These are the standard bad guys of legend. Almost any adversary in a stock fantasy movie can qualify as an Anti-Paladin, but historical cases abound – ranging from Vlad Dracul’s persecution of Turkish prisoners to Mongol warlords boiling opposing chieftains alive.
The Anti-Paladin class is designed for aggressive front-line combat, with a focus on offense and disrupting enemies.
Examples:
Mordred, the Black Knight, Sir Francis Dashwood, Xolotl
Garb:
Metallic silver sash and medieval/sword and sorcery-looking garb. Knights may wear a white belt and a black phoenix Class Symbol instead.
Requirements:
Must be 6th level in at least one class.
Look The Part:
Terror 1/Life (m)
Armor: 4pts
Shields: Large
Weapons: All Melee, Javelins
T: Enchantment S: Death R: Self
M: Red strip
I: “I coat these weapons with a deadly poison” x2
E: The next Wound dealt by the bearer in melee is Wounds Kill.
T: Verbal S: Death R: Touch
I: “Steal life”
E: Caster may heal a wound or instantly Charge an ability.
L: May only be used on a dead player. That player is Cursed. Does not work on Cursed players. The caster does not gain the effect if the dead player is unaffected.
N: In order to charge an ability, the name of the ability being charged must still be stated immediately after the incantation.
T: Verbal S: Death R: Unlimited
I: “And stay down!”
E: Victim is Cursed. Victim is also Suppressed for 30 seconds.
L: Wound Trigger
N: Brutal Strike targets the wounded or dead player and does not require verbal targeting.
T: Verbal S: Death R: 20'
I: “Death makes thee terrified” x3
E: Target may not attack or cast magic at the caster or their carried equipment. Target must remain at least 50’ away from the caster unless forced there by another ability. Lasts 30 seconds.
N: If the caster attacks the target, begins casting another magic at the target or their carried equipment, or dies, this spell’s effect is negated.
T: Enchantment S: Flame R: Self
I: “The element of fire shall infuse your weapons” x3
M: Red strip and White strip
E: Bearer’s melee weapons are Armor Breaking and Shield Crushing. Bearer and weapons they hold are Immune to Flame.
T: Archetype S: Neutral
E: Gain Fireball 2 Ball / Unlimited (m). Flame Blade becomes (Self) 2/Refresh Charge x5.
L: May not wield a shield, and loses all instances of Steal Life Essence.
T: Magic Ball S: Flame
I: “The flame of fire is mine to evoke” x3
M: Red Magic Ball
E: Fireball will have one of the following effects on the object first struck:
- A weapon hit is destroyed
- A shield hit is subject to Shield Destroying
- Armor hit with Armor Points remaining is subject to Armor Destroying.
- A player hit dies
T: Archetype S: Neutral
E: Gain Void Touched (Self) 2/Refresh (m). All uses of Terror become 1/Life Charge x10.
L: May not wield Great Weapons or Javelins and loses all instances of Flame Blade.
T: Enchantment S: Sorcery R: Touch
I: “Embrace the old ones and surrender thyself ” x3
M: Red strip and white strip
E: Melee weapons wielded by bearer are Armor Breaking. Bearer gains Shadow Step 1/Refresh Charge x30 (ex), Steal Life Essence Unlimited (ex), and is unaffected by magic from the Sorcery, Spirit, and Death Schools. May still benefit from their own Steal Life Essence. Player is Cursed.
N: This effect does not interact with other Enchantments worn by the bearer.
T: Verbal S: Sorcery R: Self
I: “I step into the shadows”
E: Player becomes Insubstantial. Shadow Step may be cast while moving.
N: Caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial.