Amtgard Rules of Play version 7.2, p.17:

Assassins were once so powerful in the Middle East that Hulagu Khan had to storm their mountain fortress when they demanded tribute. Renaissance Italy and its setting of political intrigue made the courtly killing into an art form.

Examples: The Ninja, the Borgias, the Jackal, Hassan-I-Sabah, Sir Francis Walsingham

Links | Heraldry | Guildmaster Beltfavor | Class and More

Links
assassinsash.doc Add the entire class to the back of your assassin sash, 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 4 inches wide, and made out of cloth (cotton/poly blends work best)
All Sashes
How to Make Assassin Equipment
Make a Ninja Mask out of a T-Shirt
Summoned Monsters for Assassin
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: Black sash plus must wear a mask or concealing face paint. Mask may be worn around neck.
Armor: None initially
Shields: None initially
Weapons: Dagger, short, long, throwing weapons
  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.
  Throwing Weapons:
1 point damage.
Throwing knives and axes, shuriken, etc. Must be at least 2.5 inches at all ends.
May not be used to parry, block, or melee. There is no limit to the number that can be carried. Weapons not listed here and that do not fall into these categories may not be thrown (i.e. you may not throw your sword). Projectiles that are not bearing enchantments or class abilities are indestructible. Projectiles that are affected by enchantments or class abilities (not to be confused with class Traits) may only be destroyed by spells or magic balls.

Immunities: None
Lives: 4
Abilities & Traits: Note: Each time an assassin plays in a battlegame, he must choose which abilities he is using for the entire battlegame. He can switch them between each battlegame as he sees fit.
Levels
1st
 

No additional abilities

2nd
 

Innate Ability (choose one):

   
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.