TEXT: The Pale 
  Adversary
  An Alternate class
  #79
  
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  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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  Player Paraphernalia #75 Orders of Arcane Lore © 2016, The Knotty-Works; Author: John 
  Buckley.
  Player Paraphernalia #78 The Deathly Orders © 2016, The Knotty-Works; Author: John Buckley.
  Player Paraphernalia #79 The Pale Adversary, an Alternate Class © 2016, The Knotty-Works; 
  Author: John Buckley.
  d20pfsrd.com. Copyright 2010, John Reyst.
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  1
  Player Paraphernalia #79
  By The Knotty-Works
  Welcome to issue seventy-nine of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).   Building upon the 
  deathly orders presented last issue, we introduce the 
  Pale Adversary.  This alternate class is built upon the 
  foundation of  the cavalier, but takes a malignant twist 
  to many of  the class features.
  The Pale Adversary
  Death, it beckons to those that grow tired of 
  the false promises of life.  Warriors who see 
  only the ruination of battle and find faith in 
  that death so many of their companions have 
  succumbed, renounce their own lives to take 
  up the promise of the undead.  The causes 
  of the undead are nearly as plentiful as the 
  living, and those that take the title of pale 
  adversary find little hindrance in finding an 
  undead lord to which swear their allegiance.
  The gift of the undead is a powerful lure, 
  including the ability to cause grievous wounds 
  to one’s enemies, inspire fear in all who see 
  you rise in battle, and the ability to summon 
  undead allies when needed.  Over time, 
  the pale adversary’s regard for the living 
  becomes as cold as his own heart, and only 
  the desire to build an empire of undead fills its 
  place.
  Role: Drawn from those that have faced 
  death on the battlefield, the pale adversary 
  excels in the martial art of combat, especially 
  when seated upon his fear inspired mount.  
  However, the undead liege understands and 
  knows how to use the pale adversary as a 
  pawn of diplomacy and subterfuge when 
  dealing with the living.
  Alignment:  Any non-good
  Hit Dice:  d10
  Starting Wealth:  5d6 X 10 gp (average 175 
  gp) and an outfit worth 10 gp or less.
  Class Skills
  The pale adversary’s class skills are Bluff (Cha), 
  Climb (Str), Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Intimidate (Cha), 
  Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), and Swim (Str).
  Skill Ranks per Level:  4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency
  The pale adversary is proficient with all simple 
  and martial weapon and all types of armor 
  (light, medium, and heavy) and shields 
  (except tower shields).
  Mount (Ex)
  The pale adversary is known for the type of 
  steed.  At 1st level, the pale adversary may 
  choose an appropriate animal based on the 
  environment to serve as his mount (typically a 
  horse or camel for a medium sized character 
  or a pony or wolf for a small character) that 
  functions as the druid’s animal companion.  
  The pale adversary treats his class level as the 
  effective druid level.
  What sets the pale adversary’s mount apart 
  from other knightly riders is that it gains the 
  Skeleton template.  Unlike normal skeletons, 
  the pale adversary’s mount retains its 
  Intelligence for purposes of the number of 
  tricks the mounts begins, and it is treated 
  combat trained and possesses the Light 
  Armor Proficiency feat as a bonus feat.  The 
  pale adversary’s mount does not gain the 
  share spells special ability.
  
  2
  The pale adversary does not take any 
  penalties to his ride skill from the armor check 
  penalty while riding his mount.
  If the mount is destroyed, the pale adversary 
  may replace it with another skeletal mount 
  through a special ceremony that takes 24 
  hours and an appropriate dead animal to 
  become the new mount.  The new mount 
  does not gain any of the animal companion’s 
  special abilities until the pale adversary gains 
  a new level.
  At 3rd level, the pale adversary may replace 
  his skeletal mount with a mount with a Zombie 
  template.  The new mount gains all of the 
  abilities of the previous mount and the bonus 
  hit dice based on its size.
  Nightmare:  At 9th level, the pale adversary 
  may replace his mount with a Nightmare.  
