V9: Anti-Paladin
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- These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
- To learn more about Amtgard V9 Development, please visit Amtgard.com.
- To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.
Contents
Anti-Paladin | ||||
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Description | Anti-Paladins are armored fighters who use dark magic to harm their enemies and control the flow of battle. | |||
Playstyle | Frontline, Hybrid, Melee, Shield User, Crowd Control, Damage, Durable | |||
Class Identifier | Magenta Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Afraid (T) Fear 😱 2/Life ♻20 | ||||
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Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Steal Life Essence 2/Life ♻10 Dark Pact (Unlimited) | ||||
ROW C | ⬗Poison Weapon (Self) 1/Life ♻10 | |||||
ROW D | Wounding 💀 1/Life ♻20 |
OR | ⬗Curse Strike 😱 2/Life ♻20 |
OR | Fireball 🔥 1 Ball | |
ROW E | Raise Dead 💀 1/Life ♻20 |
OR | ⬗Dying Breath 😱 1/Life |
OR | Incinerate Armor 🔥 1/Life ♻10 | |
ROW F | ⬗Undead Minion 💀 2/Refresh ♻60 |
OR | Cowardice 3/Refresh ♻30 |
OR | ⬗Flame Blade (Self) 3/Refresh | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Dark Revenant 💀
Whenever you use Dark Pact, you may declare and restore one 💀 ability instead of choosing one of the other options. |
Dread Blade😱
Whenever you use Dark Pact, you may declare and restore one 😱 ability instead of choosing one of the other options. |
Dragoon 🔥
Gain double uses from abilities with 🔥. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Pre-Constructed Builds
Below are a few -pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.
Trying Out V9 Anti-Paladin |
Fear: Incant "Witness me and be afraid" x3 to make the target Afraid of you for 30s.
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Identifier | Magenta sash | ||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | ||
Shields | Any | ||
Armor | Up to 4pts of Physical Armor | ||
Level 1 | Immune to Afraid Fear 2/Life ♻10 | ||
Level 2 | ⬗Steal Life Essence 2/Life ♻20 Dark Pact (Unlimited) | ||
Level 3 | ⬗Poison Weapon (Self) 1/Life ♻10 | ||
Level 4 | Curse Strike 2/Life ♻20 | ||
Level 5 | Dying Breath 1/Life | ||
Level 6 | ⬗Flame Blade 3/Refresh |
Extra Clarifications
Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.
- There are no additional clarifications for this class.
List of Class-Specific Abilities
Cowardice | |
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Simple Summary | Cowardice: Incant "Cower and be afraid of all" x3 to make the target Afraid of all players for 30s. |
Available to | Anti-Paladin, Barbarian, Bard |
Type | Verbal (Offensive) |
Range | 20ft (Other) |
Incantation | "Cower and be afraid of all" x3 |
Effects | Status Effect: Target becomes Afraid of all living players for 30s. |
Curse Strike | |
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Simple Summary | Curse Strike: Incant "Power Strike Curse" and hit an enemy within 2s to Curse them for 30s. Engulfing. |
Available to | Anti-Paladin, Barbarian, Warrior |
Type | Power Strike |
Range | Strike |
Material Components | Melee Weapon |
Incantation | "Power Strike Curse" |
Effects | Status Effect: Target struck is Cursed for 30s. Engulfing. |
Other Details | 🏃 This ability can be cast while moving. |
Dark Pact | |
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Simple Summary | Dark Pact: Incant "May this dark pact restore me" while you're not Severed. You become Severed and either heal a wound, mend a point of armor or piece of equipment, release yourself from an effect, or restore an enchantment-granted Resistance or Ability with ♻20 or less. |
Available to | Anti-Paladin |
Type | Verbal (Non-Offensive) |
Range | Self |
Incantation | "May this dark pact restore me" |
Prerequisites | Cannot be used while Severed. |
Effects | Immediate Effect: Choose and declare one of the following:
Secondary Effect (Status): Caster becomes Severed until they respawn. |
Dying Breath | |
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Simple Summary | Dying Breath: Incant "I curse thee with my dying breath" immediately after dying to Curse the target for 30s. |
Available to | Anti-Paladin, Monster (Unicorn) |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "I curse thee with my dying breath" |
Prerequisites | Can only be used immediately after dying. |
Effects | Status Effect: Target becomes Cursed for 30s. |
Other Details | This ability can be used by a dead player. |
Reminder | This can only be used once per triggering moment. |
Fear | |
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Simple Summary | Fear: Incant "Witness me and be afraid" x3 to make the target Afraid of you for 30s. |
Available to | Anti-Paladin, Bard, Monster (Gargoyle, Werewolf) |
Type | Verbal (Offensive) |
Range | 20ft (Other) |
Incantation | "Witness me and be afraid" x3 |
Effects | Status Effect: Target becomes Afraid of the caster for 30s or until the caster dies. |
Fireball | |
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Simple Summary | Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill. |
Available to | Anti-Paladin, Monk, Wizard, Monster (Red Drake) |
