The Unofficial House Rules on Antipaladins

By Scott Vaupel

 

DISCLAIMER: The following information was created by several in an attempt to create a class called the AntiPaladin. This is in no way connected to any other attempts to create this class. The following has been made available from information copyrighted by TSR, Inc., and is to be distributed free of charge. It is PUBLIC DOMAIN. It uses the AD&D Players Handbook, Complete Fighters Handbook, and AD&D Dungeon Master Guide (all of which are copyrighted by TSR, Inc.) as sources for reference by the Dungeon Master and Player Characters, and may contain conventions copyrighted by TSR, Inc. The pronouns "he" and "him" should be replaced with "she" and "her" where applicable. };-)

 

Justification of the AntiPaladin:

Many do not feel the AntiPaladin (AP) is a valid addition to the AD&D gaming system. While there are many reasons to support this feeling, there are some that are not so easy to dismiss. AntiPaladins are very unique in their mindset. They do not fit the fighter class description at all, and certainly are not rangers or paladins. They are very close to an evil cavalier; however, cavaliers cannot be evil. DM's can certainly modify the cavalier kit for the AP, as it is the closest kit to the traditional AP. They deserve their own class, due to the special circumstances that surround them.

The AntiPaladin can exist in almost any campaign world that paladins can exist in. Just as paladins follow good virtues, AP's follow the evil virtues. Why is this idea so hard for some DM's to grasp? With good, there exists evil. With paladins, there exists AntiPaladins. Just as some people strive to bring good to the world, others will try to conquer and destroy. With a game system as complete as the AD&D system, making sure for every action there is an opposite action, with every bonus there's a penalty, many wonder why the AP is so hard to conceive. If good gods can have holy warriors, why can't evil gods? They can as well, and these are the AntiPaladins. This is the justification for AntiPaladins - they are the evil counterparts to paladins.

DM's must be very careful when deciding whether or not to allow an AntiPaladin into his/her campaign. They are certainly a very powerful class, and one which has an incredible potential become a very potent PC. They are the essence of evil, and are certainly not for every campaign.

The DM can convert most of the Paladin information given in the PHB, using his/her best judgment. The following abilities and dissertation may provide some insight.

 

Special Abilities:

Refer the Players Handbook, 2ndEd.

"A Paladin can detect the presence of evil intent."

This holds true for the AntiPaladin as well. However, this only works for the thoughts of ill intent toward the AP. Ex, the AP feels the ill intent of the LN cleric thinking of attacking him...

"A Paladin receives a +2 bonus to all saving throws."

AP's also receive this bonus.

"A paladin is immune to all forms of disease."

This is true for the AP as well.

"A Paladin can heal by laying on hands."

This is true for the AntiPaladin as well, although he gains an additional ability - to cause light wounds in the same manner. When healing, the maximum an AP can heal is 12 points. He can heal a good or neutral creature, but only once per creature. After that, there's a 99% chance it will have no effect. He can not heal neutral characters 85% of the time. DM's should watch for alignment changes should the AP attempt healing anything but evil creatures. Also, the AP gains a poison touch at the 10th level. Anything the AP touches must save vs. poison. At the 15th level, he gains a wilt/rot touch. If a creature's limb is touched, it will begin to rot away. If a plant is touched, it will begin to wilt and die. Note that this is due to the evil essence of the AP. There are other curses gained at different levels, and this is left up to the DM to determine the nature of the curses.

"A paladin can cure diseases..."

This also holds true for the AP, but he can cure only those of evil alignment, and only if they serve the AP's purpose. However, if the creature serves a deity which revels in pain and suffering, this will have no effect.

"A paladin is surrounded by an aura of protection..."

This is true for the AP, although it is only applicable to creatures of good alignment, and only those who mean to harm him.

"A paladin using a holy sword projects a circle of power..."

This is the same for the AntiPaladin, although the sword is actually unholy to have this effect. Refer to the DMG on the Unholy Avenger and reverse most of it's powers.

"A paladin gains the power to turn undead and fiends..."