  The Nightmare begins with its normal statistics 
  except for the ability to Plane Shift 1/day.  It 
  also gains some of the special abilities of the 
  animal companion including Link, Evasion, 
  and Devotion, additional special abilities 
  are granted as listed on the Nightmare 
  Progression Table.  The Nightmare’s hit die, 
  skills, feats, natural armor bonus, Strength/
  Dexterity bonus does not follow the standard 
  animal base statistics and it does not gain any 
  animal tricks as it has  a high intelligence.  
  The Nightmare uses the hit die, skills, feats, 
  natural armor bonus, and Strength/Dexterity 
  bonus listed on the Nightmare Progression 
  Table.  In effect, it becomes a bonded cohort 
  for the pale adversary.  The Nightmare treats 
  the following skills as class skills: Acrobatics, 
  Bluff, Craft, Fly, Intimidate, Knowledge 
  (planes), Perception, Sense Motive, Stealth, 
  and Survival.  In addition, the Nightmare 
  gains a net +2 bonus to its Fly skill for its good 
  maneuverability and size.  The Nightmare’s 
  also suffers a -4 penalty due to its size.
  The Nightmare does regain the Plane Shift 
  spell-like ability at 18th level, as a 6th level 
  caster.
  Order
  At 1st level, the pale adversary pledges himself 
  to an order that most closely matches his own 
  temperament and world outlook.  Unlike 
  Pale Adversary Progression Table
  Level
  Base Attack
  Fort
  Ref
  Will
  Special
  1
  +1
  +2
  +0
  +0
  Mount, order, sinister summoning, wounding (1/day)
  2
  +2
  +3
  +0
  +0
  Order ability
  3
  +3
  +3
  +1
  +1
  Adversary’s charge
  4
  +4
  +4
  +1
  +1
  Life from unlife, wounding (2/day)
  5
  +5
  +4
  +1
  +1
  Banner
  6
  +6/+1
  +5
  +2
  +2
  Bonus feat
  7
  +7/+2
  +5
  +2
  +2
  Wounding (3/day)
  8
  +8/+3
  +6
  +2
  +2
  Order ability
  9
  +9/+4
  +6
  +3
  +3
  Greater sinister summoning
  10
  +10/+5
  +7
  +3
  +3
  Wounding (4/day)
  11
  +11/+6/+1
  +7
  +3
  +3
  Fearful charge
  12
  +12/+7/+2
  +8
  +4
  +4
  Bonus feat, dreadful wounding
  13
  +13/+8/+3
  +8
  +4
  +4
  Wounding (5/day)
  14
  +14/+9/+4
  +9
  +4
  +4
  Greater banner
  15
  +15/+10/+5
  +9
  +5
  +5
  Order ability
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Wounding (6/day)
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Terrifying summoning
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  Bonus feat
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  Wounding (7/day)
  20
  +20/+15/+10/+5
  +12
  +6
  +6
  Death’s door
  
  3
  other classes that also pledge themselves 
  to an order, the pale adversary is very 
  limited on the order he may choose.  He 
  must choose from one of the deathly orders 
  presented in Player Paraphernalia #78, 
  Order of Necromancy as presented in Player 
  Paraphernalia #75, or from the Order of 
  Thanatos presented in this supplement.
  Once he chooses an order, the pale 
  adversary cannot change it without facing 
  a trial of combat to leave the existing order 
  by another order member and a ceremony 
  or dedication from the new order.  The new 
  order may also place quests before the pale 
  adversary before they will accept him in their 
  ranks.  Once he renounces his previous order, 
  he loses all benefits of that order including 
  the benefits of the challenge and any order 
  abilities he acquired.  The pale adversary 
  does not gain any benefits of the new order 
  until he has completed any quests and rites of 
  initiation and attained a new level.
  The pale adversary must follow the edicts of 
  his chosen order and if he fails to do so, he 
  loses the benefits from his order’s challenge 
  ability for 24 hours.  Violations are subject to 
  GM interpretation.
  Sinister Summoning (Sp)
  The pale adversary gains the unique ability 
  to call forth the undead to aid in his cause 
  beginning at 1st level.  As a spell-like ability, 
  the pale adversary may spend a standard 
  action to cause one humanoid Skeleton or 
  Zombie to appear within 30 feet of him, similar 
  in effect to the Summon Monster I spell.  The 
  summoned undead does not come with 
  any manufactured weapon or armor, but 
  it does blindly follows the directions of the 
  pale adversary.  The summoned undead 
  cannot have more hit dice than ½  the 
  pale adversary’s class level (minimum of 1).  
