Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Anti Paladin Character Class

Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 13
At a glance
Powered by AI
The document details how to create an Anti-Paladin NPC for use in Dungeons & Dragons including their characteristics, abilities, and potential adventures.

Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma are used. Rolls are made to determine ability scores and there is a chance of exceptional abilities.

A +2 bonus to saving throws, immunity to disease, ability to transmit disease once per week, lay on hands to cause wounds or heal once per day, and protection from good.

Anti Paladin Character Class

This character class has been culled from a back issue of Dragon(tm) Magazine and
details a character classes for use in a 1st Edition AD&D game.

Anti Paladin
Creating the NPC Anti-Paladin
Table 1
Characteristic Base number Die
Strength 12 6
Intelligence 10 8
Wisdom 12 6
Dexterity 6 12
Constitution 10 8
Charisma Special 4

To determine the characteristics of an Anti-Paladin, refer to Table 1. A base number


appears following each of the first five characteristics shown on that table. To this base
number should be added the sum rolled on the appropriate die for each characteristic. If a
result of 18 (base number plus die roll) is determined for strength, dexterity or
constitution, there is a 25% chance (for each characteristic) that the Anti-Paladin has
exceptional ability in that characteristic.

Should one or more exceptional abilities exist, percentile dice should be rolled to
determine the exact level of the exceptional ability and the appropriate bonuses. These
bonuses are as follows:

• Strength - as per the AD&D'M Players Handbook.


• Dexterity - +4 on reaction/attacking; -5 defensive adjustment; three attacks per
round for high-level Anti-Paladins.
• Constitution - +4 hit points per experience level.
• Charisma requires special treatment; true evil will either reveal itself in all its
hideous ugliness or disguise itself behind a pleasant exterior. For this reason, Anti-
Paladins tend to be either sinfully ugly (charisma of 4 or lower) or devilishly
handsome (charisma of 17+). To determine charisma, roll d4; a roll of 1 equals a
charisma of 3, a roll of 2 corresponds to a charisma of 4, a roll of 3 equals a
charisma of 17 and a roll of 4 equals a charisma of 18. On rolls of 1 or 4, there is
a 25% chance that the Anti-Paladin has an exceptional charisma. If his charisma is
exceptionally low, the Anti-Paladin will look as though he could break mirrors
simply by glancing at them, and will automatically Cause Fear in men and
animals whenever he reveals his face! An exceptionally high charisma, on the
other hand, will instantly Charm men and many monsters, as the spell (animals
and unintelligent creatures, however, are unaffected). In both cases, saving throws
are applicable.

The experience level of the Anti-Paladin is based on the average experience level of the
members of the party in the encounter. If this average is 10 or less, roll d10 for the
AntiPaladin's experience level. If the average is 11 or higher, roll d20. In either case,
apply bonuses - hit dice, to hit bonuses, additional attacks per round, etc. - to the NPC
where applicable. Hit points, for example, are tabulated with one 10-sided die per level
through ninth level, with three hit points per level awarded thereafter (123 hit points
maximum for a 20th-level NPC Anti-Paladin, unless modified by constitution). Where
the paladin is the champion of all that is good and lawful, the Anti-Paladin is the defender
of the powers of chaos and evil. By nature, therefore, his alignment is always chaotic
evil, without exception!

In addition to the bonuses conferred on him by his personal attributes, the NPC Anti-
Paladin also enjoys several benefits for his class. These are:

