Amtgard Rules of Play version 7.2, p.16:

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

Links | Heraldry | Guildmaster Beltfavor | Class and More

Links
antipaladinsash.doc Add the entire class to the back of your anti-paladin favor, so you will never forget any of your class. Simply print out the document on special iron on transfer paper, (black and color or white only) and iron to the back of a beltfavor that is at least 5 inches wide, and made out of cloth (cotton/poly blends work best)
All Sashes
How to Make Anti-Paladin Equipment
How to Make a Anti-Paladin and.or Paladin's Beltfavor
Summoned Monsters for Anti-Paladins
Hellhound from Celestial Codex
Nightmare from Celestial Codex
Roc from Welcome to the Jungle
Monsters for Anti-Paladins
Dread Knight from Dor Un Avathar
Phoenix from Dor Un Avathar
Links on the Amtgard Wiki
Anti-Paladin Guildmaster of Anti-Paladins
Archer Heraldry Archer Guildmaster Beltfavor

antipaladinheraldry.ai

antipaladinheraldry.pdf

antipaladinheraldry.jpg

The Anti-Paladin Class and More
Garb: Must wear a white belt and have a Black Phoenix openly displayed on clothing or armor.
Armor: 4
Shields: Large
  Shields are considered wooden for purposes of being targeted by spells or monster abilities. All shield measurements are the exterior surface area on a flat plane.. All shields must either be strapped to an arm or gripped in a hand. A blow that strikes a non-wielded shield strapped to a player, such as a shield slung across a back, is considered to strike the player as if the shield had not been there. A player may only wield one shield at a time. Non-round shields may not be wider than two feet.
  Small Shields:
A small shield is no larger than three square feet (23.45 inches in diameter).
-Bucklers are a type of small shield that is strapped to a forearm instead of wielded in a hand. Anyone allowed to use a small shield may use a single buckler. Note: This does not allow use of both a shield and a buckler.
  Medium Shields:
A medium shield is no larger than five square feet (30.28 inches in diameter).
  Large Shields:
A large shield is no larger than eight square feet (38.3 inches in diameter).
Weapons: All Melee, javelins
  Dagger:
1 point damage.
Slashing or piercing weapon up to 18 inches long. At least ten inches of its total length must be strike-legal.
Short:
1 point damage.
Slashing, piercing, or bludgeoning weapons more than 18 inches up to 36 inches in total length. The pommel and handle of the weapon can be no longer than 1/3 of the weapon’s total length. At least 2/3 of its length must be strike legal.
Long:
1 point damage.
Slashing, piercing, or bludgeoning weapons more than 36 inches up to a maximum of 48 inches. The pommel and handle of the weapon can be no longer than 1/3 of the weapon’s total length. If used to slash or bludgeon, at least 2/3 of its length must be strike legal.
Reach:
1 point damage. (Unless red, 2)
Slashing, piercing, or bludgeoning weapons more than 48 inches up to a maximum of 60 inches. The pommel and handle of the weapon can be no longer than 1/3 of the weapon’s total length. If used to slash or bludgeon, at least 2/3 of its length must be
strike legal.
Hinged:
1 point damage.
Weapons with a single articulating (chain-like) head. The chain of a hinged weapon is not a legal striking edge. Chains on these weapons must be wrapped in foam with less than half an inch of the rope exposed at any point. The combined rope and striking edge of a flail may not exceed 18 inches in length and the total length of the weapon may not exceed 36 inches. The top 50% of the non-rope and strike-legal portion of the weapon must be padded.
Madu:
1 point damage (Unless red, 2).
A shield joined to a polearm. The polearm portion of the madu may be shorter than the normal five feet. Only usable if a class can use both a polearm and a shield. If any portion of the weapon is broken, heated, or otherwise rendered unusable, all of it is disabled. Considered wooden for purposes of being targeted by spells or affecting monsters. Magic and abilities that affect any part of the madu, such as Imbue Shield, affect its entirety. Madus may never be considered great weapons. If a madu is built to slash at least 1/3rd of its length (excluding the shield portion) must be strike legal (including the 12 inch minimum for a slashing surface) and the rest must be courtesy padded. Any shield with weapons affixed to it in any form is considered a madu and must conform to these rules.
Spear:
1 point damage (Unless red, 2)
Stabbing-only weapons at least five feet in length and should not be confused with the javelin, which may be thrown (must have padding on upper 1/3 of length). Considered wooden for purposes of being targeted by spells or affecting monsters.
Staff:
1 point damage. (Unless red, 2)
Bludgeoning weapon (ends may be used to thrust, but it is a bludgeon attack) of 5 ft to 8 ft that must have legal striking surfaces of at least 1 foot in length on both ends. Each end must be padded at least 1/3rd the total length of the staff. Considered wooden for purposes of being targeted by spells or affecting monsters.
Pole arm:
1 point damage (Unless red, 2)
At least five feet in length. Includes spears but may also have slashing edges (minimum 1 foot in length for a striking edge, must have padding on upper 1/3 of length). Considered wooden for purposes of being targeted by spells or affecting monsters.
Projectiles:
1 point damage.
Javelins - Between 36 and 72 inches long and may be used as a thrusting weapon in melee.
Immunities: Control
Awe/Fear Charm Confusion
Feeblemind Legend Lore
Mute Truth Yield
Lives: 4
Abilities & Traits:
Levels
1st
 