  Directing the summoned creature to attack a 
  specific creature is a move action on the pale 
  adversary’s part.
  The summoned undead remains for a number 
  of rounds equal to the pale adversary’s class 
  level, though he can dismiss the creature as 
  a move action.  The pale adversary treats 
  his class level as the effective caster level in 
  regards to any attempts to dispel the undead 
  creature.
  The pale adversary may summon his undead 
  ally once per day plus his Charisma modifier 
  (minimum of 0).  He may only summon one 
  undead creature at a time.  If he summons 
  another undead ally while a previous 
  summoned undead is still on the field, the first 
  one dissipates immediately.
  Wounding (Ex)
  Beginning at 1st level, the pale adversary 
  may choose one victim that he may cause 
  grievous wounds with his melee attack that 
  is within his light of sight as a swift action.  He 
  may only do this once per day at 1st level, 
  Nightmare Progression Table
  Level
  HD
  Skills
  Feats
  Natural Armor 
  Bonus
  Str/Dex 
  Bonus
  Special
  9
  6d10
  32
  3
  +0
  +0
  —
  10
  7d10
  32
  3
  +0
  +0
  —
  11
  7d10
  36
  4
  +0
  +0
  Ability score increase
  12
  8d10
  36
  4
  +2
  +1
  Multiattack
  13
  8d10
  36
  5
  +2
  +1
  —
  14
  9d10
  40
  5
  +2
  +1
  —
  15
  9d10
  40
  5
  +4
  +2
  —
  16
  10d10
  40
  6
  +4
  +2
  Ability score increase
  17
  11d10
  44
  6
  +4
  +2
  Improved evasion
  18
  12d10
  44
  7
  +6
  +3
  Plane Shift 1/day
  19
  12d10
  44
  7
  +6
  +3
  —
  20
  12d10
  48
  7
  +6
  +3
  —
  
  4
  gaining an additional use at 4th level and 
  every three levels thereafter (maximum of 
  seven times at 19th level).
  The victim of the wounding suffers 1 point of 
  bleed damage from each successful melee 
  attack.  This damage increases by 1 point 
  at 3rd level and every three levels thereafter.  
  The type of damage does not matter, thus 
  even bludgeoning damage may cause 
  bleed damage as the wounds my manifest 
  internally as well as externally.  If the victim is 
  normally immune to bleed damage, the pale 
  adversary’s wounding attack may still impact 
  it, but the creature is allowed a Fortitude 
  saving throw with a DC equal to 10 + ½ the 
  pale adversary’s class level + his Charisma 
  modifier) to ignore its effect.
  This effect does not stack with other abilities 
  or magical effects that grant bleed damage, 
  bleed damage caused is based on the 
  effect that grants the greatest amount of 
  bleed damage.  The only exception to this 
  is a Challenge bonus granted by the pale 
  adversary’s order (such as the Order of the 
  Vampire).
  Once the pale adversary has chosen a 
  victim for wounding, the effect remains until 
  the target is dead or unconscious, the pale 
  adversary is dead or unconscious, or the 
  combat ends.  
  While targeting a victim for wounding, the 
  pale adversary is distracted to the point 
  that he suffers a -2 penalty to his Armor Class 
  except for attacks made by his chosen victim.
  This effect is treated as the cavalier’s 
  challenge in regards to the pale adversary’s 
  ability to choose feats and any benefits 
  regarding the challenge from the chosen 
  order.
  Adversary’s Charge (Ex)
  At 3rd level, the pale adversary’s charge 
  becomes more accurate, granting him a +4 
  bonus on melee attack rolls while charging 
  on his mount.  He also does not suffer the -2 
  penalty to AC caused by a change if done 
  while mounted.
  Life from Unlife (Su)
  At 4th level, the pale adversary’s fundamental 
  essence changes.  The pale adversary 
  is healed by negative energy while he is 
  harmed by positive energy.  As a result Cure  
  Wounds spells cause him damage and Inflict 
  Wounds spells heal him from damage as well 
  as the effects of the Channel Energy feature 
  of the cleric.  He gains no other benefits from 
  this class feature.
