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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Oldskull Anti-Paladins 
   
  An Old School Supplement 
  For Fantasy Role-Playing Games 
   
  Created By 
  Kent David Kelly 
   
  Cover Art By 
  Tan Ho Sim 
   
  Interior Illustrations By 
  James Archer, Ivan Bibilin, Harry Clarke, 
  Gustave Dore, Albrecht Durer, Henry J. 
  Ford, Christof Grobelski, William 
  Hatherell, Rick Hershey, Theodor 
  Kittelsen, Gustav Klimt, Aaron Lee, 
  William McAusland, Bradley K. McDevitt, 
  Arthur Rackham, Alfred Rethel, Frederick 
  Sandys, Tan Ho Sim, 
  Et Alii 
   
  Some artwork copyright William 
  McAusland, used with permission 
   
  PUBLISHER’S CHOICE 
  QUALITY STOCK ART 
  © RICK HERSHEY / FAT GOBLIN GAMES 
   
  Wonderland Imprints © 2019 
  Only the Finest Works of Fantasy 
   
   
  OSR 
   
   
   
   
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  Description 
   
  Beyond mortal comprehension, 
  Beyond redemption, 
  Some insidious fiends 
  Just want to watch the world burn … 
   
   
   
  Ofttimes controversial, always vexing, but 
  never boring, the ANTI-PALADIN is a 
  specialized chaotic evil fighter sub-class 
  which represents an irrepressible remnant 
  order of the unholy black knights of yore.  
  Whereas paladins represent ultimate light 
  and the might of purity, anti-paladins are 
  the 
  harbingers 
  of 
  abyssal 
  darkness, 
  despair, and overpowering evil. 
  Anti-paladins were introduced to the game 
  in 1980 and were even briefly made official 
  by accident (via the 1981 fiendish bestiary) 
  before being relegated to oblivion.  They 
  only ever returned in a sanitized form as 
  the diluted “Blackguard.”  But for those 
  who want to include and glorify the original 
  iconic class as first presented in a 
  Draconian magazine almost 30 years ago, 
  this supplement — likely the most detailed 
  treatment of anti-paladins ever created — 
  should be received with delectation.  
  The class has been reimagined and fully 
  expanded upon within the context of the 
  World of Oldskull campaign (as featured in 
  the Oldskull Adventure Generator and 
  other tomes), with elaborations pertaining 
  to demonic worship, the enigmatic Knights 
  of Saigoth, and the Great Old Ones who 
  represent the Cthulhu Mythos.  Systems 
  featured 
  in 
  this 
  old 
  school 
  gaming 
  supplement include:  a history and literary 
  justification of the class (using Lord 
  Mordred as a primary exemplar, among 
  others), an overview of the Arthurian 
  Knights Perilous, demonic empowerment 
  and vigil systems, level titles, weaknesses, 
  powers, spell casting rules, and ruling 
  clarifications (based for example on a 
  contemplated inversion of official Sagely 
  paladin rulings made throughout the 
  years). 
  Lacking in lechery or gore yet replete with 
  sinister gothic atmosphere, the reimagined 
  Oldskull Anti-Paladin is a perfect villainous 
  archetype rendered for your enjoyment as 
  a Non-Player Character, or even as a PC 
  option pending Game Master approval. 
  However you decide to play them, I can 
  assure you that your players will never 
  forget these terrible nemeses.  Why not give 
  your most skilled and daring players a 
  challenge, and a nefarious villain they’ll 
  love to hate? 
  Another fine gaming supplement from Kent 
  David Kelly and Wonderland Imprints, Only 
  the Finest Works of Fantasy. 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Face to Face with Evil: 
  Arguments for and 
  Against the Anti-Paladin 
   
  As grandiose and evil knights resplendent 
  in their not-quite-shining armor, anti-
  paladins have a long and somewhat 
  notorious history in Fantasy Role-Playing 
  Games.  The idea premiered all the way 
  back in 1980 as an anti-heroic inversion of 
  the favored — and some would say 
  overpowered — paladin-fighter sub-class.  
  When E. Gary Gygax read over the first 
  published NPC anti-paladin archetype in a 
  certain Draconic magazine, he declared the 
  idea “as useful as a third leg.”  But this was 
  a bit disingenuous, considering that in 
  1978 he wrote up descriptions of the dark 
  elf homeland, complete with chaotic evil 
  noble fighters wielding “death lances” and 
  riding about on nightmare steeds.  And by 
  1983, he had introduced his own knightly 
  cavalier class which specifically embraced 
  the tenets of evil alignment alongside the 
  more staid options of chivalric good, law, 
  and measured neutrality. 
  So from the early years on, the idea of the 
  evil knight was resisted and stigmatized, 
  yet obliquely offered.  Very interesting, to 
  say the least!  The tensions of resistance 
  seemed to arise not from the class concept 
  directly, but rather from the idea of 
  allowing such an evildoer to potentially 
  take center stage at the forefront of the 
  campaign.  But in the end, why should a 
  black knight seem to be more unnerving 
  than a demon lord, an arch-devil, a Great 
  Old One, or any of the other terrible evils 
  featured in the game?  Perhaps it is the 
  anti-paladin’s 
  mortality 
  which 
  makes 
  people nervous, calling into question 
  whether any human being could ever make 
  a conscious choice to become a soulless 
  monster.  That question tends to unnerve 
  people. 
  But the resistance to anti-paladins does 
  not stop there.  Even outside of the highly 
  confused early precedents, some Game 
  Masters might say that they don’t want 
  anti-paladins to be a valid character option, 
  because the associated behaviors (cruelty, 
  torture, treachery, etc.) are disturbing 
  qualities which should not be represented 
  in a game of heroic imagination.  But that 
  stance is abjectly incorrect, because those 
  behaviors are already enfranchised in the 
  game, under the moniker “Chaotic Evil.”  
  And evil Player Characters have been 
  specifically written into the game since at 
  least 1976 (with Elric being celebrated in 
  1971, and FRPG play examples in Gary’s 
  campaign dating back to 1972). 
   
   
   
  Anti-paladins are embodiments of both 
  intelligent chaos and evil incarnate.  As 
  such 
  they 
  share 
  that 
  foundational 
  villainous distinction with Great Cthulhu, 
  demons, demon lords and queens, the 
  drow, and even red dragons, which are 
  arguably the most iconic villains in the 
  game.  Anti-paladins — being mortal and 
  beginning their adventures at experience 
  level 1 — are certainly no more evil than 
  these 
  already-established 
  creatures of 
  greater power are.  If chaotic evil clerics, 
  fighters, and magic-users are all allowed in 
  play, why not an unholy amalgamation of 
  the three?  The FRPG is already built to 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  support the existence evil characters, and 
  logically a viable anti-paladin can simply be 
  constructed to be “no more evil” than any 
  of the other options already provided by the 
  game. 
  Other GMs have said to me that anti-
  paladins shouldn’t exist because there’s no 
  historical or mythic precedent for their 
  existence.  However, there actually is.  The 
  prototypical noble evil villain is the fallen 
  angel Lucifer, especially as represented in 
  John Milton’s Paradise Lost.  While 
  honoring his personal code of behavior 
  Lucifer fights in armor against good, 
  conquering 
  the 
  weak 
  and 
  eventually 
  establishing the infernal stronghold of 
  Pandaemonium (“Kingdom of All Demons”).  
  Of course it can be argued that Lucifer is 
  an immortal example, yes, and perhaps as 
  a devil therefore too far afield; but there are 
  mortal examples of the noble villain-knight 
  as well. 
  In mythic folklore, the prime example of the 
  archetype is found in Mordred, slayer of 
  King Arthur.  The 1980 book of gods and 
  demigods — as scribed by the esteemed 
  messengers Ward and Kuntz — lists a 
  baker’s dozen of evil knights (Mordred 
  foremost among them) in the Arthurian 
  Heroes section.  And of course there is 
  more, because the idea of the evil 
  supernatural knight has been played with 
  for many years.  Further iconic examples 
  celebrated in modern literature and cinema 
  include Dracula, Elric (he is a noble sword-
  wielder, after all), Randall Flagg (who 
  stands diametrically opposed against a 
  gunslinging paladin), and even Darth Vader 
  … from a certain point of view. 
  The historical trend of the evil knight 
  becomes 
  more 
  interesting 
  when 
  we 
  consider that each of these characters is 
  instilled 
  with 
  supernatural 
  villainry:  
  Lucifer is an angel who becomes a devil, 
  wielding black magic;  the rebellious Lord 
  Mordred is frequently associated with the 
  dark faerie Morgan le Fay; Dracula (Vlad 
  Tepes) was declared “noble” and a student 
  of the unholy Scholomance, making him 
  both a vampire and a devil-magic wielder; 
  Elric is possessed by a demonic sword-
  spirit; Randall Flagg is a lesser demon lord 
  incarnated as a man; and Vader is 
  corrupted by the spirits of the Sith.  We can 
  see that anti-paladinhood doesn’t just 
  embody the idea of the martial, sword-
  bearing black knight; it also incorporates 
  the concept of unholy power acting through 
  an armored mortal vessel — whether it be 
  willing or unwilling. 
  And that concept, I think, is unique and 
  distinctive enough to be fairly regarded as 
  the creative basis for a specialized FRPG 
  character class. 
  So, the beleaguering question as to whether 
  or not anti-paladins should exist is in 
  essence a deeply misguided one, because 
  the legendary archetype is already well-
  established.  You need to overlook a lot of 
  existing material, going back to Sir Thomas 
  Mallory’s Le Morte d’Arthur (1485), if you 
  want to argue against that evident reality. 
  The more pertinent question however 
  remains as to whether those fabled evil 
  qualities should be role-played by the 
  players, which is an entirely separate issue 
  of genuine importance.  That is a decision 
  that should be left exclusively to the GM for 
  his or her own campaign.  I can only say 
  that if you already allow your players to 
  play the roles of evil PCs, there’s no reason 
  why “anti-paladin” could not be added to 
  the class roster alongside Gygaxian Evil 
  High Priests and Priestesses (EHPs) and 
  Arnesonian assassins.  Conversely however 
  if you have any doubts whatsoever, there’s 
  no reason to start allowing evil PCs in your 
  game now.  Take a measured approach to 
  the matter.  Talk to your players, come to a 
  consensus about the themes, styles, and 
  motivations that you all want to play with. 
  No matter how you prefer to play your 
  game, I can whole-heartedly recommend 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  the anti-paladin as an iconic NPC villainous 
  presence.  The class has a great deal to offer 
  and will be certain to become an exemplar 
  of foul and wondrous demonic glories that 
  your players will love to hate. 
   