1. A +2 bonus on all saving throws.


2. Immunity to disease. Furthermore, 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.
He may do this once per week for every five experience levels he has acquired;
i.e., at 1st-5th levels, once/week; at 6th-10th levels, twice/week, etc.
3. Laying on of hands. Once a day, the Anti-Paladin may Cause Wounds in others or
cure damage to himself, giving or healing two hit points of damage for each
acquired experience level. As in (2) above, he must do this by touch alone.
4. Protection from good. This aura - extending in a 1" radius around the Anti-Paladin
- is magical insurance against the paladins, clerics and other characters of lawful
good alignment who are constantly seeking to foil his nefarious schemes! For this
reason, a Detect Magic spell will always register positive when cast aginst an
Anti-Paladin.
5. Thief's backstabbing ability. The Anti-Paladin receives a +4 bonus to hit, with
double damage if he hits, whenever he attacks a victim from behind. Since he will
only attack from a position of strength - usually above and behind, with dagger,
sword or whatever is close at hand - backstabbing is the Anti-Paladin's preferred
method of attack.
6. Use of poisons. An aficionado of the fine art of poisoning, the Anti-Paladin favors
the poisoned cup over armed combat in gaining his evil ends. If he absolutely
must face an equal or superior opponent in open battle, he will be sure to
envenom his blade to obtain a combat advantage.

Unlike an assassin, who only uses poison to get a job done, the Anti-Paladin considers
poisoning to be both an esthetic pleasure and a means of artistic expression. Thus, the act
itself must be artfully accomplished with finesse under the right conditions of mood, light
and setting. This does not mean that your Anti-Paladin cannot be free in his choice of
reasoning for using a poison, however. For example, he might poison an enemy to gain a
desired end; or to test a new poison distilled for him by his resident alchemist; or to
determine if his stock of vintage poisons is still potent; or simply to see if he can get
away with it!

Since poisoning is such an important expression of the Anti-Paladin's artistic nature, he


will prefer to use two-stage and three-stage poisons when - or if - they can be obtained.
(A multi-stage poison is any toxic chemical compound whose individual components are,
of themselves, harmless and non-toxic. However, when combined - in a victim's stomach,
for example - they produce a potent, if not virulent, poison. Such multi-stage poisons are
completely undetectable, since they are harmless until mixed.)

As a case in point, consider the use of a three-stage poison - with liquid, solid and
gaseous components in this example - by an Anti-Paladin to remove an obstructive town
official. Inviting the man to his keep, he wines and dines him sumptuously, meanwhile
serving him a drink laced with the first ingredient and a main course liberally sprinkled
with the second. Knowing that the first two ingredients are harmless without the third, the
Anti-Paladin can safely eat and drink along with his intended victim, thereby putting the
man's fears to rest. Later that night, however, he would complete his fiendish plan by
introducing the gaseous component into his victim's bedchamber (a candle treated with
the third component is one possible means). Thus, the chambermaid will find the man in
the morning dead in his bed "of natural causes", with no blame attached to the Anti-
Paladin.

So long as the Anti-Paladin himself does not breathe the third (gaseous) component, the
other ingredients will eventually pass through his system safely and harmlessly. In fact,
he would have ample time to take an antidote (and prepare an ironclad alibi!) before
completing his diabolical scheme. Even without multi-stage poisons, the Anti-Paladin
will always maintain a stock of standard poisons and their antidotes - the latter for his
own personal use, of course!

The optional poisons suggested in the article Poisons from AA to XX in issue #32 of
DRAGONTM Magazine are recommended. (Editor's note: See page 72 of this volume.)
Table 2 (below) gives the chance by level for an Anti-Paladin to have a certain poison
type in his "collection." Finally, the Anti-Paladin also receives certain benefits at certain
experience levels: in addition to his class benefits. These are as follows:

1. At third level and above, the Anti-Paladin affects the undead, devils and demons
as if he were an evil cleric. For each experience level he gains, this ability
increases by one; i.e., a 4th-level Anti-Paladin would affect undead as a second-
level evil cleric, a 5th-level as a third-level evil cleric, etc. At this level, his sordid
reputation for pure, unadulterated evil is such that undead or other evil creatures
will actually seek him out in order to enter into his service! Table 3 details the
percentage chance by experience level that an NPC Anti-Paladin will have non-
human retainers of these (or other) types.
2. At fourth level and above, the Anti-Paladin may have acquired a special warhorse
(refer to Table 3). Usually, this beast is an intelligent, heavy warhorse with AC5,
5+5 hit dice, and the speed of a medium warhorse (18"). If the Anti-Paladin has
such an animal, there is an additional 25% chance that it is, in reality, a Nightmare
as outlined in the AD&D Monster Manual. Invariably - no matter what type of
horse the Anti-Paladin rides - these beasts will be red-eyed and coal-black, doing
double damage whenever trampling the weak, helpless and aged underfoot.
3. Beginning at ninth level, the Anti-Paladin may employ a limited number of
clerical spells (see Table 4).

