In game terms, a Charisma 3 Anti-Paladin would have a Base Difficulty of 12 (CHA=Prime) with a +3 on the Roll to illicit information from someone (for example). HOWEVER in doing so you must remember such tests generally will evoke negative effects, changing the ‘pluses’ around merely represents the force of the Anti-Paladins personality (he’s still an ugly bugger Lol). Low Charisma and SIEGE Engine Tests In the case of an Anti-Paladin with sinfully low Charisma, INVERT the Attribute Table for SEIGE Engine attribute tests. In all cases, saving throws are applicable. 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 not affected). On rolls of one or six, you may choose the anti-paladins Charisma score. To determine Charisma, roll a four-sided die, with a roll of “2” resulting in Charisma three “3” resulting in Charisma four “4” resulting in Charisma 17 and “5” resulting in Charisma 18. For this reason, Anti-Paladins tend to be either sinfully ugly (4 or less Charisma) or devilishly handsome (17+). *Charisma requires special treatment true Evil will either reveal itself in all its hideous ugliness or disguise itself behind a pleasant exterior. To this base number should be added the sum rolled on the appropriate die for each characteristic, as shown. To determine the characteristics of an Anti-Paladin, refer to Table 1 (below).Ī base number appears following each of the first five characteristics - strength, Intelligence, Wisdom, Dexterity and Constitution-shown on that table. They sometimes serve powerful overlords or act as mercenaries of the darkest stripe. By nature, therefore, his alignment is always chaotic evil, without exception!Īnti-paladins (also known as blackguards) usually lead undead or monstrous minions in their quest for destruction and domination. Where the paladin is the champion of all that is good and lawful, the anti-paladin is the stereotypical black knight, a defender of the powers of chaos and evil who is devoid of honour or remorse. Maybe it’s the company he keeps: brigands, thieves and assassins if they’re human orcs, ogres, hobgoblins and trolls if they’re not! Perhaps it’s his preference for black: black horse, black armour, black sword or his grim, skull-shaped keep-raised in black basalt or gleaming obsidian-looming ominously against a gray, brooding sky on some chilly, windswept mountaintop. Recognizing an Anti-Paladin should be fairly easy for players. Now you can exploit your talents without restraint as you watch your players-especially those Paladins try to deal with this non-player character! Obviously, through your many adventures and campaigns, you as the Castle Keeper have already acquired these traits. Thoughtless cruelty, sheer depravity and senseless bloodshed are his hallmarks: Chaotic and Evil deeds are, in fact, his very lifeblood. No act of treachery is too base, no deed of violence too vile for him.
Now, add an element of surprise and unknown danger to your NPC encounter tables: Let the players meet an Anti-Paladin!Īs an NPC, the Anti-Paladin represents everything that is mean, low and despicable in the human race. Has smiting the enemies of God and Mankind become a drag? Based upon the AD&D NPC Class from Dragon Issue #39 by George Laking and Tim Mesford