Infamous Class: Anti-Paladin

 The Anti-Paladin

As the name would suggest, the Anti-Paladin is the evil opposite of the lawfully good Paladin class found in the Player's Handbook. The Anti-Paladins are an elite class of unholy knights, who strive for all that is evil and wicked. One of these such knights is created when a character seeks out some dark, foul magic or god to obtain powers that make him or her stronger and more powerful. Anti-Paladins are a very self-obsessed class of warrior, and they always function around a megalomania complex which pushes them forward. Anti-Paladins will work towards the assembly of power, striving to become more and more powerful with each passing day. Their greed and malice drive them to the brinks of humanity, pushing them well past the boundaries of moral obligation and sanity.

As a result, Anti-Paladins often have a compulsive nature which forces them to act in certain ways. Their dark oath forces them into certain tendencies, and will often be the source of the adventures for an Anti-Paladin character. Anti-Paladins are by their very nature chaotic evil, functioning within society, and attempting to undermine the forces of good as a whole. An Anti-Paladin may have lawful or neutral tendencies if the character so wishes, though most commonly Anti-Paladins are simply chaotic evil. Anti-Paladins despise good, and are supremely self-serving. They will never work with any good character unless it is to ultimately bring about the demise of these characters. Similarly to Paladins, an Anti-Paladin may never under any circumstances knowingly perform a good act or else he or she must seek penance from a high level evil Cleric (who must be at least 7th level) to perform a ceremony, which will involve usually the sacrifice of a newborn child or virgin girl. The exception to this rule of evil is that performing a good act in order to deceive good characters does not qualify as an act of good, unless the Anti-Paladin fails to make use of it for his direct advantage or to cause harm to the side of good.

Even many evil characters will refuse to work with an Anti-Paladin if he is discovered to be one, thus it is often better for them to keep their true identities hidden.

Anti-Paladins function almost identically to Paladins, and thus can fight and take proficiencies as Fighters would. Also like Paladins, Anti-Paladins have challenging stat requirements. The character must have at least 12 strength, and no less than 9 is permitted in intelligence and constitution. The character must also have a wisdom of 13, and must have achieved 17 or greater charisma. 

Class Level Limitations

Class Requirements



Human: U

Strength: 12


Intelligence: 9


Wisdom: 13


Constitution: 9


Charisma: 17


Chaotic Evil alignment


If the character achieves a strength and wisdom of 15 or greater, a bonus of +10% experience is awarded.

Anti-Paladins will always hoard as much wealth as possible in hopes of constructing and maintaining a fortress of some form, as well as a personal army. They also must always seek eventual (yet rapid) control of any group or organization of which he or she has become a part of due to the natural megalomania of the character. Anti-Paladins will always fervently seek to have at least 1 suit of magical armor, 4 magical weapons, a magic shield, and 1 other miscellaneous magical item. They must make a wisdom roll every 6 months, or go insane for 1-4 days at the start of each such period if they do not have all of these. The character's wisdom is modified by +1 for this roll for each magic item possessed.

All Anti-Paladins are capable of using a Detect Good  in similarity to a Paladin. This ability must be concentrated on and involves an obvious hand-motion which is easily recognizable as detection magic. This may be done at up to a 60 foot range, and may be used at the character's discretion.

Anti-Paladins know a special language (Called the abyssal tongue) which Anti-Paladins use to communicate with all forms of intelligent undead and most of demon and devilkind. They will never share this language or any knowledge pertaining to it with any other, save an Anti-Paladin.

Anti-Paladins are immune to all effects of poison.

Anti-Paladins love betrayal and foul play, and are skilled in the art of backstabbing. When attacking an unaware target from behind with any weapon, the damage dealt by the Anti-Paladin is doubled. They are also highly capable in the use of all poisons, as an Assassin is. Due to the Anti-Paladin's love of backstabbing and poisoning, if an opponent is known in advance the Anti-Paladin must seek to 

somehow employ one or both of these methods of attack before confrontation.

Anti-Paladins who possess an unholy weapon gains a magic resistance of 50% while the weapon is unsheathed and held.

Experience Points

Experience Level

D10 Hit Dice

Level Title





0-2,750

1

1

False Knight

2,751-5,500

2

2

Dissenter

5,501-12,000

3

3

Heretic

12,001-24,000

4

4

False Hero

24,001-45,000

5

5

Infidel

45,001-95,000

6

6

False Saint

95,001-175,000

7

7

Villain

175,001-350,000

8

8

Demonkin

350,001-700,000

9

9

Lord of Death

700,001-1,050,000

10

9+3*

Lord of Death

1,050,001-1,400,000**

11

9+6

Lord of Death

* - Anti-Paladins gain +3 hit points per level after the 9th.
** - Anti-Paladins require +350,000 additional experience each level after 11th.

In addition to the many abilities granted by the Anti-Paladin's oath, there are several more dark secrets which are unlocked as the Anti-Paladin becomes more accustomed to his powers. Beginning at 3rd level, Anti-Paladins are capable of controlling undead as a Cleric 2 levels lower. Every level, the character's ability to control undead increases as a Cleric's would. Anti-Paladins are drawn to power, and will usually seek to control undead in any encounter that involves them.

Starting at 4th level, the Anti-Paladin may choose to seek out the other evil alignment tongues. If they find an Assassin of 9th level or greater willing and capable of teaching them, they may learn these tongues in a span of only a week.

When an Anti-Paladin reaches 9th level, he or she studies the Illusionist tongue also, and may keep a spellbook of Illusionist spells. The Anti-Paladin will continue to study and learn Illusionist spells as he gains experience, though he may never learn the Write Illusionary Magic spell.

Anti-Paladin Level

Illusionist Spell Level


1

2

3

4

9

1

0

0

0

10

2

0

0

0

11

2

1

0

0

12

2

2

0

0

13

2

2

1

0

14

3

2

1

0

15

3

2

1

1

16

3

3

1

1

17

3

3

2

1

18

3

3

3

1

19

3

3

3

2

20

3

3

3

3


Anti-Paladins never gain new spells, nor do they improve the spells they already possess after 20th level. This is the maximum spell ability for an Anti-Paladin.

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