Treat this as per the rules for the evil clerics. He can summon and command undead as an evil cleric. These spells he can learn as a cleric -3 levels experience. DM's should note whether or not the deity has the power over undead, as this power is deity - specific.

"A paladin may call for his war horse..."

Same thing; however, the AP must wait until the 10th level before the "calling." The "calling" is more of a "drawing" in the idea that the AP feels "drawn" towards his mount. He has no idea what this mount is, and the AP must battle the beast to obtain it. While any evil (preferably chaotic) mount can be used, the nightmare is the most common. The mount will use all attacks it has to resist the AP, but will serve if subdued. An unholy quest is usually the way that the AP obtains his mount.

"A paladin can cast priest spells..."

Same thing, except an AP tends to use the spheres of combat, healing, divination, and necromantic spheres. Combat and necromantic spells tend to be the favorites.

"A paladin may not possess more than 10 magical items."

AntiPaladins can have an undefined amount of magical items, but each must be serve a different purpose. The effects of the items cannot be cumulative. See below.

"A paladin never retains wealth."

AP's can retain as much wealth as they can acquire, but usually this is limited to either what he can carry on his person, or in a small keep, until he buys keep or castle.

"A paladin must tithe_"

The AP tithes as well. See below.

"A paladin does not attract a body of followers_"

This is true for the AP as well, but my take on a single follower; sort of an apprentice in evil.

"A paladin may employ only lawful good henchmen_"

The AP will not actively seek out evil henchmen to do their bidding. However, should he need to, he will hire evil henchmen and will tolerate any neutral character, unless there are obvious good tendencies. Paladins and rangers are never taken. The AntiPaladin will attempt to destroy a paladin on sight.

 

In addition to those powers given in the PHB, an AntiPaladin also gains these:

The AP can commune the god he levitates towards. This can be done once per week, and is usually used to gain knowledge, such as where the priest of a lawful good deity resides. This communication is on a one - on - one basis, and is usually telepathic.

The AP can have revelations. He cannot control this power; he can have a revelation at the campfire, walking down the street, or in the heat of an intense battle. The revelation usually provides the AntiPaladin with pertinent information, or whatever the DM desires.

At the 7th level the AP attracts an imp. The imp is not really a follower; it is a sort of "watchman" for the god the AP levitates towards. It is a way for the god to keep an eye on the AP.

 

Some typical Unholy Avengers:

Unholy Avenger +5, +10 damage, 50% magic resist, powers as per the DMG on the Holy Avenger, reversed for the Unholy version

Unholy Avenger +5,+6 vs. good, vorpal, save vs. death or die, +15 damage, 99% resist to magic, purple glow, always 2handed sword.

 

 

Role-playing the AntiPaladin:

The AntiPaladin is a difficult character to play. Beginning players and DM's should think twice before undertaking this creature of evil. The AP is always human, has the same requirements for the Paladin, and is always of chaotic evil alignment. They diametrically oppose the lawful good paladins.

AP's will work with good creatures if it helps them meet their own goal. However, he will not help any creature of good alignment in any case, unless it is extremely necessary to do so. Healing a good creature is pretty much out of the question. The AP will usually use the evil versions of the priest spells they have access to, such as 'curse' instead of 'bless', and 'cause wounds' instead of 'cure wounds.' He can also heal or hurt with his special ability of "laying hands," although the maximum healing is 12 points.