None

2nd
 

Touch of Death (ex) (1/game)


As per the Touch of Death enchantment except may only be placed on self.
I: Enchantment cloth
E: Repeat x20 “Touch of death,” tie strip on person. (self only)
L: Bearer of enchantment’s touch kills (via either hand).
N: Will work through clothing, but not armor of any sort. Does not have to be discharged on the next person touched after the enchantment is cast, but can be saved until it is needed; must be announced when discharged. The magic itself is Sorcery, but its effect when released is Death magic. Targets may not be touched in an illegal, dangerous, or offensive manner. Counts as one hit against invulnerability and invulnerable armor. One use only.

3rd
 

Poison Weapon (ex) (1/game)


M: Denoted with black ribbon
E: May poison one weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count. A person may only poison one of his own weapons. This effect remains on the weapon for the entire life.

4th
 

Steal Life (m) (1/game)


S: Death
M: Dead person
I: Touch target on their shoulder and recite “I take your life”
R: Touch
E: Target loses one life from their total and the user gains one life. This life is in addition to
the person already being dead. You cannot steal lives from those already shattered.
N: This effect may be used on any dead person who has not yet reached nirvana, even if they have moved from where they died. May be used while moving.

5th
 

Innate Ability (choose one before game starts):


a. Poison Weapon becomes (2/game)
b. Touch of Death becomes (1/life)

6th
 

Immunity: Flame

Call Lightning Fireball Flameblade
Flamewall Immolation Heat Weapon
Lightning Bolt Pyrotechnics
Sword of Flame
  Innate Ability (choose one before game starts):
 

a. Fear (m) (2/game)


As per the Awe/Fear spell
I: For repeat x3 “I make thee afraid.”
R: 20 ft.
E: Target may not attack or cast magic at the caster and must remain at least 20 ft away from the caster at all times for a 300 count.
L: If the caster attacks or casts another magic at the target, this spell’s effect is negated.
N: Victims may still cast area-effect magic (like Doomsday) that would affect the caster but do not specifically target him.

 

b. Reanimate (m) (1/game)


As per the Reanimate spell.
M: Enchantment cloth
I: Repeat x10 “Rise and fight again,” tie cloth on player
E: Player temporarily comes back from the dead to loyally serve the caster. This enchantment lasts for a 200 count or until the player’s death count is finished. When the time has elapsed the player is once again dead and may return to life when his normal death count has expired, or immediately at his base if his death count expiring ended the Reanimate. Any player having Reanimate cast on them is affected as per Sever Spirit.
L: Dispel will kill. Wounds (other than the one which killed) and damage to armor remain, but may be Healed or Mended as normal. Reanimated players may not use magic or per life/ game abilities though any that were already in effect (i.e. a
warrior who had already Improved their shield would retain his Improved Shield).
N: As Reanimate is an enchantment, person does not retain enchantments carried before death unless they are able to bear two enchantments (e.g., 6th level scouts and wizard Stack). Even if this is the case, if they were bearing two
enchantments only one may be retained.