerogative.

Pale Master (Sp): The Corrupted Vanguard can expend one use of Sinister Rebuke to use command undead or desecrate as a spell-like ability. At 10th level, she can instead use undead anatomy I. At 13th level, she can instead use control undead. The Vanguard’s caster level is equal to her class level. The Corrupted Vanguard must have the Undead Commander and be 7th level before selecting this prerogative.

Undead Overlord (Sp): The Corrupted Vanguard can use animate dead as a spell-like ability once per day, with a caster level equal to her class level. At 10th level, the Corrupted Vanguard can instead use create undead, with a casting time of 1 hour. At 16th level, the Corrupted Vanguard can instead use create greater undead, with a casting time of 1 hour. She does not need to provide additional requirements. The created undead is under direct control of the Corrupted Vanguard. The Corrupted Vanguard may only animate one undead creature at a time with this ability. Using Undead Overlord again destroys the previous creature, if any. The Corrupted Vanguard must be at least 4th level before selecting this prerogative.

We Are Legion (Ex): The Corrupted Vanguard gains a bonus Teamwork Feat that she qualifies for. When the Corrupted Vanguard recovers her maneuvers as a full-round action (3 acts), she can grant any teamwork feat she possesses to all Evil allies (including any non-evil ally that has an active Sinister Rebuke) within 30 feet who can see and hear her. Evil allies retain the use of this bonus feat for 1 round plus 1 round for every 5 class levels. Allies do not need to meet the prerequisites of this teamwork feat.

Cruel Intention (Su)

At 3rd level, a Corrupted Sinister Rebukes becomes potent enough to inflict debilitating effects upon enemies. The Corrupted Vanguard selects one condition from the list below that she meets the prerequisites for. Whenever the Corrupted Vanguard bestows a Sinister Rebuke, she selects one condition to apply to the rebuke. When her Sinister Rebuke damages an opponent, the opponent may succumb to the selected condition. The opponent receives a Fortitude save to avoid this Cruel Intention. If successful, the opponent takes the damage as normal, but is not subject to the effects of the selected condition. The DC of this Fortitude save is equal to 10 + 1/2 the Corrupted Vanguard’s class level + her initiation modifier.

At 3rd level, the Corrupted Vanguard can select from the following conditions:

  • Shaken: The opponent is shaken for 1 round per level of the Corrupted Vanguard
  • Sickened: The opponent is sickened for 1 round per level of the Corrupted Vanguard
  • Deafened: The opponent is deafened for 1 round per level of the Corrupted Vanguard.
  • Fatigued: The opponent is fatigued.

At 6th level, the Corrupted Vanguard adds the following conditions to the list of those that can be selected:

  • Diseased: The opponent contracts a disease, as if the Corrupted Vanguard had cast contagion, using her class level as her caster level.
  • Staggered: The opponent is staggered for 1 round per two levels of the Corrupted Vanguard.
  • Exhausted: The opponent is exhausted. The Corrupted Vanguard must have the Fatigued Cruel Intention before selecting this condition.

At 9th level, the Corrupted Vanguard adds the following conditions to the list of those that can be selected:

  • Cursed: The opponent is cursed, as if the Corrupted Vanguard had cast bestow curse, using her class level level as her caster level.
  • Frightened: The opponent is frightened for 1 round per two levels of the Corrupted Vanguard. The Corrupted Vanguard must have the Shaken Cruel Intention before selecting this condition.
  • Nauseated: The opponent is nauseated for 1 round per three levels of the Corrupted Vanguard. The Corrupted Vanguard must have the Sickened Cruel Intention before selecting this condition.
  • Poisoned: The opponent is poisoned, as if the Corrupted Vanguard had cast poison, using her class level as the caster level.
  • Blinded: The opponent is blinded for 1 round per two levels of the Corrupted Vanguard













At 12th level, the Corrupted Vanguard adds the following conditions to the list of those that can be selected:

  • Dazed: The opponent is dazed for 1 round. The Corrupted Vanguard must have the Staggered Cruel Intention before selecting this condition.
  • Stunned: The opponent is stunned for 1 round per 5 levels of the Corrupted Vanguard.
  • Paralyzed: The opponent is paralyzed for 1 round.

At 6th level and every three levels thereafter, the Corrupted Vanguard selects an additional condition from the above lists. These abilities are not cumulative. For example, a 12th-level Corrupted Vanguard’s Sinister Rebuke deals 24 damage and may inflict one selected condition on a failed saving throw. Once the Corrupted Vanguard selects a condition, that choice cannot be changed.

This ability replaces Cruelty.

Channel Negative Energy (Su)

When a Corrupted Vanguard reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her vanguard’s Sinister Rebuke ability. A Corrupted Vanguard uses her class level as her effective cleric level when channeling negative energy. This is a Charisma-based ability.

This alters Channel Negative Energy.

Aura of Malice (Su)

At 11th level, a Corrupted Vanguard’s malicious nature allows her to use her allies unwittingly for her own gain. When the Corrupted Vanguard’s Sinister Rebuke damages an opponent within 30 feet of her, she gains temporary hit points equal to twice the Corrupted Vanguard’s initiator level. These temporary hit points vanish after 1 minute.

This ability replaces Aura of Vengeance.














Corrupted Champion (Su)

At 20th level, a Corrupted Vanguard becomes a paragon of raw unholy power. She gains damage reduction 10/Good, and may select two Cruel Intention conditions when applying a Sinister Rebuke. The Sinister Rebuke requires only one Fortitude saving throw, but the opponent suffers both selected conditions on a failed save. In addition, while an ally (including herself) is under the effect of the Corrupted Vanguard’s Sinister Rebuke, that ally is immune to any conditions the Rebuke would inflict. This ability also suppresses the selected conditions the ally may be afflicted with for the duration of the Sinister Rebuke.

This replaces Unholy Champion.

Further Considerations

At the GM’s discretion, a character can be allowed to select Extra Cruel Intention as a general feat.

Extra Cruel Intention

Prerequisite(s): Cruel Intention class feature.
Benefit: You gain one additional Cruel Intention condition. You must meet the prerequisites for this Cruel Intention.
Special: You can take this feat multiple times. Each time you do, you gain another Cruel Intention.

About the GM

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Part 2 | Your Introduction