Due to his unflinchingly evil nature, these spells will always be the reverse or evil type
whenever possible. Since Anti-Paladins are a sub-class of fighter, they may only use
those scrolls, potions and magic items normally available and employed by characters of
the fighter class.
Experience Level Poison Type
AA A B C D E F G H I J S X XX
1 5%
2 10 5%
3 15 10 5%
4 20 15 10 5%
5 25 20 15 10 5%
6 30 25 20 15 10 5%
7 35 30 25 20 15 10 5%
8 40 35 30 25 20 15 10 5%
9 45 40 35 30 25 20 15 10 5%
10 50 45 40 35 30 25 20 15 10 5%
11 55 50 45 40 35 30 25 20 15 10 5%
12 60 55 50 45 40 35 30 25 20 15 10 5%
13 65 60 55 50 45 40 35 30 25 20 15 10 5%
14 70 65 60 55 50 45 40 35 30 25 20 15 10 5%
15 75 70 65 60 55 50 45 40 35 30 25 20 15 10
16 80 75 70 65 60 55 50 45 40 35 30 25 20 15
17 85 80 75 70 65 60 55 50 45 40 35 30 25 20
18 90 85 80 75 70 65 60 55 50 45 40 35 30 25
19 95 90 85 80 75 70 65 60 55 50 45 40 35 30
20 100 95 90 85 80 75 70 65 60 55 50 45 40 35

Equipping the NPC Anti-Paladin


As an NPC, the Anti-Paladin will come fully equipped with armor, shield, weaponsand
horse. usually, his armorwill be full plate or plate mail; his metal shield, large and sturdy;
his weapons capable of inflicting maximum damage per blow against even heavily
armored opponents (even without the use of poison); and his steed a heavy warhorse.

However, in order to present players with a formidable but not unbeatable foe, the DM
may need to adjust the Anti-Paladin's equipment according to his experience level, the
number of his retainers present, the experience levels/types present in the party
encountering him, and the general situation at hand. For example, a 20th-level Anti-
Paladin defending his castle with a full complement of human and non-human retainers
about him might wear only chainmail, carry a small, wooden shield and wield a mace or
longsword. The same Anti-Paladin, on the other hand, if encountered in the wilderness
with only small party of retainers for protection, might wear banded o scale armor, carry
a small, metal shield and use a morningsta or broadsword. Keep in mind that even when
alone, the Anti-Paladin is am very tough customer at any level. Give him a few poisons,
le him make one or two backstabbing attacks, throw in a specia warhorse, a body of
human/unhuman troops and a castle, am you have an opponent which even the foolhardy
will hesitate F attack. For this reason, the DM's discretion is strongly advised be fore
assigning this NPC any magical items whatsoever. If players are sufficiently strong in
experience levels, hi points, magic items and sheer numbers, and the DM feel he/she
absolutely must provide the Anti-Paladin with suci items, the "Party Magic Items" section
in Appendix C of th AD&D Dungeon Masters Guide is suggested as a source ...

Not recommended, for the reasons already stated.

Each item chosen from that table should be weighed care fully for the advantage given to
the NPC. A 20th-level Anti Paladin wearing +4 plate, carrying a +3 shield and wielding a
+ Defender sword is just too deadly to consider!