   
   
  Overview of the 
  Anti-Paladin Class 
   
  In the World of Oldskull campaign, “anti-
  paladin” is a pejorative term which mocks 
  the importance of a considerable brand of 
  devout and forbidden evil.  The more 
  correct in-game term for such a character 
  would be Chaos Knight.  That is what they 
  call themselves, and that is the true 
  encapsulation of their mission:  to sow grief 
  and murderous discord in a contemptuous, 
  yet charismatic (and almost noble) fashion.  
  They share less philosophical flair with a 
  random serial killer, and rather more with 
  Saruman or Professor Moriarty.  But when 
  stylistic flourishes all come to an end and 
  it’s time for senseless butchery, they will 
  sardonically resort to whatever final means 
  are truly necessary.  The end, to an anti-
  paladin, truly justifies the means. 
  The word “paladin” by the way comes from 
  the Latin palatinus, which in the late 
  Roman and Byzantine Empires meant “an 
  officer of the palace.”  The word implies 
  eloquent speech and courtly graces to an 
  extent, but it has nothing to do with good 
  deeds and chivalry until we get to the Age 
  of Charlemagne (c. 800 AD). 
  As a further matter of terminology, the 
  phrasing 
  “anti-paladin” 
  will 
  be 
  used 
  throughout this supplement to represent 
  the Chaos Knight class, because those 
  words have a considerable built-up burden 
  of meaning and expectation within the 
  existing game. 
  In game terms an anti-paladin is a mortal 
  champion who devoutly serves an immortal 
  extra-planar 
  power 
  of 
  chaotic 
  evil 
  alignment.  That power might be a demon 
  lord, demon prince, demon queen, god, 
  goddess, immortal monster (such as the 
  Egyptian Apep / Apophis), or a Great Old 
  One.  For an NPC anti-paladin, the 
  immortal power should be chosen by the 
  Game Master as appropriate to campaign 
  circumstance; for a PC paladin, the choice 
  is given to the player. 
  Fans of the 1985 Unearthed rules set 
  (sometimes called “Edition 1.5”) might 
  notice that I deliberately do not make the 
  anti-paladin 
  (originally 
  established 
  in 
  1980) a sub-class of the later cavalier 
  (established in 1983).  This is because I 
  want the class to be unique, and I don’t 
  want it to be completely overpowered … 
  which the Unearthed paladin-cavalier, 
  combining two already-powerful classes 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  into one, undoubtedly is.  Therefore, I 
  should make it clear that Oldskull anti-
  paladins are a sub-class of fighter, not 
  cavalier.  This distinction keeps the three 
  knightly subclasses — cavaliers (knights of 
  horsemanship), paladins (holy knights), 
  and 
  anti-paladins 
  (unholy 
  knights) 
  balanced and clearly distinct from one 
  another. 
  Game Masters who want to make anti-
  paladin cavaliers, combining my rules with 
  the Unearthed non-fighter cavalier class, 
  will need to hash out those sordid details 
  on their own.  However, a word of warning:  
  I tried it in the past, and it went very badly 
  for my game.  The combination is simply 
  too powerful and too discordant, and the 
  focus on horsemanship frequently gets in 
  the way of the anti-paladin’s special 
  themes. 
   
   
  Anti-Paladins in the 
  World of Oldskull 
   
   
  Heed to thy steps bestow, 
  Lest haply by thy soles 
  The heads be spurned of wretched 
  brothers, 
  Wearied in their woe … 
   
  * * * 
   
  With downcast face stood every one of 
  them.  To cold from every mouth, and to 
  despair from every eye, an ample witness 
  came. 
   
  * * * 
   
  Search the whole malign Caïna, and thou 
  shalt not any see more worthy to be fixed 
  in gelatine; not he whose breast and 
  shadow equally were by one thrust of 
  Arthur’s lance pierced through … 
   
  — Excerpts from the Sibbald translation 
  of The Inferno, Canto XXXII, by Dante 
  Alighieri 
   
   
  (This section combines many conflicting 
  sources from the real world’s labyrinthine 
  Arthurian 
  tales, with some additional 
  secrets of lore drawn from the author’s own 
  more encompassing game world history.  
  You are welcome to do your own research if 
  you’d like to know how I drew those many 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  tales together into a single narrative of the 
  unholiest of knights. ~K) 
   
  * * * 
   
  In the World of Oldskull campaign — and 
  outside 
  of 
  the 
  existence 
  of 
  those 
  unrecorded lone wolves who terrorized the 
  world in earlier centuries — the first 
  rebellious knightly order of anti-paladins 
  arose as the Dolorous Cabal in service to 
  Sir Mordred, c. 534 AD, prior to the tragic 
  Battle of Camlann (in the Year of the 
  Pretender, 537 AD) which ended the reign 
  of King Arthur. 
  Hagiographic histories beyond the Mort 
  Artu have white-washed Arthur, and the 
  endless bardic reiterations of his glory have 
  rendered him stainless.  But despite his 
  paladinhood he was a real and deeply 
  flawed man.  Rather than being perfect, his 
  disgrace and fall from the paladin mantle of 
  holy power directly resulted in his doom, as 
  well as a calamitous end to the illustrious 
  Age of Camelot. 
  The whole tale is far too convoluted to be 
  told in full here, but the general flow is 
  critical to our subject.  The grim tale of Lord 
  Mordred 
  gives 
  full 
  reasons 
  for 
  the 
  establishment of the Dolorous Cabal of the 
  Chaos Knights, and perhaps in the minds 
  of some even justifies their fury. 
  And so: 
  Mordred was born of an incestuous union 
  between the deceived Arthur and his half-
  sister, Queen Morgause.  Morgause in turn 
  was a sister to the high sorceress of the 
  Unseelie Court, that sister being Morgan le 
  Fay herself. 
  Upon horrified realization, rather than 
  atoning for his sin, Arthur sought to have 
  the young evil-born Mordred murdered.  
  (Or 
  more 
  politely, 
  “abandoned” 
  and 
  “exposed.”)  Worse, all babies that were 
  born on the same day were gathered up as 
  well so that Arthur could be certain that the 
  dark faerie threat to his throne would be 
  annihilated.  The abducted children were 
  set adrift in a boat, which sank, drowning 
  all but Mordred himself.  Few knew of this 
  terrible truth … and no one human knew 
  that through the crystal-gazing arts of 
  Morgan the observer, the forsaken Mordred 
  had indeed survived. 
   
   
   
  Arthur was disgraced in the eyes of the 
  holy, and his paladinhood faded despite his 
  continuing earthly majesty.  A doom was 
  born that day, which Morgan le Fay had 
  long ago divined.  Through an evil act 
  wrought upon innocent souls, the gilded 
  future of Camelot was forever destroyed by 
  the same man who had caused its glory to 
  arise. 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  Mordred was raised by one Lord Nabur, 
  and it is believed that he learned the truth 
  of his birth and background from Morgan 
  le Fay and the elves of darkness.  He 
  harbored hatred in his heart and swore 
  that he would one day claim the throne 
  which his murderous father had forbade 
  him.  To that end he vowed his soul to 
  unholy powers, the only that would 
  embrace him, and so in secrecy as a young 
  man the greatest anti-paladin was ordained 
  in the name of a terrible demon queen. 
   
   
   
  Once he came of age, Mordred insinuated 
  himself into the royal domain of power by 
  challenging and becoming a Knight of the 
  Round Table.  But his darker character 
  emerged many a time, and others with evil 
  hearts saw him as a dark savior of the fey 
  and elven races which had fallen to fear and 
  weakness during the time of Arthur.  Sir 
  Mordred at this time — as an occasional 
  associate of Sir Lancelot — was fully 
  chaotic evil, veiled by demonic auras; 
  although he wisely pretended otherwise.  
  Accusations 
  of 
  deceit, 
  incitement 
  to 
  treason, murder, rape, and vile treachery 
  were whispered yet never proven.  He sired 
  two secret sons with a dark elven maiden, 
  and through black magics these half-
  human shades grew to maturity with 
  unnatural speed.  Sir Mordred in the 
  meanwhile proved himself in battle and he 
  maintained a bold charismatic front of 
  wounded innocence, thereby successfully 
  portraying any of his detractors as envious 
  fools.  Through charm, wise counsel, and 
  valorous deeds Mordred was eventually 
  made a Worthy Lord by Arthur the 
  accursed. 
  Thus emboldened, Mordred journeyed far 
  and wide.  He made alliances with various 
  powers 
  including 
  the 
  Picts, 
  the 
  Caledonians (Scotsmen) and even the grim 
  Midgardian Saxones.  He deceived distant 
  nobles into believing that Arthur was dead, 
  or near death, and proclaimed that he 
  would need to wed Queen Guinevere 
  himself in order to ensure continued 
  stability throughout the divided kingdom.  
  Guinevere fled his advances and when the 
  adventuring 
  Arthur 
  learned 
  of 
  this 
  lecherous betrayal, he returned to his 
  throne and furiously prepared to wage war 
  upon the pretender. 
  Lord Mordred however had sworn other 
  willing knights to his unholy cause, and the 
  forces of Demonium were in play.  The 
  paladins and cavaliers loyal to Arthur 
  defeated Mordred and his outnumbered 
  knights in their first battle, forcing an 
  inglorious retreat.  The further and final 
  battle occurred at Camlann.  Virtually all of 
  the knights on both sides were slain in this 
  cataclysmic fray, and many awe-inspiring 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  powers both sacred and unholy were visited 
  upon the battlefield. 
  Mordred’s demon blade mortally wounded 
  Arthur.  Arthur, barely standing, managed 
  one final charge and impaled Mordred with 
  his sacred lance.  It is said that sunlight 
  burst 
  through 
  Mordred’s 
  flesh 
  and 
  hollowed him into a wasted thing, writhing 
  within his drowic armor.  Arthur died 
  beloved and redeemed as is known, but the 
  tale of Mordred does not end there. 
   