  Banner (Ex)
  At 5th level, the presence of the pale 
  adversary on the battlefield is enough 
  to cause many to run in fear.  Each pale 
  adversary has a unique banner that he may 
  display from his mount or strapped to his back 
  or waived as a weapon.  Enemies within 60 
  feet of the pale adversary suffer a -2 penalty 
  on all fear based saving throws and a -1 
  penalty to attack rolls.  This is a mind-affecting 
  fear based effect.  These penalties increase 
  by 1 every five levels attained by the pale 
  adversary beyond 5th.
  Bonus Feat
  At 6th level and every six levels thereafter, 
  the pale adversary gains a bonus combat 
  feat.  The pale adversary must meet any 
  prerequisites for the feat before he may 
  choose it.
  Greater Sinister Summoning (Sp)
  At 9th level, the pale adversary’s ability to 
  summon undead strengthens.  As a result he 
  
  5
  may summon multiple Skeletons or Zombies 
  whose total hit dice cannot exceed ½ his 
  class level, nor can he summon a number of 
  undead greater than ½ his class level.
  Or the pale adversary may summon up to two 
  Ghouls, or a single Shadow or a single Wight 
  in place of Skeletons or Zombies.
  Fearful Charge (Ex)
  At 11th level, the pale adversary makes a 
  frightening change attack while mounted.  
  The threat range for any weapons wielded 
  as part of the charge are doubled (though 
  it does not stack with any other abilities that 
  increase the threat range of the weapon).  In 
  addition, the victim of the pale adversary’s 
  mounted charge attack must make a Will 
  save (DC 10 + ½ the pale adversary’s class 
  level + his Charisma modifier) or become 
  frightened for 1d4 rounds.  Even if the target 
  successfully makes its saving throw, it is still 
  shaken for 1 round.  Both the frightened and 
  shaken effects are mind-affecting fear based 
  effect.
  Dreadful Wounding (Ex)
  At 12th level, the pale adversary wounding 
  effect becomes much more effective.  Every 
  time the pale adversary successfully causes 
  bleed damage on the target, it suffers a -1 
  penalty to its Fortitude.  The maximum penalty 
  that may be incurred is equal to ½ the pale 
  adversary’s class level.
  Greater Banner (Ex)
  At 14th level, the pale adversary’s banner 
  invokes terror in the staunchest of hearts.  Any 
  enemy within 60 feet of the pale adversary 
  must make a Will save (DC 10 + ½ the 
  pale adversary’s class level + his Charisma 
  modifier) or be shaken while within that area 
  of effect.  The pale adversary may spend a 
  standard action to wave his banner, causing 
  all enemies within the 60 area of effect to 
  make a Will save for become frightened for 
  1d4 rounds.
  This is a mind-affecting fear based effect.  
  Creatures or characters with Hit Dice equal 
  to or greater than the pale adversary’s class 
  level are not affected by either the shaken or 
  frighten effect.
  Terrifying Summoning (Sp)
  At 17th level, the pale adversary’s ability to 
  summon undead allies becomes terrifying.  
  The pale adversary may summon four Ghouls, 
  three Wights, three Shadows, a single Spectre, 
  or a single Wraith.  If summoning Skeletons or 
  Zombies, the pale adversary may summon 
  a total number of hit dice equal to his class 
  level.
  Death’s Door (Su)
  At 20th level, the pale adversary’s type 
  changes to undead.  As a result, he gains 
  Darkvision 60 feet, immune to ability drain, 
  death effects, disease, energy drain, 
  nonlethal damage, poison, and sleep effects.  
  He is still susceptible to stun effects.  Unlike 
  many undead, the pale adversary is still 
  subject to mind-affecting effects except for 
  fear based effects.
  The pale adversary does lose his Constitution 
  score, and recalculates his Fortitude saving 
  throw, hit points, and any abilities that rely on 
  Constitution with his Charisma.  He cannot 
  be healed through normal rest, but negative 
  energy may be used to heal him as well as 
  Inflict Wounds spells.
  The pale adversary cannot be raised or  
  reincarnated, but Resurrection and True 
  Resurrection will restore him into a living 
  creature.  If restored by the Resurrection or 
  True Resurrection spell, he loses all benefits 
  of this class feature and cannot return to 
  undead status as a class ability except 
  through a Wish spell or divine intervention.
