The Dark Paladin

Anti-Paladins The evil counterparts, and sworn enemies of the paladins. These children of the darkness grow weaker as they veer from the path of the service of evil. They are decent fighters. They also get a mixture of useful skills and spells. With the ability to raise the dead. They reek havok in the streets of the realm.

Ability Requirements:
Strength 13
Constitution 11
Wisdom 13

Prime Requisites: Strength

Races Allowed: Human

The 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.

Thoughtless cruelty, sheer depravity and senseless bloodshed are his hallmarks: Chaotic and

Evil deeds are, in fact, his very lifeblood.

Only a human may become an anti-paladin. He must have minimum ability scores of

Strength 13, Constitution 11, and Wisdom 13. Strength is the prime requisite

of the anti- paladin. An Anti-paladin must be Lawful Evil in alignment

and must always remain Lawful Evil. An anti paladin who changes his alignment deliberately

loses all of his powers and, unless the situation is extreme, is instantaneously slain by his

patron deity. He can use any weapon and wear any type of armor.

An anti-paladin who has a Strength score of 16 or more gains a 10 percent bonus

to the experience points he earns. An anti-paladin with a Charisma of 3 or 18 has a 25% chance

of exceptional Charisma. If his Charisma is exceptionally low, he can cause fear once per day.

If his Charisma is exceptionally high, he can charm monster once per day. The anti paladin finds solace in upsetting the acts of goodness or kindness around him.

If he ever knowingly and sincerely performs repeated acts that aid the forces of law and good,

he is immediately stripped of all power 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 afflictions-lycanthropy and mummy rot-are curses and not diseases.)

An anti-paladin can harm by laying on hands. The Anti-paladin removes 2 hit points per level

from someone else, or one point of damage per level if the victim makes a saving throw versus

death. He can do this once per day.

An anti paladin can cause diseases of all sorts (though not cursed afflictions such as

lycanthropy). The anti-paladin is a "carrier," with the ability to transmit the disease of his

choice to the character of his choice by touch alone, provided the victim fails a saving throw

versus death. This can be done only once per week for each five levels of experience

(once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.)

An anti-paladin is surrounded by an aura of protection with a 10-foot radius. Within this

radius, all summoned and specifically good creatures (ie. Lawful Good creatures) suffer a -1

penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura

can spot its source easily, even if the anti-paladin is disguised.

An anti-paladin can backstab as a thief 4 levels less than their level.

(See table 30, page 40, PHB.)

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

level, the anti-pal rolls 1d4 and adds to it his level to determine which new poison he has

mastered (on the table below). If the anti-paladin already has mastered the poison rolled, he

gains no new poison at that level. If the roll is 18 or higher, the anti-paladin may choose

any poison on the list. One mastered, the anti-paladin can make a single application of the

poison every day, using easily obtainable materials. The methods 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 An alternate table might look like this: Die Roll Class Method Onset Strength 2 O Injected 2-24 min. Paralytic 3 P Injected 1-3 hours Debilitative 4 A Injected 10-30 min. 15/0 5 G Ingested 2-12 hours 20/10 6 K Contact 2-8 min. 5/0 7 B Injected 2-12 min. 20/1-3 8 H Ingested 1-4 hours 20/10 9 L Contact 2-8 min. 10/0 10 C Injected 2-5 min. 25/2-8 11 I Ingested 2-12 min. 30/15 12 M Contact 1-4 min. 20/5 13 D Injected 1-2 min. 30/2-12 14 F Injected Immediate Death/0 15 J Ingested 1-4 min. Death/20 16 E Injected Immediate Death/20 17 N Contact 1 minute Death/25 18+ Player's Choice An anti-paladin using an unholy sword projects a circle of power 30 feet in 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 reaches 5th level.

He affects these monsters the same as he does an evil cleric four levels lower-e.g., at 5th

level he has the controlling power of a 1st-level evil cleric . See the section on priests

for more details on this ability.

An anti-paladin may call for his war-horse upon reaching 7th level, or anytime thereafter. This

"faithful" steed need not be a horse; it may be whatever sort of creature is appropriate to the

character (as decided by the DM. Most often such creatures are nightmares). An anti-paladin's

war horse is a very special animal, bounded by fate to the warrior. The anti-paladin does not

really "call" the animal, nor does the horse instantly appear in front of him. Rather, the

character must find his war-horse in some memorable way, most frequently by a specific quest.