   
   
  Through his foul powers of demonic healing 
  Mordred saved himself from death, and he 
  crawled from the battlefield into the 
  remnants of an unholy shrine.  He was 
  saved in the nether through some manner 
  of demonic sacrifice conducted by his sons, 
  Melehan and Melou. 
  Later in life the vengeful Mordred was 
  revealed once more and finally defeated by 
  the aging paladin lord Sir Lancelot himself.  
  Yet — even to the sages, many of the details 
  remain unknown — in some terrible way, 
  Mordred and his sons managed to either 
  execute the widow Guinevere or to afflict 
  her with a fatal wasting disease.  The 
  presence of demonic power was made clear 
  in the tumultuous battle between the 
  Knights Illustrious and Mordred, although 
  Melehan and Melou escaped.  It is said that 
  Lancelot suffered a lunatic rage after 
  Mordred 
  was 
  captured, 
  in 
  grief 
  for 
  Guinevere; or, that Mordred was seized by 
  a mob and dragged through the streets.  
  Perhaps aspects of both tales are true. 
  Whatever truly occurred, the terrible end is 
  known:  The curse which had destroyed the 
  legacy of Camelot was twofold, and as a 
  result of the defeated Mordred’s panicked 
  pleas, demonic insanity reigned once more.  
  Lord Mordred was entombed alive by noble 
  men who were driven mad; horrifically, he 
  was sealed into the tomb of Queen 
  Guinevere herself.  There in the utter dark, 
  he was offered the embrace of one final pact 
  of darkness by a banshee spirit who hailed 
  from the Unseelie Court.  This he accepted, 
  and to save himself from starvation — and 
  to empower the banshee’s terrible pact in 
  his black heart — he ate of the dead flesh 
  of Guinevere.  In so doing he became an 
  undead heir to the dread and ancient 
  Knights of Saigoth, a hateful revenant.  He 
  was torn away into the dark faerie realm of 
  the Unseelie and never seen again. 
  A later and anti-climactic revolt (led by 
  Melehan and Melou) was ended by Lancelot 
  and the surviving Knights of the Round 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  Table, and only then did the terror-reign of 
  Mordred’s ill-omened legacy finally come to 
  an end. 
  Anti-paladins persisted in their twisted 
  machinations 
  and 
  scattered 
  heresies 
  throughout the Dark Ages of the lands, 
  although regionally they were largely wiped 
  out by the wrathful surviving peoples of 
  Britannia and Caledonia.  It was not until 
  the 1300s that a collective order of multiple 
  Chaos Knights once again arose beneath 
  the realms, in abject defiance of all that is 
  pure and holy. 
   
  The new terror came surrounded in 
  vermin-touched dust, upon insect-clouded 
  winds, from out of the Utter East.  The 
  civilized kingdoms in the realm of Tyrrhenia 
  learned of this terrible demonic resurgence 
  when the first Chaos Plague emerged as the 
  Yellow Death, as manifested by an avatar of 
  the King in Yellow in Anno Calvariae (Year 
  of the Skull, AC) 1348.  Refer to the 
  supplement Oldskull Plague Doctors for 
  further 
  details 
  concerning 
  that 
  foul 
  contagion, the sieges of Grimrook and 
  Serenisse, the King in Yellow, the heroic 
  resistance of the plague doctors, and the 
  deathless Triumphator known as the Lich 
  Queen. 
  The Chaos Plague took over a million lives.  
  The swarming legions of vagabond plague 
  victims, 
  undead, 
  vermin, 
  wererats, 
  abominations, and demonic terrors were 
  led into battle by a foul order of Chaos 
  Knights 
  who 
  called 
  themselves 
  the 
  Avengers of Saigoth. 
   
   
   
  When the Lich Queen was finally defeated 
  and entombed, several of her anti-paladin 
  champions were sealed away along with her 
  … a gruesome echo of the fate of accursed 
  Lord Mordred, imprisoned in the black 
  sepulcher of Guinevere. 
  But several of the Lich Queen’s most 
  powerful lieutenants escaped the last battle 
  in the ravaged Tyrrhenian lands, fleeing 
  westward to establish themselves in the 
  lost dimensional fanes which lie beneath 
  the ruins of the Ushirian Manor, that 
  magicked pile of ruin known to adventurers 
  and mercenaries alike as “Castle Oldskull, 
  upon yon farthest shore,” beyond the city of 
  Grimrook proper. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  But nevertheless, the looming threat from 
  the bloody Avengers of Saigoth had been 
  ended, at least for a time. 
  Years passed and a fragile spirit of peace 
  seemed to seep tenuously across the land.  
  A short and severed generation of naïve 
  humanity witnessed the birth of a shocking 
  new heresy amongst the younger folk, in 
  which minxes and striplings would dare to 
  play at “Plague Danses” in imitation of the 
  nearly-triumphant legions of undeath.  
  (“Ashes, ashes, we all fall down!”) 
  Resonating with taunt and prayer, demonic 
  powers of shivering temptation stirred 
  beneath the earth.  The young people were 
  emboldened, by fleeting glimmers of the 
  supernatural, to turn their sinister games 
  into far more active nocturnal imaginings.  
  Occasionally, even the blood of hated rivals’ 
  sons and daughters was shed by the over-
  zealous in petty rituals secretly known as 
  the “Danses Macabre.” 
  Most of these outrageous young idiots were 
  disciplined or disowned by their mothers 
  and fathers, those who were veteran 
  survivors of the Chaos Plague.  Yet some 
  few of these youths accidentally tampered 
  a bit too far with the wrong grimoire, the 
  wrong ruins, or the wrong skull of a fallen 
  lord.  Foolish promises were made to 
  invisible black powers in the name of 
  inkling envy or fleeting seduction. 
  A new scattering of weak anti-paladins — a 
  handful of caitiffs, poltroons, dastards, and 
  outright fools — has now been instilled with 
  unholy 
  essence 
  through 
  obscene 
  incantations whispered in the middle of the 
  night.  Only a few of these youths in exile 
  have fully fallen to the path of darkness, 
  and now exist as level 1 and 2 anti-paladins 
  who lead small gangs of brigands, or 
  witchless rat-things, or limping zombies.  
  But many more young lost souls remain 
  completely unaware that their yearnings 
  and spites are tallied even now by 
  imprisoned demon lords who skulk and 
  scheme, awakening, down in the deepest 
  Oldskull infernos burning beneath the 
  earth. 
   
  The Stricken Names: 
  Anti-Paladins of the 
  Arthurian Age 
   
   
   
  There are several Knights Perilous, traitors, 
  murderers, and foul anti-paladins who are 
  known in the tales of Arthur and his 
  knights.  Their most terrible crimes have 
  been stricken from memory, as a protection 
  against demonic invocations led by the 
  curious and the power-hungry.  But we do 
  know a little of these Chaos Knights, their 
  experience levels, and a few of their lesser 
  deeds.  It is likely that several of these foul 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  men will be found in the campaign as 
  undead lords, vampires, incubi, or perhaps 
  even something worse. 
  The known black knights of Britannia were: 
   Lord Mordred the King-Slayer, 
  Level 13:  The slayer of King Arthur 
  at the Battle of Camlann.  Whether 
  he was slain by Arthur, or barely 
  survived, is unknown to many.  It is 
  whispered by the wisest that he was 
  entombed alive with the body of 
  Queen Guinevere, and that he ate of 
  her flesh before he starved to death 
  in the utter dark.  If true he likely 
  arose as an undead Knight of 
  Saigoth. 
   Sir Breunis Sans Pite (“Without 
  Mercy”), Level 12:  A malefactor 
  who killed Knights of the Round 
  Table, as well as their damosels. 
   Sir Edward the Knight Perilous, 
  Level 10:  Lord of the Red Castle.  An 
  evil lord who stole a Barony, and 
  would 
  only 
  do 
  battle 
  with 
  outnumbered heroes. 
   King Mark of the Viper, Level 10:  
  A noble man fallen to evil; he killed 
  Sir Tristan with a poisoned lance for 
  daring to love Isolde. 
   King Meleagrance the Ensnarer 
  (Maleagant), Level 10:  A dark half-
  elven black knight, and the abductor 
  of Queen Guinevere. 
   Sir Melehan (Meleon) the Defiant, 
  Level 9:  The eldest son of Lord 
  Mordred, who defied the rule of King 
  Constantine 
  after 
  the 
  death 
  of 
  Arthur.  Slayer of King Lionel. 
   Sir Damas the Craven, Level 9:  A 
  cowardly castle lord who took courtly 
  prisoners, while treacherously never 
  doing battle on his own. 
   Sir Andred the False, Level 8:  
  Allied with King Mark in the treason 
  against his cousin, Sir Tristan.  A 
  deceiver and failed kin-slayer. 
   Sir Helius the Heart-Spearer, Level 
  8:  A treacherous knight who killed 
  King Hermance. 
   Sir Pinell the Black-Hearted, Level 
  8:  A coward who poisoned a feast of 
  apples in order to slay Sir Gawain. 
   Sir Melou the Inciter, Level 8:  The 
  younger son of Lord Mordred, who 
  incited the resistance against King 
  Constantine 
  and 
  the 
  remaining 
  Knights 
  of 
  the 
  Round 
  Table.  
  Beheaded by Sir Lancelot. 
   Sir Garlon the Unseen, Level 8:  A 
  black 
  knight 
  who 
  slaughtered 
  enemies through treacherous stealth 
  and the magics of invisibility. 
   Sir Phelot the Beheaded, Level 8:  
  A treasonous deceiver who forced his 
  wife to lie in hopes of murdering Sir 
  Lancelot. 
   Sir Hue the Overthrower, Level 8:  
  Another knight of the Red Castle, 
  who disherited the Lady of the Rock 
  of her barony. 
   Sir Gringamore of the Dwarven 
  Lands, Level 8:  A black and unholy 
  knight, a coward and traitor of 
  unknown deeds.  His allegiance to 
  the Dvergar and other evil dwarves 
  remains a mystery. 
   