  The pale adversary no longer needs to 
  breathe, eat, or sleep though he may do so 
  if he wishes.  If he has any racial hit dice, they 
  are changed to d8s while any class hit dice 
  are left unaltered.
  New Orders
  Order of Thanatos
  The evolution of undeath is sacrosanct and 
  must be nurtured by the faithful.  Members 
  of the Order of Thanatos work to see that 
  undead are given the opportunity to 
  thrive and work towards the eventual and 
  
  6
  unalterable conclusion that all life will be 
  replaced with undeath.  While many see 
  undead as an abomination to life, members 
  see them as the saviors of the future 
  where immortality is not only promised, but 
  achieved.
  To this end, members seek to find those 
  undead worthy of their protection and 
  offer their services.  Only undead with a 
  modicum of intelligence and self awareness 
  are considered worthy of the order’s 
  time and efforts.  While all undead are 
  considered useful, only those that meet 
  those requirements are believed to be seen 
  as a valuable resource to be nurtured and 
  protected.
  Edicts  A member of the Order of Thanatos 
  must find and swear allegiance to an undead 
  creature worthy of the order member’s 
  support.  Once allegiance is sworn, the order 
  member must do his best to protect the 
  undead creature and follow its instructions 
  as long as it doesn’t lead directly to its own 
  demise.
  Challenge  Cavaliers belonging to the order 
  gain a +1 circumstance bonus to hit his target 
  while attacking it with a melee weapon as 
  long as the target is a living creature of at 
  least animal Intelligence.  A living creature 
  is a creature whose type or subtype requires 
  it to breathe and eat to survive.  This bonus 
  increases by +1 for every four levels possessed 
  by the cavalier.
  Skills  The Order of Thanatos member gains 
  Knowledge (religion) and Perception as class 
  skills.  Order members gain a bonus equal to 
  ½ their class level when using Diplomacy to 
  influence the attitude of an undead creature 
  with an Intelligence of 3 or greater.  Members 
  of the Order of Thanatos may always take 
  10 when using Knowledge (religion) to when 
  identifying the powers or vulnerabilities of an 
  undead creature regardless of the situation.
  Order Abilities  A member of the Order of 
  Thanatos gains the following abilities as he 
  progresses in level.
  Blessing of Unlife (Ex):  At 2nd level, the order 
  member gains a number of temporary hit 
  points equal to his class level when he issues 
  a Challenge.  Once the challenge ends, any 
  remaining temporary hit points are lost.
  If the order member does not have the 
  Challenge feature, he may use this ability 
  once per day as a swift action, and the 
  temporary hit points last for a number of 
  rounds equal to his class level.  The order 
  member gains an additional use at 4th level 
  and every four levels thereafter.
  The hit points gained by this ability do not 
  stack with each other or other effects or spells 
  that grant temporary hit points.  If the order 
  member already has temporary hit points, 
  they are lost and replaced with the hit points 
  granted by this ability.
  Blessing of Undeath (Su):  At 8th level, if the 
  order member kills the target of his challenge 
  it is treated as if it was killed by a death 
  attack in regards for returning to life.  Raise 
  Dead or Reincarnate spell will not allow the 
  target to return to life.  Resurrection and True 
  Resurrection function normally.
  If the order member does not have the 
  Challenge ability, he may declare this ability 
  while attacking a target as a free action.  
  If the target is killed, the effect applies in 
  regards to being returned to the living as listed 
  above.  The order member may only use this 
  ability twice per day plus an additional use at 
  12th level and every four levels thereafter.
  Death’s Defender (Ex):  At 15th level, the 
  order member becomes more vigilant when 
  guarding undead.  If the target of the order 
  member’s challenge successfully strikes 
  the order member or an adjacent undead 
  creature under his protection in melee, the 
  attack automatically provokes an attack 
  of opportunity from the order member.  The 
  order member gains a +2 morale bonus when 
  provoked in this fashion.
  If the order member does not have the 
  challenge class feature, he may use this 
  ability as an immediate action if either he 
  or an adjacent undead were struck by an 
  opponent wielding a melee weapon.  The 
  order member may use this ability four times 
  per day, gaining an additional time at 17th 
  and 19th level.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 79 - The Pale Adversary (Alternate Class).pdf