The single exception to this rule is the Anti-Paladin's "Unhol Sword." (Table 3 outlines
the percentage chance by experienc level that the Anti-Paladin has acquired such a sword
in the course of his perfidious career). When this sword is unsheathed, it will project a 1"
diameter Circle of Power around the Anti-Paladin. This allows the Anti-Paladin to dispel
magic at a level of magic use equal to his own experience level.

Experience Horse Unholy Human Non-human


Level title Freehold
level (a) sword (b) retainers (c) retainers (c)
1 Caitiff 5% 100% 5%
2 Miscreant 10 95 5 10
15
3 Malefactor 15 90 10
(Manor)
4 Hellraiser 5% 20 85 15 25
5 Blackguard 10 25 80 20 30
6 Scoundrel 15 30 75 25 35
7 Dastard 20 35 70 30 40
8 Villain 25 40 65 35 45
Villain of the
9 30 45 60 40 50 (Keep)
Deepest Dye
10 Fiend 35 50 55 45 60
11 Anti-Paladin 40 55 50 50 70
Anti-Paladin,
12 45 60 45 55 80
12th level
Anti-Paladin,
13 50 65 40 60 90
13th level
Anti-Paladin, 100
14 55 70 35 65
14th level (Castle)
(a) 25% chance horse is Nightmare.
Notes: (b) 25% chance sword is Unholy Reaver
(c) See 3a/3b or 3c/3d for type.

Table 3a Die roll Type Number


Human 01-50 Brigands 1-3
retainers 51-80 Thieves 1-2
81-99 Assassin 1*
00 Roll on Table 3b
Table 3b Die roll Type Number
Human retainers 01-50 Cleric 1*
(Special) 51-80 Alchemist 1*
81-99 Magic User 1*
Roll twice on
00
Table 3a
Note on Tables 1* - If more than one retainer of this type is rolled, treat the additional
3a/3b: ones as novices or apprentices of that class.
Table 3c Non-human
Die roll Type Number
retainers
01-49 Goblin 3-12
50-69 Orc 2-9
70-79 Hobgoblin 2-7
80-90 Gnoll 2-5
91-94 Ogre 1-3
95-97 Troll 1-2
98-99 Giant 1
00 RollonTable3d
Table 3d Non-human
Die roll Type Number
retainers (Special)*
Undead (any except lich or
01-95 Variable
vampire)
96-97 Devil one only
98-99 Demon (Types -VI) one only
00 Roll twice on Table 3c
* - The DM determines when and how these freehold guardians are activated. (Roll only if
Anti-Paladin has a freehold.)
If he has acquired an Unholy Sword, there is an additional 25% chance that it is, in reality,
a +5 Unholy Reaver. (Undoubtedly, the Anti-Paladin has obtained this sword by murdering
its previous owner!) The Unholy Reaver has several powers:

1. Imparts a 50% magical resistance to everything within a 5” radius. Note that the
Anti-Paladin must be holding the sword unsheathed in order for this power to
operate.
2. Dispels magic in a 5” radius at the level of magic use equal to the experience level
of the Anti-Paladin wielding it. Again, the sword must be in the Anti-Paladin's
hands, unsheathed, in order to perform.
3. Inflicts +10 damage points in addition to normal damage, but only when used by
the Anti-Paladin against opponents of lawful good alignment.

Only in the hands of an Anti-Paladin will these powers and bonuses apply. If wielded by a
character of evil alignment, the Unholy Reaver will simply act as a normal +2 sword. A
character of any other alignment so unfortunate as to acquire an Unholy Reaver will
discover that it will always perform as a -2 Cursed Sword!

Retainers, human and otherwise

The Anti-Paladin may or may not have retainers (refer to Table 3 for the percentage
chance by experience level that he hasacquired a body of human/non-human servitors).
Note that human, demi-human and mixed human races are classified together under the
heading of “human” retainers. Based on the type of encounter the DM foresees when
designing an Anti-Paladin, he/she will have to determine the exact “mix” of races to be
found amoung his human companions. Obviously, only beings of the most vicious and
unsavory character will willingly serve an Anti-Paladin! Thus, half-orcs will commonly
be found serving in the capacity of assassins, half-ogres - if that variant is employed -
will perform as fighters (brigands), while an occaional renegade dwarf or depraved
halfling might be numbered as thieves in the Anti-Paladin's service.