  The tombs of these NPCs are undoubtedly 
  evil fanes, protected by demonic entities 
  and filled with treasure, which good PCs 
  might well want to seek out and raid … if 
  they can. 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
   
  The reader might be surprised to see that 
  none of the original anti-paladins rose to 
  experience levels higher than 13.  This is 
  due to the fact that Chaos Knights cannot 
  be resurrected from the dead, as we will 
  explore in the weaknesses section of this 
  supplement a little further on.  When an 
  anti-paladin is laid low, his soul is stolen 
  away 
  by 
  the 
  chaotic 
  immortal 
  who 
  empowered him, to be tortured into a 
  forever-agonized demonic shape.  Only 
  undeath can cheat the immortal’s grasp, 
  and that only for a few centuries at best.  
  (And in realizing this, we might well 
  sympathize slightly with Lord Mordred’s 
  banshee plight and the blasphemy which 
  took place in the sepulcher of Guinevere.) 
  We also must consider that anti-paladins 
  either live as exiles surrounded by evil 
  minions, or in the shadows, lest they be 
  dragged out into the light and torn apart.  
  They are the most hated of humankind.  
  Given these facts it stands to reason that 
  level 13 is a very high level indeed, and even 
  reaching 
  experience 
  level 
  2 
  is 
  a 
  considerable accomplishment for many.  If 
  there are to be any anti-paladins of 
  experience level 14 or higher, they will exist 
  as arch-villains in the Game Master’s own 
  campaign, or (!) perhaps even as Player 
  Characters raised up from level 1 into 
  infamous glory.  
   
  Anti-Paladin Races 
   
  Anti-paladins must be human, elven (drow 
  only), or half-elven (half-drow changeling 
  only). 
  Half-drow anti-paladins, in particular, are 
  Unseelie Court creatures who are raised by 
  evil human nobles and demon worshippers 
  as the “champions of two worlds.” 
   
   
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  Starting Age 
   
  Anti-paladins will begin play at experience 
  level 1 at an age equivalent to a cavalier of 
  the same race. 
   
   
   
  Ability Score 
  Requirements 
   
  The prime requisite abilities for the anti-
  paladin are Strength and Wisdom (typically 
  in the forms of wile, cunning, and self-
  preserving intuition). 
  An anti-paladin character must have the 
  following minimum ability scores to qualify 
  for the class:  STR 12+, DEX 6+, CON 9+, 
  INT 9+, WIS 13+, CHA 17+.  As a reminder, 
  do consider that Charisma does not 
  necessarily represent handsomeness or 
  beauty, or one’s charming ideals; it 
  represents an aura of command, “strange 
  compulsion” arising in others, and the 
  power of personal magnetism.  To echo one 
  of Gygax’s 1979 examples, Adolf Hitler 
  could certainly be regarded as possessing 
  an 18 Charisma. 
  Under the Advanced rules, note that anti-
  paladins do not roll for exceptional 
  strength; their maximum rolled STR is 18 
  at level 1.  However, the Self-Mastery ability 
  (described later) could potentially give an 
  anti-paladin exceptional strength gradually 
  over time. 
   
  Experience Point 
  Modifiers 
   
  If either Strength or Wisdom is greater than 
  14, the anti-paladin character adds +5% to 
  all experience points (XP) awarded by the 
  Game Master.  If both Strength and 
  Wisdom are greater than 14, the bonus is 
  +10% instead of +5%. 
  Anti-paladins of lower aptitude (STR<15, 
  WIS<15) gain no such bonuses. 
   
  Experience Hierarchy 
   
  Anti-paladins are powerful.  Their many 
  abilities are partially balanced by their 
  inherent 
  weaknesses, 
  particularly 
  the 
  threat of death in good-aligned civilizations 
  and the mortal threat to their souls which 
  prevents resurrection. 
  However, these weaknesses are not quite 
  enough to balance them properly, due to 
  the terrible capacity of the class.  Therefore 
  to maintain game balance anti-paladins are 
  also somewhat slowed in their experience 
  level progression. 
  Anti-paladins 
  progress 
  on 
  the 
  same 
  experience scale as paladins, requiring (for 
  example) 2,751 experience points to attain 
  experience level 2. 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  Anti-Paladin Level 
  Limits 
   
  Due in part to their mortality, their 
  demonic empowerment, and their relative 
  difficulty of progression, anti-paladins have 
  no theoretical level limit, regardless of race.  
  However anti-paladins can never be multi-
  classed, or characters with two classes. 
  As a very general rule of thumb for Non-
  Player Character populations and knightly 
  orders, the Game Master should assume a 
  30% lethal attrition rate for anti-paladins 
  between experience levels.  In other words, 
  if you decide that your campaign’s perilous 
  homeland features 100 NPC anti-paladins, 
  then only 70 of those would reach level 2, 
  only 49 would reach level 3, 34 would reach 
  level 4, 24 would reach level 5, 17 would 
  reach level 6, 12 would reach level 7, and 
  so forth.  Of course singular and favored 
  arch-villains — those who you only want to 
  leave the game when they are slain by the 
  Player 
  Characters 
  — 
  would 
  never 
  arbitrarily die behind the scenes in such an 
  arbitrary manner. 
   
   
  Suggested Level Titles 
  for Anti-Paladins 
   
  Anti-paladins gain level titles in accordance 
  with the vileness of their past misdeeds.  
  Here are 55 examples of appropriate level 
  titles, which will give you potential ideas for 
  NPC backgrounds (or possibly even some 
  thematic 
  ideas 
  for 
  developing 
  Player 
  Characters). 
   Experience Level 1:  Caitiff, Chaos 
  Minion, Evildoer, Poltroon, Traitor 
   Experience Level 2:  Betrayer, 
  Chaos Bringer, Miscreant, Ruiner, 
  Varlet 
   Experience Level 3:  Chaos Warrior, 
  Demon Worshipper, Grief Bringer, 
  Hellion, Malefactor 
   Experience Level 4:  Anti-Hero / 
  Anti-Heroine, Chaos Reaver, Dire 
  Malefactor, 
  Hag 
  Hunter, 
  Hate 
  Bringer 
   Experience 
  Level 
  5: 
   
  Black 
  Malefactor, 
  Blackguard, 
  Knight 
  Perilous, 
  Nightmare 
  Rider, 
  Unforgiven One 
   Experience 
  Level 
  6: 
   
  Foul 
  Blackguard, 
  Paladin 
  Slayer, 
  Scoundrel, Shadow Knight 
   Experience Level 7:  Black Knight, 
  Dastard, Demon Singer / Demon 
  Songstress, Hero Slayer 
   Experience 
  Level 
  8: 
   
  Anti-
  Superhero 
  / 
  Anti-Superheroine, 
  Champion of Chaos, Demon Bringer, 
  Villain 
   Experience Level 9:  Arch-Villain, 
  Bringer of Treachery, Chaos Lord / 
  Lady of Chaos, Knight of Ruin 
   Experience Level 10:  Blood Fiend, 
  Demon 
  Incarnate 
  / 
  Demoness 
  Incarnate, Lord of Ruin / Lady of 
  Ruin 
   Experience Level 11:  Anti-Paladin, 
  Warlord of Ruin 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
   Experience Level 12:  Anti-Paladin 
  Lord / Anti-Paladin Lady, Overlord of 
  Ruin / Dame Overlord of Ruin 
   Experience Level 13:  Hatred 
  Incarnate, Nemesis 
   Experience 
  Level 
  14: 
   
  Chaos 
  Incarnate, Vile Nemesis 
   Experience Level 15+:  Arch-
  Nemesis, Evil Incarnate 
   
   
   
  Anti-Paladin Alignment 
  Requirements 
   
  Just as paladins are instilled with divine 
  and holy powers derived from the great and 
  sacred 
  immortals, 
  anti-paladins 
  are 
  infused with demonic and unholy majesty 
  by dread nemeses who lair in the lower 
  planes.  As such, they must always be 
  Chaotic Evil. 
  Some GMs might allow Lawful Evil or 
  Neutral Evil anti-paladins on a case-by-
  case basis, but I personally do not.  Despite 
  the primordial example of Lucifer, an anti-
  paladin exemplifies everything that a 
  paladin is not; meaning specifically that 
  they embrace the opposite of good (evil) as 
  well as the opposite of law (chaos).  The 
  entire theme of the Oldskull class is 
  dependent upon this rather exacting 
  interpretation of the planar and cosmic 
  order. 
   
   
   
  Deities and Worshipped 
  Immortal Powers of the 
  Anti-Paladins 
   
  The exact immortals who empower Chaos 
  Knights are really up to the decisions of the 
  Game Master.  I can provide extensive 
  helpful guidelines, however.  In general 
  every chaotic evil immortal (godly or 
  demonic) should be considered by the GM. 
  In the World of Oldskull campaign the real-
  world 
  mythologies 
  are 
  in 
  full 
  force 
  throughout the appropriate realms and 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  homelands.  As such, I can offer a very 
  partial list of those dread and immortal 
  chaotic evil powers that are served by anti-
  paladins: 
   Babylonian Deities:  Anshar, Dahak 
   Chinese (Serean) Deities:  Lu Yueh, 
  Ma Yuan, Tou Mu 
   Deities of the Pegana Mythos:  
  Trogool the Un-God 
   Demon Lords:  Azazel, Baphomet, 
  Belphegor, Hyaenoghul, Koschei the 
  Deathless, Shoggothlex 
   Demon Princes:  Orcus, Pazuzu, The 
  Ulthrogorgon 
   Demon 
  Queens: 
   
  Empusa, 
  Ereshkigal, 
  Lilith, 
  Mormo, 
  Zagemotha 
   Egyptian (Khomite) Deities:  Apep 
   Finnish (Finnian) Deities:  Hiisi, 
  Kiputytto, Tuonetar 
   Great Old Ones:  Cthugha, Cthulhu, 
  Dagon, Hastur, Nyarlathotep, Shub-
  Niggurath, 
  Yog-Sothoth 
  (among 
  others) 
   Greek (Achaean) Deities:  Ares, Eris 
   Indian Deities:  Kali 
   Mesoamerican 
  (Terra 
  Novan) 
  Deities:  Camazotz, Huehueteotl, 
  Tezcatlipoca, Tlazolteotl 
   Native American (Terra Novan) 
  Deities:  Shakak 
   Norse (Asgardian) Deities:  Loki 
  (tenous 
  and 
  untested 
  in 
  my 
  campaign, as Loki is technically 
  redeemable) 
   Roman 
  (Tyrrhenian) 
  Deities:  
  Alernus, Discordia 
   
   
  A Lovecraftian Example 
  of Thematic Knightly 
  Orders 
   
   
   
  Each immortal’s order will differ in the 
  details, but not in their apocalyptic ideals.  
  Examples of some orders of unique anti-
  paladins, using the Cthulhu Mythos for the 
  matter of demonstration, include the 
  following.  Note that unlike most demon 
  lords and deities, the Great Old Ones 
  simply do not care about mortals or mortal 
  affairs, but their more powerful servitors 
  (such as star-spawn) do grant spells on 
  behalf of that higher power. 
   
