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Anti-Paladin Class

THIS IS NOT ARTHUR KNIGHT'S ANTI-PALADIN CLASS, IT IS TSRINC, CLASS

1) Minimum requirements- Strength 13 , Constitution 11 , Wisdom 13


2) Prime Requisites- Strength
3) Races Allowed- Human

An anti-paladin represents everything that is mean, low, and despicable in the


world. No act of treachery is too base, no deed of violence too vile for him/her.
Thoughtless cruelty, sheer depravity and senseless bloodshed are his/her hallmarks.
He/She is true to his/her word, and never breaks a promise, but will not do
anything good in life for anyone but himself/herself, unless it will benefit
him/her in some way.

As I said before, only a human can become an anti-paladin, and that is one thing
that is bad about being an anti-paladin, but there are more positives then
negatives, that is why anti-paladin is my favorite character class. He/She must
have a minimum of 13 for strength, and 11 for constitution, and also a minimum of
13 for wisdom. An anti-paladin must have an alignment of LAWFUL evil, and must
remain LAWFUL evil. An anti-paladin who changes his/her alignment deliberately
(such as helps out a wounded lady or a hurt child), loses all his/her powers and,
unless the situation is extreme, is instantaneously slain by his/her patron deity.
A main point about the class of anti-paladin, is that his/she, can use any weapon
and wear any armor. An anti-paladin who has a strength score of 16 or more, gains a
10% bonus to the experience points he/she earns. An anti-paladin with the charisma
of 3 or 18 has a 25% chance of exceptional charisma. If his/her charisma is
exceptionally low, he/she can cause fear once per day. If his/her charisma is
exceptionally hight, he/she can charm a monster once per day. The anti-paladin
solace in chaos and evil. If he/she ever knowingly and sincerely performs acts that
aids the force of law and good, he/she is immediately stripped of all powers and
authority in his church, and then vanishes into nothingness, in a great mote of
shadow and the sound of wailing souls.
An anti-paladin has the following special benefits:
- An anti-paladin receives a +2 bonus to all saving throws.
- An anti-paladin is immune to all forms of disease. (Note that certain magical
affliction-lycanthropy and mummy rot-are cures and not diseases.)
- An anti-paladin can heal or harm by lying hands. The anti-paladin restores 2 hit
points to himself/herself per experience level, or remove 2 hit points per level
from someone else. He/She can do this abilities only once per day, and not both per
day, only one per day.
- An anti-paladin is surrounded by an aura of protection with a 10 foot radius.
Within this radius, all summoned and any neutral or good character or things, have
a -1 penalty to their attack rolls, regardless of whom they attack.
- An anti-paladin using an unholy sword projects a circle of power 30 feet i
diameter, when the sword is unsheathed and held. This power dispels hostile magic
of a level up to the anti-paladin's experience level.( An unholy sword is a very
special weapon; if your anti-paladin acquires one, the DM will explain its other
powers.)
- An anti paladin gains the power to control undead, devils, and demons when he\she
reaches 3rd level. He\She affects these monsters the same as he does an evil cleric
equal to his level. the anti-paladin doesn't gain extra spells for a high Wisdom
score. The anti-paladin cannot cast spells from the clerical or druidical scrolls,
nor can he/she use priest items.

Table 10a: Anti-paladin spell progression


Paladin Casting Priest Spell Level
9 1 1 -
10 2 2 -
11 3 2 1
12 4 2 2
13 5 2 2
14 6 3 2
15 7 3 2
16 8 3 3
17 9* 3 3
18 9* 3 3
19 9* 3 3
20 9* 3 3
* maximum spell ability

- Upon reaching 10th level Anti-Paladin may try to summon a Nightmare (see
Monstrous Manual) at a 50% chance. If failed, he may try every 5 levels. If
nightmare is killed, there is a 0% chance of summoning new one.
- cast priest spells at 9th level from the spheres of Charm, Combat, Necromancy,
and Divination.
- Must possess more than 5 magical items by 5th level (Arrows and bolts excluded).
- Must retain wealth and always carry at least 1000gp on him by 3rd level.

Table 19a: Anti-paladin's followers

Die

Roll Follower 55-58 Orc 95


Fighter/thief (drow)*

01-05 Fighter (human) 59-60 Hobgoblin 96


Fighter/mage (drow)*

06-07 Fighter (dwarf) 61-62 Gnoll 97


Fighter/mage/thief(drow)*

08 Fighter (halfling) 63 Ogre 98


Mage/thief (drow)*

09-10 Fighter (half-orc) 64 Troll 99


Cleric/thief (half-orc)*

11 Fighter (half-ogre) 65 Giant* 00


Other monsters

12 Fighter (drow)* 66-71 Skeleton** (chosen by the


DM)

13-17 Thief (human) 72-77 Zombie**

18 Thief (dwarf) 78-79 Ghoul**

19 Thief (halfling) 80-81 Shadow**

20-23 Thief (half-orc) 82 Wight**

24 Thief (drow)* 83-84 Ghast**

25-30 Cleric (human)* 85 Wraith**


31 Cleric (dwarf)* 86-87 Mummy**

32 Cleric (halfling)* 88 Spectre**

33 Cleric (half-orc)* 89 Ghost**

34 Cleric (half-ogre)* 90 Baatezu*,**

35-36 Cleric (drow)* 91 Tanar'ri*,**

37-45 Wizard (human)* 92 Fighter/thief (half-orc)

46-48 Mage (drow)* 93 Fighter/thief (dwarf)

49-54 Goblin 94 Fighter/thief (halfling)

* If the anti-paladin already has a follower of this type, the ignore the role,
and re-role.
** These creatures are only gained as followers when the anti-paladin has built a
stronghold, which they are confined to thereafter.
Of course, your DM can assign particular creatures, either choosing them from the
list above, or from any other source. He /She can also rule that certain creatures
are not found in that area, or region. These followers arrive over the course of
several months. Often they are encountered during the anti-paladin's adventures
(allowing you and your DM to role-play the initial meeting). While the followers
are automatically "loyal" and "friendly" to the anti-paladin, but not always nice
to other players in the group or clan. It also depends on how the anti-paladin
treats the follower, once after contact with the thing.

- An anti-paladin is a master of poisons, knowledgeable in both their use and


manufacture. Each level, the anti-paladin rolls 1d4 and adds it to his/her/ level
to determine which new poison he/she has mastered (on the table below). If the
anti-paladin already has mastered the poison rolled, he/she gains no new poison at
that level. If the roll is 18 or higher, the ant-paladin may choose any poison from
the list. Once mastered, the anti-paladin can make a single application of each
poison, everyday, using easily obtainable materials. The method of application are
presented in chapter 9: Combat in the dungeon master's guide.
Anti-paladin poison table
Die

Roll Class Method Onset Strength

2 A Injected 10-30 min. 15/0

3 B Injected 2-12 min. 20/1-3

4 C Injected 2-5 min. 25/2-8

5 D Injected 1-2 min. 30/2-12

6 E Injected Immediate Death/20

7 F Injected Immediate Death/0

8 G Ingested 2-12 hours 20/10

9 H Ingested 1-4 hours 20/10

10 I Ingested 2-12 min. 30/15


11 J Ingested 1-4 min. Death/20

12 K Contact 2-8 min. 5/0

13 L Contact 2-8 min. 10/0

14 M Contact 1-4 min. 20/5

15 N Contact 1 minute Death/25

16 O Injected 2-24 min. Paralytic

17 P Injected 1-3 hours


Debilitative

18+ Player's Choice

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