On the other hand, no self-respecting elf - not even a thief - would ever serve such an evil
master (although, undercertain conditions as determined by the DM, a solitary Drow
might be found acting in the role of “advisor”). Brigands, thieves and assassins are the
Anti-Paladin's usual human companions. Occasionally, he might have on hand a
defrocked cleric to act as his chaplain, an outlawed alchemist to brew up his poisons or a
demented wizard to keep him well supplied with potions, scrolls and other magic items
(see Table 3b for details on these "special" human servants). No sage, however, will ever
be found serving an Anti-Paladin. As a class, sages are too wise to associate willingly
with such an unprincipled and deceitful character.

An Anti-Paladin may not maintain more than 20 human servitors, decreasing that number
by one for each additional experience level of the particular Anti-Paladin. Thus, a first-
level might have up to 20 human retainers, while a 20th-level Anti-Paladin would have
but one. It should also be obvious that, if the Anti-Paladin has established some type of
freehold - whether manor house, keep or castle - he will have some kind of retainers
(human and/or non-human) to both maintain and defend it. The experience level of an
Anti-Paladin's human servant will always be at least one level lower than that of the
master, if not more. The main reason for this is the Anti-Paladin's inborn distrust and
suspicion of everyone, even his own bodyguards.

For not only does the Anti-Paladin enjoy lording his position and power over lesser men,
but he simply will not tolerate anyone being his equal in anything - perhaps for good
reason, since a cleric, magic-user or assassin of equal ability might be tempted to displace
the Anti-Paladin by taking command! Thus, an 8th-level Anti-Paladin, for example, might
have a single 7th-level type serving him in the capacity of lieutenant. However, he is
much more likely to have a body of 1st through 4th-level types whom he can bully,
mistreat and dominate through fear and his own iron will. The only exception to this
general rule is the 1st-level Anti-Paladin. Since zero-level thieves, assassins, clerics,
magic-users and alchemists do not exist, the only retainers he can have are fighter
(brigand) types, which will always be zero-level fighting men (5-8 hit points each).
Subject to the above, any method may be used to determine the experience levels of an
Anti-Paladin's human retainers, from random die rolls to simply assigning levels to each
NPC. The advantage of the latter method is that it allows the DM more control over the
development of the encounter or scenario. Beginning with second level, an Anti-Paladin
is likely to attract a large and varied body of non-human retainers (see Table 3). Note that
the probability for non-human servitors increases with each additional experience level of
the Anti-Paladin. There are several reasons for this:

1. The Anti-Paladin actually prefers non-human retainers over human types, since
they are less apt to mutiny against his sadistic, often brutal mistreatment of them.
(Desertion, of course, is another matter, and may happen with any type of
servant.)
2. Relations between human and non-human servitors of the same Anti-Paladin are
always strained at best, especially when undead are involved. Only the presence
of the Anti-Paladin keeps both groups from going for each other's throats. Open
violence between individuals in his retinue is a constant diciplinary problem for
the Anti-Paladin when he has mixed types of human and non-human retainers.
3. At higher levels of experience, the Anti-Paladin's infamous reputation for self-
serving treachery, senseless violence and unswerving devotion to the cause of evil
will actually deter all but the most vicious or psychotic human types from
entering his service. For this reason, both the probability and the number of
human retainers decreases with each additional experience level the Anti-Paladin
gains.