   The Knights of Cthugha seek to 
  immolate buildings and innocents, 
  destroying everything with fire.  Their 
  spells are received from aching 
  dreams 
  of 
  incineration, 
  brought 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  down through flame creatures and 
  fire vampires. 
   The Knights of Cthulhu serve to 
  bring about the rising of R’lyeh.  They 
  receive 
  their 
  prayed-for 
  spells 
  through nightmare visions, brought 
  by the star-spawn of Great Cthulhu.  
  Deep Ones ally with this foul order. 
   The Knights of Dagon seek to 
  conquer seaside towns and villages 
  insidiously, without being detected, 
  in the name of the Deep Ones.  Spells 
  are received through the nocturnal 
  whispers of Mother Hydra. 
   The Knights of Hastur live for the 
  glory of the Unspeakable One, and 
  ultimate Armageddon.  Spells are 
  received as pleadings from beggar-
  souls as the anti-paladin’s spirit 
  wanders the twisting dream-wrought 
  alleys of Carcosa. 
   The Knights of Nyarlathotep tempt 
  dreamers to seek the forbidden 
  mysteries of Kadath in the Cold 
  Waste.  Spells are brought by robed 
  and dripping Men of Leng, who visit 
  in the flesh to pass their deteriorating 
  rune-scrolls 
  down 
  to 
  the 
  anti-
  paladin. 
   The Knights of Shub-Niggurath 
  sacrifice innocents in the black 
  forest-wilds, using either obsidian 
  daggers or the grisly means of soil 
  suffocation.  Spells are brought 
  through moist tendrils of rootlets, 
  which crawl out of the ground and 
  into the anti-paladin’s mind. 
   The Knights of Yog-Sothoth hope 
  to summon the great coruscating 
  orbs of revelation through primordial 
  circles of standing stones; these 
  stones must be fed fresh blood when 
  the moon is full.  Spells are brought 
  by crawling human-like spawnlings, 
  which touch the anti-paladin with 
  their tongues and then melt away in 
  to die. 
   
  You can come up with your own ideas for 
  anti-paladins who serve demon lords, 
  chaotic evil goddesses, and so forth. 
   
   
  Hit Dice and Hit Points 
   
  The anti-paladin has ten-sided dice (D10) 
  per 
  experience 
  level 
  for 
  hit 
  point 
  determination.  They gain full hit dice for 
  experience levels 2 through 9.  At levels 10 
  and higher, they gain +3 additional hit 
  points per level thereafter. 
  At experience level 1, due to demonic 
  influence an anti-paladin begins play with 
  the maximum potential number of hit 
  points (10 points + any Constitution 
  bonus).  Additional earned hit points are 
  
   
  Page 21 | 54 
   
  Wonderland Imprints ~ Kent David Kelly 
  determined normally by D10 die roll 
  thereafter. 
  In the Basic game, anti-paladins have the 
  normal listed hit point bonuses due to 
  exceptional Constitution (no bonus for CON 
  9 to 12, +1 per hit die for CON 13 to 15, +2 
  for CON 16 or 17, and +3 for CON 18).  In 
  the Advanced game, anti-paladins have the 
  same hit point bonuses that fighters and 
  paladins do (+1 per hit die for CON 15, +2 
  for CON 16, +3 for CON 17, +4 for CON 18). 
  Assuming a Constitution score of 16 as a 
  baseline example, most NPC anti-paladins 
  will have approximate hit point totals as 
  follows: 
   Experience Level 1:  12 hit points 
   Experience Level 2:  19 hit points 
   Experience Level 3:  27 hit points 
   Experience Level 4:  34 hit points 
   Experience Level 5:  42 hit points 
   Experience Level 6:  49 hit points 
   Experience Level 7:  57 hit points 
   Experience Level 8:  64 hit points 
   Experience Level 9:  72 hit points 
   Experience Level 10:  75 hit points 
   Experience Level 11:  78 hit points 
   Experience Level 12:  81 hit points 
   Experience Level 13:  84 hit points 
   Experience Level 14:  87 hit points 
   
  This is a GM’s guideline only; more 
  powerful villains will certainly possess 
  higher hit point totals. 
   
  Social Standing 
   
  Unlike 
  paladins 
  and 
  cavaliers, 
  anti-
  paladins have very poor social standing in 
  any predominantly good or neutral cities.  
  There, they will always be considered Lower 
  Class, Tier 1 at low and mid-levels (1-8), 
  just as assassins are; and even at high 
  levels (9+) will be feared and Middle Lower 
  Class, Tier 2. 
  But in predominantly evil cities, they are 
  considered to be Lower Upper Class, Tier 7 
  at low and mid-levels, and Middle Upper 
  Class, Tier 8 at high levels. 
  Refer to supplement GWG1-D (The Game 
  World Generator, Deluxe Edition) for 
  individual social status levels, as personal 
  status can change as a result of character 
  actions, rumors, crimes, and reputation. 
  Anti-paladins typically find shelter within 
  non-evil cities in the underworld, either 
  figuratively (criminal areas) or literally (in 
  subterranean hideouts beneath the city).  
  Those who live openly in good-aligned 
  cities, without insinuating themselves into 
  some deceitful household, will not survive 
  for very long. 
   
   
   
  Starting Gold 
   
  Anti-paladins begin play with a random 
  amount of gold, equivalent to a level 1 
  fighter. 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  They do not begin the game with “free” 
  cavalier benefits (a mount, armor, etc.) 
  under any circumstances.  All such things 
  must be paid for using the anti-paladin’s 
  starting gold. 
   
  Enhancing the Power of 
  the Anti-Paladin Class 
   
  This character class is already powerful, 
  and additional “buffs” aimed directly at the 
  class abilities are not recommended in the 
  name of overall game balance.  If the GM 
  decides that a specific anti-paladin will be 
  a powerful adversary in defiance of the 
  Player Character party, a trapped and 
  guarded stronghold will probably be in 
  order.  Refer to the “Minions and Guardians 
  of the Chaos Knights” section for a 
  summary of recommended guardian races 
  and other related monster types. 
   
  Limiting the Power of 
  the Anti-Paladin Class 
   
  From the perspective of allowing Player 
  Character anti-paladins in the game, the 
  GM might want to limit the power of the 
  class initially on a “trial” basis, so that the 
  anti-paladin character does not forthrightly 
  overpower the other players’ PCs.  Through 
  role-playing, the anti-paladin might emerge 
  as the party leader, but otherwise his 
  threats, dominance, and insistence upon 
  group leadership will only be entertained to 
  a limited extent (think Kylo Ren, for 
  example). 
  The author recommends two possible 
  restrictions that a GM can use to make the 
  class less disruptive to your game: 
  [A] Enforced Rarity:  The GM can dictate 
  that a PC party can only have one Chaos 
  Knight at a time. 
  [B] Limited Hit Points:  The GM can 
  reduce the class’s D10 hit points to D8. 
   
   
   
  Either or both limits can be placed, 
  according to GM preference. 
  I recommend that you consider trying the 
  class in play as NPC before weakening it, as 
  it is typically no more powerful than an 
  
   
  Page 23 | 54 
   
  Wonderland Imprints ~ Kent David Kelly 
  Unearthed weapon specialist, barbarian, or 
  paladin.  But if you need to rein the Chaos 
  Knights in to keep them from dominating 
  the game, those two limitations (either, or 
  both) should certainly do the trick. 
   
  Anti-Paladin Combat 
  Ability and Survivability 
   
  In combat, anti-paladins fight with the 
  same level of prowess that fighters and 
  paladins do.  They cannot be weapon 
  specialists however. 
  Similarly, they have the same base saving 
  throws as paladins (using fighter saving 
  throw numbers, with a permanent +2 
  bonus applied due to protective aura). 
   
  Anti-Paladin Spell 
  Casting Ability 
   
  Anti-paladins gain clerical spell powers of 
  the same potencies as paladins do.  More 
  specifically, this means that they are purely 
  martial and possess no spell casting 
  powers from experience levels 1 through 8. 
  At experience level 9, “the whispers” begin 
  and they can meditate and pray directly to 
  their patron immortal power (demon lord, 
  goddess, Great Old One, etc.) for spells.  
  Because these spells are received through 
  meditation, they are in general accordance 
  with the spell casting rules described for 
  clerics in the game. 
  Afflictive spells can be cast upon any target, 
  for any reason.  The chaotic evil immortal 
  will actually be quite amused if an angered 
  anti-paladin casts a deadly spell upon an 
  errant minion who has failed an important 
  task! 
  Importantly however, anti-paladins are 
  inherently selfish and live only for self-
  preservation.  This narcissistic nature is 
  100% tied up in the unholy pact they have 
  made as a representative champion of their 
  chosen immortal.  As such they can never 
  cast beneficial spells on anyone but 
  themselves; even beneficial area of effect 
  spells must include the anti-paladin in 
  their area.  Otherwise, the beneficial spell 
  will fail and be wasted in the casting. 
  As examples: 
   A Cure Light Wounds spell cast by 
  an anti-paladin would need to be cast 
  on the anti-paladin himself, only.  
  Even if he desperately wanted to save 
  an ally with this spell, casting it upon 
  someone else would result in failure. 
   A 
  Cause 
  Light 
  Wounds 
  spell, 
  however, could be cast upon any 
  target with impunity. 
   Although a Resist Cold spell has a 
  range of “Touch” (implying it can be 
  cast on an ally or the self), the spell 
  would only work properly if the anti-
  paladin cast it upon himself. 
   A Cure Blindness spell would only 
  work if cast upon the anti-paladin, 
  curing his own blindness. 
   A Cause Blindness spell however 
  could affect anyone. 
   (Etc.) 
   