Type | Spellball |
Range | Strike |
Material Components | Red Spellball |
Incantation | "The power of flame is mine to evoke" x2 |
Effects | Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill. |
Flame Blade | |
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Simple Summary | Flame Blade: Incant "The element of flame shall infuse these weapons" x3. Your melee weapons are armor breaking, shield crushing, and indestructible. |
Available to | Anti-Paladin |
Type | Enchantment |
Range | Self |
Incantation | "The element of flame shall infuse these weapons" x3 |
Effects | Enchantment Effect: Bearer's carried melee weapons are Armor Breaking, Shield Crushing, and Immune to destruction. |
Incinerate Armor | |
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Simple Summary | Incinerate Armor: Incant "Flame and fire damage thy armor" x3 to remove 1 point of armor from each hit location on the target. |
Available to | Anti-Paladin, Druid, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Flame and fire damage thy armor" x3 |
Effects | Immediate Effect: 🌶️ Target suffers 1 point of damage to their armor in each hit location.” |
V8 Transition Note: | Immunities and resistances extend to carried equipment. This means immunity/resistance to verbals will protect against this effect. |
Steal Life Essence | |
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Simple Summary | Steal Life Essence: Incant "Steal Life" immediately after killing an enemy. They become Severed, and you remove Severed from yourself. |
Available to | Anti-Paladin |
Type | Verbal (Offensive) |
Range | Unlimited |
Incantation | "Steal Life" |
Prerequisites | Can only be used immediately after killing an enemy. |
Effects | Status Effect: Target becomes Severed until they respawn. Secondary Effect (Immediate): If the target was affected, remove any status effects that are making the caster Severed. |
Reminder | This can only be used once per triggering moment. |
Poison Weapon | |
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Simple Summary | Poison Weapon: Incant "I coat these weapons with a deadly poison" x2. The next wound you deal is Wounds Kill. This effect can be restored with ♻10 |
Available to | Anti-Paladin, Assassin, Druid, Monster (Shroomkin) |
Type | Enchantment |
Range |
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Incantation | "I coat these weapons with a deadly poison" x2 |
Effects | Enchantment Effect: The next wound caused by the bearer in melee is Wounds Kill. This effect can be renewed, and restored with ♻10. |
Other Details | When declaring this enchantment, the bearer must indicate whether the Wounds Kill effect is active or not. |
Raise Dead | |
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Simple Summary | Raise Dead: Incant "Rise and fight again" x5 to revive the target. They’re either cursed and suppressed until they die, or cursed and unable to use melee weapons until they die. This effect can only be released by death. |
Available to | Anti-Paladin, Healer, Monster (Harpy) |
Type | Verbal (Non-Offensive) |
Range | 5ft (Other) |
Incantation | "Rise and fight again" x5 |
Effects | Immediate Effect: Target is revived.
Secondary Effect: Choose one at the time of cast: |
Reminder | If a dead player moves more than 20ft from where they died, they become severed. |
Undead Minion | |
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Simple Summary | Undead Minion: Incant "By the power of my will, arise my minion" x3. If the bearer was dead, they're revived. You can cast Raise Dead (Unlimited) on the bearer. The bearer does not become Severed for moving more than 20ft from they died, but can't be revived in any other way. Bearer is either Cursed and Suppressed or Cursed and cannot aggress with melee weapons. |
Available to | Anti-Paladin, Healer, Monster (Shroomkin) |
Type | Enchantment |
Range | 5ft (Other) |
Incantation | "By the power of my will, arise my minion" x3 |
Effects | Immediate Effect: If the target is dead, they are first affected as per Raise Dead. Enchantment Effect: The caster of this enchantment gains Raise Dead (Unlimited) that can only be used on the bearer of this enchantment. The bearer does not become Severed for moving more than 20ft from where they died, but they can only be revived by the Raise Dead ability. |
Other Details |
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Reminder | If the bearer is Severed, the bearer cannot be revived. |
Wounding | |
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Simple Summary | Wounding: Incant "Death strikes off thy <right/left> <arm/leg>" x3 to Wound the target's named limb |
Available to | Anti-Paladin, Wizard |
Type | Verbal (Offensive) |
Range | 20ft |
Incantation | "Death strikes off thy <right/left> <arm/leg>" x3 |
Effects | Immediate Effect: If the target has no other wounds, the designated limb is wounded. If the target is already wounded, this ability has no effect. |
Trivia
- The Anti-Paladin class was introduced in Amtgard V4 (1986).
- Up until 2021, a player had to be a Knight to play the Anti-Paladin class.
Combat Classes General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
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