To determine the actual type(s) of non-human servants me Anti-Paladin has acquired,


consult Table 3c. Anti-Paladins of 2nd or 3rd level will roll once on that table. Those of
4th-9th level will roll twice, 10th-14th level thrice, and those of 15th level and greater
will roll the maximum of four times. Thus, a 15th-level Anti-Paladin could have up to
four different types of non-human servitors or a single, large troop of one type, depending
on the die rolls. It is possible to have more types if “00” is rolled twice - first on Table 3c
and again on Table 3d - but the probability is extremely low. As with magical items, an
Anti-Paladin's "special" nonhuman retainers - demons, devils and the undead - should be
handled with extreme caution. These special types will almost always be confined within
the walls of an Anti-Paladin's freehold. (If it is determined - by rolling on Table 3 - that
he has not acquired a freehold, treat a "00" result on Table 3c as "roll again.") In no case,
however, will a lich or vampire be found residing in an Anti-Paladin's freehold - at least,
not as long as the freehold is inhabited! No special non-human servants will ever be
found accompanying an Anti-Paladin on patrol.

Typically, the undead will be found acting as guardians or sentinels, usually in the Anti-
Paladin's dungeon. As shown on Table 3d, both the type and number of undead servitors
is variable, depending on the number of levels and extent of the Anti-Paladin's dungeon
complex, the size and experience levels of the party in the adventure and other factors as
determined by the DM. An Anti-Paladin, for example, might have zombie footmen, valets
and butlers as body-servants, performing these functions in their usual mechanical
fashion (thus, a direct order from the Anti-Paladin would make them attack).

Table 4 Experience level Clerical spell level


1 2 3 4
Spells usable by class and level
9 1
Anti-Paladins 10 2
(Fighters) 11 2 1
12 2 2
13 2 2 1
14 3 2 1
15 3 3 2 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
- maximum spell capability

Demons and/or devils may be found acting in any one of three roles: (1) as guardians of
the Anti-Paladin's treasure(s); (2) as emissaries of the gods of chaos and evil, or (3) as
special “advisors” to the Anti-Paladin. Within the walls of his freehold, therefore, they
will usually be found either in the Anti-Paladin's dungeon, his freehold chapel or in a
special room or library devoted to the study of diabolism and demonology.

The Dungeon Master must determine beforehand under exactly what conditions a demon
or devil will appear, move or attack. For example, a demon/devil might appear if the
party of adventurers performs (or fails to perform!) some action in a certain room or area
of the Anti-Paladin's freehold. Likewise, a demon/devil should be limited in its ability to
move and attack by confining it/them to a specific room and/or the corridor immediately
adjacent. With these limitations, you will prevent the adventure from becoming a
slaughter of other characters. Unlike player characters, the NPC Anti-Paladin may have
an established freehold at any experience level, even 1st (consult Table 3 for the percent
chance of this occurring). He will usually acquire this freehold in one of the three ways:

1. By clearing out and repairing a previously abandoned structure.


2. By evicting the tenants of an already established freehold (a pastime which is, by
the way, one of the Anti-Paladin's principal forms of amusement), or
3. By establishing his own freehold.

Whichever method he employs, his freehold will always be situated in a strong, easily
defended location affording him the maximum opportunity for profit, mischief and
mayhem. He will be found, for example, along a well traveled caravan route at the only
oasis in a parched and barren desert; or atop a commanding mountain position
overlooking a strategic pass between two nations; or entrenched at a bridge or river
crossing along some major trade route. Obviously, the specific location, individual
defenses and floor plans of an Anti-Paladin's freehold will depend on the type of scenario
the DM is designing.

Provision should be made for at least one, if not more, secret escape passages, hidden
rooms or bolt holes for the Anti-Paladin's use in case of emergency. All Anti-Paladins are
great believers in the “live to fight another day” philosophy, especially when their own
precious skins are endangered.