  The Game Master can decide upon odd 
  situations which arise in play on a case-by-
  case basis.  Focus not on punishing the 
  player, but rather on being consistent with 
  the spirit of these rulings. 
  There are no limits to which spells an anti-
  paladin can pray for; if it’s on the clerical 
  spell list, an anti-paladin can receive it.  
  Reversed spells (Blight, Cause Wounds, 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  Curse, etc.) tend to be favored by NPCs 
  however because their casting is more 
  reliable overall due to the above-mentioned 
  restrictions. 
   
   
   
  Spells Available by 
  Experience Level 
   
  Specifically, anti-paladins can cast the 
  following numbers of spells: 
   Experience Levels 1 to 8:  No spell 
  casting ability. 
   Experience Level 9:  1 1st-level spell 
  (1-L1). 
   Experience Level 10:  2-L2. 
   Experience Level 11:  2-L1, 1-L2. 
   Experience Level 12:  2-L1, 2-L2. 
   Experience Level 13:  2-L1, 2-L2, 1-
  L3. 
   Experience Level 14:  3-L1, 2-L2, 1-
  L3. 
   Experience Level 15:  3-L1, 2-L2, 1-
  L3, 1-L4. 
   Experience Level 16:  3-L1, 3-L2, 1-
  L3, 1-L4. 
   Experience Level 17:  3-L1, 3-L2, 2-
  L3, 1-L4. 
   Experience Level 18:  3-L1, 3-L2, 3-
  L3, 1-L4. 
   Experience Level 19:  3-L1, 3-L2, 3-
  L3, 2-L4. 
   Experience Level 20+:  3-L1, 3-L2, 
  3-L3, 3-L4. 
   
  Maximum theoretical spell casting power is 
  attained at experience level 20, and no 
  higher numbers of memorizable spells will 
  ever occur. 
  Anti-paladins are not clerics, and they gain 
  no bonus spells for high Wisdom. 
  Anti-paladins never gain 5th-, 6th-, or 7th-
  level spells. 
  For the purposes of range, duration, and 
  other spell factors, an anti-paladin’s spell 
  caster level is equal to his or her experience 
  level minus 8.  This means that a level 9 
  anti-paladin casts as would a level 1 cleric, 
  a level 10 anti-paladin casts as would a 
  level 2 cleric, and so forth. 
   
  The Malefactor’s Most 
  Dire Glories: 
  Anti-Paladin Special 
  Abilities 
   
  Due to their unholy pact with a foul 
  immortal 
  power, 
  anti-paladins 
  receive 
  several unique special abilities above and 
  beyond their potential for spell casting. 
  These abilities include: 
   
  I 
  Unholy Fortitude 
   
  This major passive ability is gained at 
  experience level 1. 
  An anti-paladin always has saving throw 
  target numbers that are equivalent to a 
  fighter of the same experience level. 
  However, an anti-paladin always gains a +2 
  bonus to all saving throw rolls.  For 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  example a saving throw roll of 13 would be 
  treated as a 15 before any other modifiers 
  are applied. 
  This ability mirrors a lawful good paladin’s 
  holy fortitude ability. 
   
  II 
  Chaos Warrior’s Arsenal of the 
  Arcane 
   
  This minor passive ability is gained at 
  experience level 1. 
  The anti-paladin can use any magic items 
  which are usable by fighters. 
  They cannot use clerical spell scrolls, but 
  they can use protection scrolls as fighters 
  can. 
  Unlike paladins, anti-paladins are not 
  oathbound to limit the number of magic 
  items which they can possess. 
   
  III 
  Vampiric Healing 
   
  This conditional ability is gained at 
  experience level 1. 
  Vampiric healing is similar to a paladin’s 
  “lay on hands” ability, but it is weaker and 
  more limited. 
  Like a paladin, an anti-paladin can 
  magically heal himself once a day.  The 
  maximum healing amount is 2 hit points of 
  damage per experience level; therefore a 
  level 8 anti-paladin could heal up to 16 
  points of damage. 
  However, the spell-like effect requires 
  touching a helpless living creature.  The 
  creature might be a willing servitor, a 
  shackled prisoner, a paralyzed enemy, an 
  unconscious hero, etc. 
   
   
   
  The vampiric touch cannot occur during 
  combat, and it cannot ever be induced 
  against a resistant, conscious opponent.  
  Non-living creatures, such as golems and 
  the undead, cannot be the victims of this 
  spell because they have no life force.  Evil 
  extra-planar creatures (demons, devils, 
  etc.) cannot be drained, but good and 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  neutral extra-planar creatures can be … if 
  one can make them helpless first, that is! 
  The helpless victim suffers damage, with no 
  saving throw, equal to the amount that the 
  anti-paladin healed for.  The anti-paladin 
  can draw more healing out of a victim than 
  the victim’s hit point total might indicate.  
  For example, an ultra-powerful level 20 
  anti-paladin could heal himself for 40 hit 
  points 
  while 
  draining 
  an 
  imprisoned 
  maiden.  The maiden, a normal human 
  with only 3 hit points, would be slain and 
  reduced to ash as a result of the vampiric 
  healing. 
  Vampiric healing cannot be bestowed on an 
  ally, as that goes against the anti-paladin’s 
  nature of selfish supremacy. 
   
  IV 
  Detection of Good Auras, 
  Creatures, and Entities 
   
  This power is gained at experience level 1. 
  By concentrating, the anti-paladin can 
  detect 
  good, 
  somewhat 
  equivalent 
  to 
  casting the clerical spell.  The anti-paladin 
  can walk and move normally, but cannot 
  perform major actions will using this 
  power; this means that he cannot attack or 
  cast spells, and being attacked would 
  negate the ability until he could refocus. 
  To avoid this power being “always on” 
  (Player:  “As soon as possible I always start 
  concentrating again,” etc.) the detection 
  can only be attempted 3 times per day, with 
  a maximum duration of 6 turns per 
  attempt.  Range of detection is 60’. 
  Beginning at experience level 6, the anti-
  paladin has a chance (equal to his current 
  experience level x 5%) to determine the true 
  nature of any detected good, as either 
  Chaotic, Lawful, or Neutral Good. 
  V 
  Aura of Unholy Protection 
   
   
   
  This powerful “always on” ability is gained 
  at experience level 1. 
  The anti-paladin is surrounded by a 10’-
  radius Protection from Good aura, per the 
  spell, with a permanent duration. 
  Keep in mind that this effect prevents 
  enchanted or extra-planar (demon, deva, 
  djinn, elemental, etc.), conjured, and 
  summoned monsters from touching or 
  attacking the anti-paladin in melee.  But 
  once the anti-paladin attacks such a 
  creature, all bets are off and the protection 
  aura is nullified (attacked creatures can 
  defend themselves). 
  Carefully read the spell description and 
  note that this effect prevents bodily 
  contact; however such a creature could still 
  cast spells at the anti-paladin, petrify him 
  with a gaze, affect him with telekinesis, and 
  so forth. 
  In addition to this effect, all good creatures 
  and characters (CG, LG, or NG) within the 
  radius suffer a -2 on all to hit rolls (melee 
  and/or ranged) when attacking the anti-
  paladin. 
  Additionally, 
  all 
  good 
  creatures 
  and 
  characters who attack the anti-paladin 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  with special attacks who cause a saving 
  throw are disadvantaged.  The anti-paladin 
  gains an additional +2 bonus to all saving 
  throws vs. effects from such creatures. 
   
  VI 
  Disease Mastery 
   
  This dual-option ability is gained at 
  experience level 1. 
  For NPC anti-paladins, the Cause Disease 
  ability is known 70% of the time, and the 
  Disease Immunity ability is known 30% of 
  the time.  For PC anti-paladins, the 
  decision of which power to possess is up to 
  the choice of the player. 
  If the Cause Disease ability is known, the 
  anti-paladin is capable (once every 24 
  hours) of causing a serious disease, by 
  touch; a saving through vs. death magic 
  will negate the effect.  The disease will have 
  no effect on the first day; on the second day, 
  it will cause a -1 penalty to all ability scores 
  (or hit points, to hit rolls, saving throws, 
  and damage rolls for a monster); this will 
  become a -2 penalty on day 3, -3 on day 4, 
  and so forth.  Death will result if any ability 
  score reaches zero, or after 18 days of 
  contagion.  A Cure Disease spell will 
  remove the effect. 
  The victim’s saving throw is at +4 if the 
  anti-paladin is level 1 or 2; +3 if his level is 
  3 or 4; +2 if his level is 5 or 6; +1 if his level 
  is 7 or 8; or made at no bonus if his level is 
  9 or higher.  And of course various types of 
  monsters (such as the undead, golems, 
  elementals, etc.) are immune to diseases of 
  any kind. 
  Killing a victim with a disease, even if the 
  anti-paladin is not present to witness the 
  creature’s later death, gives the anti-
  paladin a full experience point award for 
  the creature slain. 
  If the Disease Immunity ability is known, 
  the anti-paladin is immune to all natural 
  and 
  mundane 
  monstrous 
  diseases, 
  including the bites of giant rats, gas spore 
  infestation, and the touch of violet fungus 
  branches. 
  At experience level 8, the Disease Immunity 
  will also extend to powerful magical 
  diseases, such as lycanthropy, mummy rot, 
  and vampirism (but not energy drain). 
   
  VII 
  Melee Dominance vs. 
  Inferior Foes 
   
  This ability is gained at experience level 2. 
  When in melee combat with inferior foes, 
  the anti-paladin gains a multiple number of 
  attacks, just as fighters do.  The attack rate 
  becomes 1 strike per experience level of the 
  anti-paladin.  For example, a level 6 anti-
  paladin could attack inferior enemies 6 
  times per melee round. 
  This ability does not extend to missile 
  attacks or other abilities.  It also does not 
  extend to non-inferior foes; for example an 
  anti-paladin surrounded by kobolds and 
  trolls could inflict multiple strikes on the 
  kobolds, but not on the trolls. 
  “Inferior foes” are those with less than one 
  full D8 hit die.  Examples include rot grubs 
  (HD 1/8, 1 hit point), giant centipedes (HD 
  1/4, 1 or 2 hit points), kobolds (HD 1/2, 1 
  to 4 hit points), normal men (HD 1D6, 1 to 
  6 hit points), men-at-arms (HD 1D6+1, 2 to 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  7 hit points) and goblins (HD 1D8-1, 1 to 7 
  hit points).  Orcs for example, however, are 
  not inferior foes, because they have HD 
  1D8 (1 to 8 hit points). 
   