An anti-paladin can cast priest spells once he reaches 9th level. He can cast only spells of the

combat, divination, healing, and protective spheres, usually in their reversed forms.

(Spheres are explained in the priest section of the PHB.) The acquisition and casting of these

spells abide by the rules given for priests.

The spell progression and casting level are listed in table 17a. Unlike a priest, the

anti-paladin does not gain extra spells for a high Wisdom score. The anti-paladin cannot cast

spells from clerical or druidical scrolls nor can he use priest items unless they are allowed

to the warrior group. Table 17a: ANTI-PALADIN SPELL PROGRESSION Paladin |# Spells | Priest Spell Level | | 9 | 1 | 1 10 | 2 | 2 11 | 3 | 2 12 | 4 | 2 13 | 5 | 2 14 | 6 | 3 15 | 7 | 3 16 | 8 | 3 17 | 9* | 3 18 | 9* | 3 19 | 9* | 3 20* | 9* | 3 * Maximum spell ability An anti-paladin may not own more than 10 magical items. Furthermore, these may not exceed one

suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other

magical items If this ever does exceed said limits, church h hierarchy will come after him to

"pay up".

An anti-paladin never retains wealth. He may keep only enough treasure to support himself in a

modest manner, pay his henchmen, men-at-arms, and servitors a "reasonable rate", and to

construct or maintain a small castle or keep (funds can be set aside for this purpose).

All excess must be donated to the church. This money can never be given to another

player character, or to an NPC controlled by a player.

An anti-paladin must tithe to whatever uncharitable religious

institution of Lawful-Evil alignment he serves. A tithe is 10% of the anti-paladin's income

(but may be more), whether coins, jewels, magic items, wages, rewards, or taxes. It must be

paid as soon as possible, but quickly, or else. An anti paladin may only employ

evil henchmen (or those who act in such a manner when alignment is unknown).

Anti-paladins can build castles, forts, or strongholds, but do not gain any

special followers by doing so, until 9th level. At 9th level, an anti-paladin

attracts 1d20 followers. These followers might be normal humans, but they are often

monsters or even undead. Table 19a can be used to determine these, or your DM may assign

specific followers.

Table 19: ANTI-PALADIN'S FOLLOWERS Die Roll Follower 01-05 Fighter (human) 06-07 Fighter (dwarf) 08 Fighter (halfling) 09-10 Fighter (half-orc) 11 Fighter (half-ogre) 12 Fighter (drow)* 13-17 Thief (human) 18 Thief (dwarf) 19 Thief (halfling) 20-23 Thief (half-orc) 24 Thief (drow)* 25-30 Cleric (human)* 31 Cleric (dwarf)* 32 Cleric (halfling)* 33 Cleric (half-orc)* 34 Cleric (half-ogre)* 35-36 Cleric (drow)* 37-45 Wizard (human)* 46-48 Mage (drow)* 49-54 Goblin 55-58 Orc 59-60 Hobgoblin 61-62 Gnoll 63 Ogre 64 Troll 65 Giant* 66-71 Skeleton** 72-77 Zombie** 78-79 Ghoul** 80-81 Shadow** 82 Wight** 83-84 Ghast** 85 Wraith** 86-87 Mummy** 88 Spectre** 89 Ghost** 90 Baatezu*,** 91 Tanar'ri*,** 92 Fighter/thief (half-orc) 93 Fighter/thief (dwarf) 94 Fighter/thief (halfling) 95 Fighter/thief (drow)* 96 Fighter/mage (drow)* 97 Fighter/mage/thief(drow)* 98 Mage/thief (drow)* 99 Cleric/thief (half-orc)* 00 Other monster (chosen by the DM) * If the anti-paladin already has a follower of this type, ignore this result and roll again. ** 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 from the list above or from

any other source. He can also rule that certain creatures are not found in the 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, their future behavior

depends upon the anti-paladin's treatment of them (normally harsh treatment). In all cases,

the anti-paladin does not gain any special method of communicating with his followers. He must

either have some way of speaking to them or they simply mutely accompany him on his journeys.

Of course, the anti-paladin is not obligated to take on followers. If he prefers to remain

independent, he can release his followers at any time. They "reluctantly" depart, but stand

ready for the call for aid he might put out at a later time.

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