Finally, freeholds will have one or more dungeon levels - depending on their size - for the
Anti-Paladin's amusement. As a rule of thumb, a manorhouse should have 1-2 dungeon
levels, a keep 3-4 and a castle 5-6. More dungeon levels may be added, especially if the
DM plans to use the scenario for a series of extended adventures. The personality of an
Anti-Paladin is a complete catalog of all the varied sins and crimes of humanity. He is
treacherous, sly, underhanded, cruel, lecherous, sadistic, arrogant, greedy, vicious,
egotistical, amoral, domineering, unprincipled, brutal, self-centered, diabolic, mean,
petty, and vindictive.

Playing the Anti-Paladin

Unlike most evil types, the Anti-Paladin disdains "hack-and-slash" as a primary means of
obtaining his goals, preferring the more subtle and devious approach of a Fu Manchu. As
a case in point, consider the kidnapping of a local princess on the eve of her wedding to a
foreign prince. Naturally, our Anti-Paladin will demand a large, but not excessive ransom
from her father for her safe return. However, when the emissaries arrive with the gold,
they are ambushed by the Anti-Paladin's retainers (in disguise) and slaughtered to a
man...save one. That one would be spared to carry the grim news back to the girl's father.
At that point, the Anti-Paladin would send his regrets over the "loss" of the ransom
money and the destruction of the caravan (undoubtedly by "bandits" or marauding orcs!),
while renewing his original demand. Once this second ransom is paid, he would soon tire
of the girl, selling her into slavery afterwards. Thus, he would gain two ransoms and the
price of a highborn slave girl at virtually no risk to himself. Of course, daddy might show
up on the Anti-Paladin's doorstep with an army and/or siege train in tow, but that's an
occupational hazard.

The one really fatal flaw in the Anti-Paladin is his lack of courage. Despite his fearsome
strength and formidable appearance, he is in reality a sniveling coward at heart! So long
as he is surrounded by his retainers while ambushing an inferior and outnumbered
opponent, the Anti-Paladin's morale cannot be seriously questioned. However, when
faced by his nemesis, the paladin; or a lawful good cleric; or any character of good
alignment, there is an excellent chance that the Anti-Paladin's true nature will reveal
itself.

Provided that these opponents equal or surpass him in experience, the Anti-Paladin must
check his morale immediately upon facing any one of these types in single combat. He
never need check initial morale against an inferior opponent or a foe not included in one
of the categories mentioned above. If the Anti-Paladin saves, he need not check morale
again until he loses half his total hit points - or more - in the course of that particular
melee (there are exceptitons, see below). Note that this "morale check due to damage" is
required, whether the Anti-Paladin is battling a single lawful good cleric or a party of
neutral fighters.

Should the Anti-Paladin fail his morale check, however, he will immediately utter his
famous battlecry: "Curses, foiled again!" and flee the field (if flight is possible) or
surrender, if it is not. In any case, he will abandon both his human and his inhuman
servitors to their richly deserved fate! The base chance that the Anti-Paladin will act in
such a cowardly fashion is 50% when facing a paladin, 25% against all others. This "rout
factor" decreases by 5% for each retainer within 60 feet (2" outdoors, 6" dungeon) of the
Anti-Paladin.
The Anti-Paladin will react differently to each one of these three major types of opponent,
as follows:

1. Against characters of good alignment, the Anti-Paladin must check morale twice
as noted above (i.e., upon joining combat with such a character for the first time
and/or upon losing half or more of his total hit points in melee).
2. When engaging a lawful good cleric, the Anti-Paladin must check morale as per
(1) above. In addition, he must make a separate morale check after any round in
which he takes damage from the cleric, either through the cleric's weapons or
spells.
3. When facing a paladin, the Anti-Paladin must check morale as if he were
engaging a cleric; see (2) above. In addition, the Anti-Paladin's “rout factor”
increases 5% for each hit point of damage scored by the Paladin's blows.