   
   
  VIII 
  Self-Sufficiency 
   
  This passive ability is gained at experience 
  level 2. 
  You may have noticed the prevailing 
  opinion that as incarnations of chaotic evil 
  the anti-paladins don’t necessarily like or 
  trust one another, at least in the long term.  
  This is because each adheres to the 
  principles of complete self-sufficiency and a 
  full belief in narcissistic supremacy.  As a 
  result alliances between NPC anti-paladins 
  tend to fall apart over a period of several 
  months, at best. 
  A beneficial side effect of this situation, 
  however, 
  involves 
  the 
  anti-paladin’s 
  training for new experience levels. 
  Anti-paladins do not need to train under a 
  higher-level mentor to gain experience 
  levels.  As such, they do not need to pay for 
  training either. 
  They still require time to self-train, however 
  (typically 1 to 4 uninterrupted weeks of 
  training in the Advanced game, and a 
  minimum of 1 week’s time regardless). 
   
  IX 
  Self-Mastery 
   
  This passive demonic ability is gained at 
  experience level 2. 
  In a manner somewhat similar to a cavalier, 
  an anti-paladin can gradually improve one 
  ability score over time through level 
  progression.  The one affected ability score 
  must 
  be 
  either 
  Strength, 
  Dexterity, 
  Constitution, or Charisma.  An NPC will 
  have a random ability chosen for self-
  mastery; a PC’s affected ability score would 
  be chosen by the player.  The choice cannot 
  be remade later, and the other abilities are 
  then forever excluded.  For example, 
  choosing Strength would only affect STR, 
  but never DEX, CON, or CHA. 
  At each gained experience level, beginning 
  at level 2, 3D10 are rolled to determine the 
  decimal points that the chosen ability score 
  improves by.  For example an anti-paladin 
  with STR chosen, and rolled STR 15, would 
  roll 2D10 (let us say the rolls are a 5, a 7, 
  and a 2) to improve his 15 STR to 15.14. 
  Decimal scores have no considerable game 
  effect until they “roll over.”  If the above-
  mentioned cavalier gained enough decimal 
  points in STR to gain STR 16, then he 
  would 
  gain 
  the 
  normal 
  benefits 
  of 
  possessing 16 Strength.  And the gain of 
  decimal 
  points 
  would 
  still 
  continue 
  thereafter. 
  The maximum decimal rating for any ability 
  score improved in this way is 18.99. 
  The effects of 18.01 to 18.99 ability scores 
  are as follows … 
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   
   
  In the Basic game: 
   Strength:  Strength scores of 18.01 
  through 18.98 give a +3 bonus to 
  melee to hit rolls, and a +4 bonus to 
  damage.  Strength 18.99 gives a +4 
  bonus to melee to hit rolls, and a +4 
  bonus to damage. 
   Dexterity:  Dexterity scores of 18.01 
  through 18.98 give a +3 bonus to 
  missile to hit rolls, a +4 Armor Class 
  adjustment, and a +2 to personal 
  initiative.  Dexterity 18.99 gives a +3 
  bonus to missile to hit rolls, a +4 
  Armor Class adjustment, and a +3 to 
  personal initiative 
   Constitution:  Constitution scores 
  of 18.01 through 18.98 give +3 bonus 
  hit points per hit die.  Constitution 
  18.99 gives +4 bonus hit points per 
  hit die. 
   Charisma:  Charisma scores of 
  18.01 through 18.98 give a +2 bonus 
  to reaction rolls, a maximum of 8 
  henchmen, and a henchman morale 
  rating of 10.  Charisma 18.00 gives a 
  +2 
  bonus 
  to 
  reaction 
  rolls, 
  a 
  maximum of 9 henchmen, and a 
  henchman morale rating of 11. 
   
  In the Advanced game: 
   Strength:  Strength scores of 18.01 
  through 18.99 are treated as a 
  fighter’s exceptional strength, per the 
  normal rules.  Anti-paladins can 
  ultimately achieve 18.99 strength, 
  but they cannot achieve 18/00 
  (maximum 
  human 
  exceptional 
  strength for the fighter class). 
   Dexterity:  Dexterity scores of 18.01 
  through 18.98 give a +3 to personal 
  initiative, a +3 bonus to missile to hit 
  rolls, 
  and 
  a 
  +4 
  Armor 
  Class 
  adjustment.  Dexterity 18.99 gives 
  the same bonuses, but three times 
  every 24 hours the character can 
  reroll a personal initiative roll during 
  combat.  The player (if the character 
  is a PC) accepts the best result 
  between the two rolls when this 
  action is chosen. 
   Constitution:  Constitution scores 
  of 18.01 through 18.98 give +2 bonus 
  hit points per hit die for non-fighters, 
  and +4 bonus hit points per hit die 
  for fighters.  (As a fighter sub-class, 
  anti-paladins gain the +4 bonus.)  
  Additionally, the character has a 
  99% System Shock Survival roll 
  
   
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  rating, and a 100% Resurrection 
  Survival roll rating.  The advantages 
  for 18.99 Constitution are largely the 
  same, but System Shock Survival 
  improves to 100%; also, for further 
  level advancements (up through level 
  9) any “1” rolls (on 1D10) for added 
  hit points are rerolled.  This “reroll all 
  1s” effect is not retroactively applied 
  to hit points gained through earlier 
  experience levels, however.  Lastly, 
  upon attaining 18.99 Constitution, 
  the character immediately gains a 
  permanent +2 bonus to his hit point 
  total. 
   Charisma:  Charisma scores of 
  18.01 
  through 
  18.98 
  give 
  a 
  maximum of 16 henchmen, +45% 
  loyalty base, and +35% to reaction 
  rolls.  A Charisma of 18.99 gives a 
  maximum of 18 henchmen, +45% 
  loyalty base, and +40% to reaction 
  rolls. 
   
   
   
  X 
  Nemeses of Paladins 
   
  This powerful yet situational ability is 
  learned at experience level 4. 
  In the same way that evil clerics can turn 
  paladins, anti-paladins can turn paladins 
  as well. 
  Only one turning attempt per paladin can 
  be made per day.  An unholy symbol is 
  required. 
  The 
  anti-paladin’s 
  turning 
  ability 
  is 
  equivalent to that of a cleric of the same 
  experience level, minus 2.  This means that 
  a level 3 anti-paladin can turn a paladin 
  using the same numbers as a level 1 cleric; 
  a level 4 anti-paladin can turn using the 
  same numbers as a level 2 cleric; and so 
  forth. 
  Since (per the Advanced rules) a level 1 
  paladin is turned at the same power level 
  as mummies are, this means that a paladin 
  cannot be turned until the anti-paladin is 
  at least level 4.  And even then, a 20 on 
  1D20 must be rolled. 
  If the turning is effective, the paladin will 
  uncontrollably flee for only 1D4 melee 
  rounds.  This is because despite the anti-
  paladin’s demonic power, paladins are 
  protected from evil, and anti-paladins are 
  not as powerful as evil clerics are in this 
  regard. 
  The paladin will not drop weapons, a 
  shield, or other carried items while fleeing.  
  If the paladin is attacked or afflicted by 
  anyone, the turning effect is immediately 
  dispelled. 
  The specific abilities are as follows: 
   A level 4 anti-paladin can attempt to 
  turn a paladin of experience level 1 or 
  2. 
   A level 5 anti-paladin can attempt to 
  turn a paladin of experience level 1 to 
  4. 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   A level 6 anti-paladin can attempt to 
  turn a paladin of experience level 1 to 
  6. 
   A level 7 anti-paladin can attempt to 
  turn a paladin of experience level 1 to 
  7. 
   A level 8 anti-paladin can attempt to 
  turn a paladin of experience level 1 to 
  8. 
   This scale continues thereafter; a 
  level 13 anti-paladin can attempt to 
  turn a paladin of experience level 1 to 
  13. 
  Note that the minimum D20 target roll is 4, 
  regardless of the anti-paladin’s power.  This 
  means that there are no automatic “T” turn 
  effects vs. paladins, and a D20 roll of 1, 2, 
  or 3 will always fail. 
   
  XI 
  Nightmare Steed 
   
  This epic signature ability is gained at 
  experience level 4. 
  It is the inverse of the paladin’s ability to 
  call for a divinely-protected warhorse; the 
  normal 
  paladin 
  warhorse 
  rules 
  and 
  restrictions apply.  The anti-paladin can 
  call for a minor nightmare steed (as 
  opposed to a paladin’s divine warhorse), 
  which despite being “minor” is nevertheless 
  a very deadly creature.  The nightmare will 
  be sent from the lower planes by the anti-
  paladin’s immortal protector. 
  As per the paladin rules, the mount must 
  be called for, quested for, and won.  The 
  quest will be designed by the Game Master.  
  Allies can assist along the way, but the 
  taming of the nightmare (taming, not 
  combat) will be the sole responsibility of the 
  anti-paladin.  Questing for a nightmare is 
  called “Hag Hunting,” and sages believe 
  that nightmares are intelligent because 
  they harbor the imprisoned spirits of night 
  hags or evil witches.  It is said that 
  nightmares can speak the chaotic evil 
  tongue when they choose to do so.  The 
  taming process might even involve (for 
  example) a game of riddles between the 
  nightmare and the anti-paladin, or some 
  strange kind of arcane challenge in which 
  the anti-paladin proves his or her skills and 
  prowess — and, yes, willingness to do evil 
  — to the hag-spirit. 
   