The AP is always thinking first and foremost about serving the gods of evil. He needs not necessarily "choose" one god to follow, but should have one he draws towards. The whole idea of the AP is to counteract the forces of good, and the AP will follow the urgings of any evil god to accomplish this. However, the AP will usually have a particular god he levitates towards. This god will usually be the dirtiest/most disruptive god. For this reason, the AP will not bath or clean himself at all. This is because he revels in the blood and destruction he has caused. Also, many AP¬s have cannibalistic tendencies, although this is not required. Usually this is shown by the AntiPaladin eating the heart of his latest kill. The AP does tithe, and can have excess monies in his possession as well, although this can be limited to what he can carry on his person, or keep in a small room, chest, castle, or anything else the DM decides. He can have an undefined amount of magical items, but each MUST serve a different purpose. He will not have two identical long swords +2, or two horns of blasting, etc. in his possession, unless he knows he has a specific use for each. He cannot have items that he same effect, such as a plate mail +2 and a ring of protection +3. He must choose one or the other. The preferred weapons of the AP are long swords, 2 handed swords, scimitars, bastard swords, clamores, lances, and broad swords (and any other the DM desires to fit the campaign) and will usually not rely on missile combat. The Unholy Avenger is always his primary weapon. The AP can choose to specialize in one weapon only, and will usually wait until he gets his Unholy Avenger until doing so, as it will usually be his weapon of choice. It is highly unlikely the AP will use a "happy looking" sword if a similar "evil looking" sword is as accessible. The AP is an intimidator of evil, and he wants all who encounter him to know it. For this reason also, the AP will rarely ride a horse that is not red, grey, or black. Usually the AP desires a fantastic mount. Low level AP's may want a "ring of Phantom Steed" or similar item and this is fine - it is not a powerful item. Later on, evil dragons may become an asset. As long as the PC grasps the persona of the AP, the DM should use things that appear very evil and sinister, especially if they are not powerful, such as the Phantom Steed as a mount. No need for 5th level AP's running around with a vorpal Unholy Avenger shooting 20d6 black fireballs from his red dragon, etc., unless he is in a very high magic campaign. The DM will need to modify many items to help the PC as equally as the other PC's.

In combat, the AP fights for the express purpose of defeating his enemy as quickly and as brutally as possible. He will use any means necessary, and will take "cheap" shots or "fight dirty" to get the job done. If possible, he will torture the good creatures as much as possible. He prefers sword or lance combat to any other, and will never turn down a fight.

When the AP reaches the upper levels (+18), he will begin to turn away from his god and begin to attempt to obtain demigod status. The gods will generally not approve of this, and the AP may enter one or perhaps several battles to achieve a demigod status. If defeated, the AntiPaladin is stripped of all his powers, and may become a demon or whatever the DM decides. The DM will determine what needs to happen.

In conclusion, the AP is a very powerful class, but one which is very difficult to role-play correctly. There is a world of difference between him and the run-of-the-mill evil fighter. Played correctly, he is an invaluable addition to almost any campaign, and one which adds some depth and intrigue to adventures.

 

FOR DM's ONLY:

The addition of the AntiPaladin is yours alone to make. Feel free to modify any or all of this information as needed to keep the game balanced. The AntiPaladins are stronger than the fighters, and of at least equal power to paladins. For this reason, here are some ways to limit the power of the AP:

1) limit the AntiPaladin as to how much cash he can carry on his person.

2) make cash difficult to acquire, carry and keep

2) give him a revelation in the heat of battle.

3) watch for alignment changes on healing, bathing, or any other such acts.

4) make the battle for his mount as difficult as possible. It is a very valuable creature.

5) make life as difficult as possible in the early levels - advance to the upper levels only if he's earned it.

If you need to remove an AntiPaladin from a campaign:

1) give him a powerful mount to fight for, like an old red dragon or a tarrasque, and pray he doesn't win.

2) have a good deity battle the AP, either directly or with a bunch of priests and demigods.

3) remember paladins, clerics, and druids (if the AP has wilting touch) will attack an AP on sight.

4) remember that at upper levels the AP will begin to withdraw from his god and attempt a demigod status. Let the AP battle his god or have him turned into a demon, death knight, etc.

5) if the AntiPaladin sways the smallest bit in alignment, his deity will strike him down.

 

Thanks to all contributors, you know who you are!

Comments, suggestions, contributions, etc. are welcome!

[email protected] or

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Scott Vaupel, Unofficial keeper of the " Unofficial House Rules on AntiPaladins"

"I've never met a kender I couldn't kill."

 

Thank you for reading my Idea. Please Email me with your oppinions (good or bad) and/or suggestions. My online name is STOLIDCAOS. Thanks to the people from whom I have put the Antipaladin and Assassin classes in. I in NO way ment to infringe on thier rights I simply put these in in order to simplify the file and make sure it cAme ready to play. This is my first upload so please forgive me for any errors.  

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