Anti-Paladin
Contents
Anti-Paladin Class
From the Amtgard 7.0 rules
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.
Examples:
The Kurgan, Mordred, the Black Knight, the Nazgul, Tamerlane, Sir Francis Dashwood
Garb:
Must wear a white belt and have a Black Phoenix openly displayed on clothing or armor. Black Phoenix symbols must be at least 5 inches by 5 inches.
Requirement:
Must have been a Knight for twelve weeks before then can begin to recive credits in the class.
Armor:
Up to 4 points
Shields:
Large
Weapons:
All Melee, javelins
Immunities:
Lives:
4
Abilities & Traits:
Levels
-1st None -2nd Touch of Death (ex) (1/game) -3rd Poison Weapon (ex) (1/game) -4th Steal Life (m) (1/game) -5th Innate Ability (choose one before game starts):
- a. Poison Weapon becomes (2/game)
- b. Touch of Death becomes (1/life)
-6th Immunity to Flame
- a.Innate Ability (choose one before game starts):
Fear (m) (2/game)
- b. Reanimate (m) (1/game)
See also Guildmaster of Anti-Paladins
Check out the Class or Abilities and Traits pages for more information.