Anti-Paladin

 

                The Anti-Paladin is a holy warrior or knight that works for the forces of evil. Children that are especially vicious are taken from noble houses at a young age and sent to special schools to train to become Anti-Paladins. Anti-Paladins are a sub-class of the fighter and caviler, they go through most of the training that a good knight would go through as well as religious training. Unlike their good counterparts, they only hold the title of knighthood but seldom do they follow any of the knights code. Anti-Paladins are self-serving and thoroughly evil, they care for nothing but their personal gain and for no one that cannot help them achieve their goals. These aforementioned qualities don’t make them any friends, but an Anti-Paladin is a force to be reckoned with-this alone will gain many allies.

 

Anti-Paladins need the minimum stats to qualify: 13 STR, 11 INT, 14 WIS, 10 DEX, 12, CON. The charisma stat for the Anti-Paladin can be either exceptionally high (17-18) or very low (3-4) Anti-Paladins will roll a d4 for this stat: 1=17, 2=18, 3=3, 4=4 CHR.  

 

Anti-Paladins have the benefit of a knights through training in weapons. The Lance is the Primary weapon of the Anti-Paladin, gaining a +1 to hit with this weapon and a subsequent +1 to hit every three levels (1st,  3rd, 6th, 9th etc.) At 3rd level the Anti-Paladin can choose another melee weapon as a “weapon of choice” and gain a +1 to hit for every three levels starting with the third (3rd, 6th, 9th 12th etc.) At 6th level the Anti-Paladin is able to select their final weapon of choice and gain a +1 to hit at levels 6, 9, 12, 15 etc. IN addition to these bonuses, the Anti-Paladin has attacks per round as a fighter of 5 levels higher with their weapon(s) of choice. Thus a 3rd level Anti-Paladin will have 3/2 with their melee weapon of choice. Anti-Paladins fight on the fighter table, have d10 for hit dice and can have exceptional strength as a fighter.

 

Other abilities:

 

Detect Good at 60’ distance. This can only be done when the Anti-Paladin is concentrating.

 

+2 to all saves and an additional +2 vs. Poisons.

 

The ability to rot flesh. The Anti-paladin must score a successful with their hands to make this power take effect. The Anti-Paladin will deliver 2 hp of damage for each level of experience they possess. If a good aligned creature is attacked, the damage is 3 hp per level of the Anti-Paladin. This my only be attempted once a day.

 

The ability to cause disease. This may be done only one time a week for every 5 levels of experience the Anti-Paladin possesses.

 

Continuing emanation of protection from good in a 1” radius.  

 

The Anti-Paladin is able to effect undead as a cleric of two levels lower. At third level, the Anti-Paladin can effect undead as a first level cleric, for example.

 

At 4th level or higher a Anti-Paladin my call his war-horse. The GM will detail this information if necessary.

 

At 9th level the Anti-Paladin gains spell ability equal to a 1st level Cleric. This ability will increase per level as a cleric; a 9th level anti-paladin will have fist level casting, a 10th  will have 2nd level casting etc.

 

Backstab abilities of a thief 3 levels lower. A 4th level Anti-Paladin will have the backstab bonus of a 1st level thief.

 

In all other respects the Anti-Paladin is identical to the Paladin character class in the players handbook.

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