It should be obvious from the above that all Anti-Paladins will react in certain
predetermined ways under combat conditions. First, they will avoid personal combat -
especially against those characters which are their extreme antithesis - unless or until it
becomes absolutely necessary (leading from the rear has always been one of the Anti-
Paladin's strongest points!). Second, they will always use their retainers to bear the brunt
of fighting and shield the Anti-Paladin from direct attack. Even above mundane profit,
each Anti-Paladin's primary concern is his own precious skin. If personally forced into
action, the Anti-Paladin will go into battle with by as many retainers as possible. Not only
does this bolster his own morale and distract his opponent(s); it also lets him slip away in
the confusion if the fighting goes against him!

As can be seen, the personality of an Anti-Paladin is both complex and varied. While
cowardice and greed, treachery and violence are frequently combined in the character of
this most ignoble NPC, sometimes the innovative genius of VIad the Impaler, the artistic
sensitivity of Attila the Hun or the charm and hospitality of Lucretia Borgia is also
displayed. No matter what his personality traits, however, the Anti-Paladin will always
seek maximum profit with minimum of effort.

Scenarios for the Anti-Paladin

Several adventures have already been suggested in this article. The "Kidnapped Princess"
scenario alone could be the basis of at least four separate adventures. For example:
* Rescue the princess from the Anti-Paladin's clutches and/or bring the Anti-Paladin in to
suffer the king's justice.
* Accompany the first ransom caravan to the Anti-Paladin's keep and escort the princess
home after her release (players, of course, must survive the Anti-Paladin's trap to defeat
his plan!)
* Rescue the princess after the second ransom is paid out before the Anti-Paladin tortures
and/or sells her into slavery (if the players arrive too late in either case, the DM could
require them to return both ransoms and the Anti-Paladin's head to the king!)
* Accompany the king's army to the Anti-Paladin's castle and besiege it, killing or
capturing the Anti-Paladin if possible (this adventure would allow the running of a small-
scale miniatures battle). Clues could also be available, leading players to a pursuit of the
slavers holding the princess. Other adventures suggest themselves: A merchant prince
might commission players to break an Anti-Paladin's stranglehold on local trade and
commerce; a noble NPC fighter might enlist players in a desperate bid to regain his
freehold from a usurping Anti-Paladin; or players mightdiscoverthe ruins of an Anti-
Paladin's castle and the entrance to his dungeons where - unbeknownst to them - the Anti-
Paladin and his minions lie in suspended animation, guarded by a demon familiar!
Planning is the key to a successful adventure, even in random encounters. When the Anti-
Paladin is encountered randomly, the DM must immediately answer these questions:
* Why is he there?
* Where did he come from and where is he going?
* Is this encounter deliberate on the part of the Anti-Paladin, or did the party surprise him
in the act of committing some heinous crime against humanity?

To a large extent, the answers to these questions will determine the Anti-Paladin's
reaction to the party. Knowing the answers in advance can ensure a well-run encounter. In
some adventures, players may attempt to recruit the Anti-Paladin as a member of their
group. This is not beyond the bounds of reason, but the DM must remember the Anti-
Paladin is - above all else! - chaotic and evil. For the Anti-Paladin to even consider an
offer, the goals and purpose of the group must serve chaos and evil. Due to his chaotic
nature, he will serve such a party for the duration of one adventure only. Under no
circumstances will an Anti-Paladin join - or even consider joining - a party containing
lawful or good-aligned characters. At any rate, the Anti-Paladin will demand an ungodly
share of any treasure found (at least 50%), as well as first choice on all magical items, in
payment for his services. In return, he will attempt to lead the party himself or, failing
that, he will preach rebellion against the chosen leader. When combat is offered, he will
immediately retreat to the rear for safety, yet will claim a hero's reward for his "courage
and daring" afterwards!

If it is profitable enough, the Anti-Paladin may even consider betraying the party for his
own personal advantage. Finally, if this still doesn't deter players from wanting him
around, the Anti-Paladin's loud, arrogant manner, self-centered egoism and cruel, sadistic
humor should. A single experience with this NPC, therefore, should teach an immediate
and invaluable lesson in caution to any players!

You might also like