   
   
  Once won, the anti-paladin’s nightmare will 
  bond for life.  It will not allow anyone else 
  to ride it.  The nightmare will be immortal 
  until slain; it can attain any age. 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  Fully mature nightmares are extremely 
  powerful (refer to the 1977 bestiary), and 
  the lethality of the anti-paladin’s steed will 
  be limited for purposes of game balance.  
  The steed will be a young mare if called at 
  level 4, and will then gain additional hit 
  points and powers each time the anti-
  paladin attains a new experience level. 
  The nightmare’s increasing powers will be 
  as follows: 
   At Experience Level 4:  Hit Dice 
  3+3, minimum hit points 18.  Armor 
  Class 2, flying speed 150’, attack 
  damage 1D3 hoof / 1D3 hoof / 1D3 
  fangs.  Cannot exhale smoking 
  clouds.  Cannot enter the Astral 
  Plane or the Ethereal Plane. 
   At Experience Level 5:  Hit Dice 
  4+2, minimum hit points 22 (or +4 
  hit points if already summoned at 
  level 4).  Armor Class 1, flying speed 
  180’, attack damage 1D4 hoof / 1D4 
  hoof / 1D4 fangs.  Can exhale a 
  smoking 
  cloud 
  once 
  per 
  week.  
  Cannot enter the Astral Plane or the 
  Ethereal Plane. 
   At Experience Level 6:  Hit Dice 
  5+1, minimum hit points 26 (or +4 
  hit points if already summoned at a 
  lower level).  Armor Class 0, flying 
  speed 210’, attack damage 1D4+1 
  hoof / 1D4+1 hoof / 1D6 fangs.  Can 
  exhale a smoking cloud once every 
  24 hours.  Cannot enter the Astral 
  Plane or the Ethereal Plane. 
   At Experience Level 7:  Hit Dice 6, 
  minimum hit points 30 (or +4 hit 
  points if already summoned at a 
  lower level).  Armor Class -1, flying 
  speed 240’, attack damage 1D6+1 
  hoof / 1D6+1 hoof / 1D6+1 fangs.  
  Can exhale a smoking cloud once 
  every 8 hours.  Can enter the Astral 
  Plane once a month, for up to 1 hour.  
  Can enter the Ethereal Plane once a 
  month, for up to 1 hour. 
   At Experience Level 8:  Hit Dice 
  6+3, minimum hit points 33 (or +3 
  hit points if already summoned at a 
  lower level).  Armor Class -2, flying 
  speed 270’, attack damage 2D4+1 
  hoof / 2D4+1 hoof / 2D4 fangs.  Can 
  exhale a smoking cloud once every 
  hour.  Can enter the Astral Plane 
  once a week, for up to 2 hours.  Can 
  enter the Ethereal Plane once a week, 
  for up to 6 hours.  Can enter the 
  Ethereal Plane once a week, for up to 
  6 hours. 
   At Experience Level 9:  Hit Dice 
  6+6, minimum hit points 36 (or +3 
  hit points if already summoned at a 
  lower level).  Armor Class -3, flying 
  speed 300’, attack damage 2D4+2 
  hoof / 2D+2 hoof / 2D4 fangs (the 
  maximum for a nightmare).  Can 
  exhale a smoking cloud three times 
  every hour.  Can enter the Astral 
  Plane once a day, for up to 12 hours.  
  Can enter the Ethereal Plane once a 
  day, for up to 12 hours. 
   At Experience Level 10:  Hit Dice 
  6+6, minimum hit points 39 (or +3 
  hit points if already summoned at a 
  lower level).  Armor Class -4 (the 
  maximum for a nightmare), flying 
  speed 330’.  Can exhale a smoking 
  cloud at will.  Can enter the Astral 
  Plane three times a day.  Can enter 
  the Ethereal Plane 3 times a day. 
   At Experience Level 11:  Hit Dice 
  6+6, minimum hit points 42 (or +3 
  hit points if already summoned at a 
  lower level).  A normal nightmare in 
  all respects. 
   At Experience Level 12:  Hit Dice 
  6+6, minimum hit points 45 (or +3 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  hit points if already summoned at a 
  lower level). 
   At Experience Level 13:  Hit Dice 
  6+6, minimum hit points 48 (or +3 
  hit points if already summoned at a 
  lower level). 
   At Experience Level 14:  Hit Dice 
  6+6, minimum hit points 51 (or +3 
  hit points if already summoned at a 
  lower level). 
   At Experience Level 15+:  Hit Dice 
  6+6, hit points 54 (the maximum for 
  a nightmare). 
   
  XII 
  Martial Prowess 
   
  This ability is gained at experience level 7. 
  Just as paladins and fighters do, anti-
  paladins gain the ability to perform 
  multiple melee attacks against all non-
  inferior foes at level 7.  (Refer to the related 
  ability, Melee Dominance vs. Inferior Foes.)  
  Technically, this ability applies against all 
  enemies that have 1D8 HD or higher. 
  The ability does not extend to missile 
  attacks. 
  Beginning at experience level 7, the anti-
  paladin can make 2 attacks every other 
  round.  This means that during odd-
  numbered melee rounds (for example), the 
  anti-paladin would attack once per round; 
  and then during even-numbered melee 
  rounds he would attack twice per round.  
  This is referred to as a 3/2 attack rate. 
  Beginning at experience level 13, the anti-
  paladin can make 2 melee attacks every 
  single round.  This is referred to as a 2/1 
  attack rate. 
  XIII 
  Demonic Vigil 
   
  This powerful ability is gained at experience 
  level 14. 
  Upon reaching level 14, an anti-paladin has 
  exceeded the highest level attained by an 
  historical Chaos Knight (namely, Lord 
  Mordred).  As a result, the character will be 
  protected and watched over by a physically 
  present 
  summoned 
  demon 
  while 
  meditating for spells, but not while 
  sleeping.  The demon is always sent by the 
  anti-paladin’s immortal protector. 
  The type of demon guardian sent is 
  dependent upon the anti-paladin’s current 
  experience level, as follows: 
   Experience Level 14:  Vulture 
  Demon (70%) or Fly Demon (30%). 
   Experience Level 15:  Leaping 
  Demon (50%) or Fly Demon (50%). 
   Experience Level 16:  Toad Demon 
  (70%) or Ebony Demon (30%). 
   Experience Level 17:  Hound 
  Demon (70%) or Toad Demon (30%). 
   Experience Level 18:  Boar Demon 
  (70%) or Hound Demon (30%). 
   Experience Level 19:  Serpentine 
  Demoness (70%) or Boar Demon 
  (30%). 
   Experience Level 20+:  The player 
  (for a PC) or GM (for an NPC) can 
  choose 1 demon from the following 
  options:  Vulture Demon, Toad 
  Demon, Hound Demon, Boar Demon, 
  or Serpentine Demoness.  The huge 
  demon will have maximum hit 
  points, as well as +1 bonus to hit and 
  +2 to damage. 
   
  
   
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  The demon will appear when the anti-
  paladin 
  begins 
  meditating 
  for 
  spell 
  recovery, and will end when the meditation 
  ends.  A demonic vigil will only be 
  performed for an anti-paladin once every 24 
  hours, at most. 
  The summoned demon will not take orders 
  from anyone, and will not leave the anti-
  paladin’s side.  It will attack and fight to the 
  death if either it, or the anti-paladin, is 
  attacked; but it will not defend the anti-
  paladin’s allies. 
  When meditation peacefully ends, the 
  demon will be unsummoned.  If meditation 
  ends violently, the demon will fight 
  alongside the anti-paladin as an ally.  If 
  meditation ends for a non-peaceful but 
  non-violent circumstance (e.g., the sound 
  of boulders falling in the distance startles 
  the anti-paladin out of his trance), the 
  demon will remain for 1D6 rounds — to 
  make certain that there is no threat of harm 
  to the anti-paladin — and will then vanish. 
   
  The Curse of the 
  Abhorred: Anti-Paladin 
  Vulnerabilities 
   
  To balance their considerable powers, anti-
  paladins 
  have 
  vulnerabilities 
  and 
  weaknesses as well. 
  These weaknesses keep the class from 
  becoming overpowered, and should not be 
  revoked under any circumstances. 
   
   
   
  I 
  Exclusivity Requirement 
   
  Anti-paladin 
  demi-humans 
  are 
  never 
  multi-classed.  Also, human anti-paladins 
  can never be characters with two classes. 
   
  II 
  Bonded Sigil of the Unholy 
   
  The anti-paladin must carry, wear, or wield 
  an unholy symbol (appropriate to the 
  immortal patron) to successfully use the 
  following powers:  compelling undead, 
  turning paladins, taming a nightmare, 
  praying for spells, and casting spells. 
  The symbol can be worn around the neck 
  in order to keep the hands free for 
  weaponry, shields, and spell casting.  It 
  must be visible and exposed, and of decent 
  size, so that the anti-paladin is identified as 
  a bold and empowered champion of chaos 
  and evil. 
   
   
   
  
   
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  A wise enemy of an anti-paladin will try to 
  destroy the unholy symbol, of course.  The 
  GM might rule that if a knowledgeable foe 
  attacks the anti-paladin, and a natural 20 
  is rolled to hit, there is a 15% chance that 
  in addition to normal damage the unholy 
  symbol itself will be hit and destroyed 
  (regardless of the material it is made of).  
  The legend, actually true, that this is a 
  vulnerable spot for an anti-paladin is 
  widely known in the superstitions of the 
  realms.  Therefore it stands to reason that 
  Player Characters will know of this 
  weakness and will be able to exploit it.  
  Assume that all intelligent good-aligned 
  creatures and characters will attempt to 
  destroy the unholy symbol with every melee 
  or missile attack made against the anti-
  paladin directly. 
  There’s nothing logically stopping an anti-
  paladin from literally covering his entire 
  personage (helm, neck, shield, umm … 
  codpiece …) with garish and heaping 
  unholy symbols to prevent any potential 
  disempowerment.  And some actually do 
  so!  But to be reasonable, the GM should 
  rule that (much like the conflicting auras of 
  magical rings) an anti-paladin can carry no 
  more than two empowered unholy symbols 
  at one time.  Any others that are carried will 
  be merely symbolic and ineffective. 
  Anti-paladins also tend to keep at least one 
  additional unholy symbol in their lair, in 
  relatively easy reach. 
  A wise anti-paladin, bereft of his unholy 
  symbol, will likely retreat and live to fight 
  another day. 
   
   
   
  III 
  The Essence of Evil 
   
  Anti-paladins can be damaged by vials of 
  holy water, just as the undead can. 
  As a logical turnabout on this state of 
  affairs, anti-paladins can also use vials of 
  unholy water as weapons.  Unholy water 
  will damage paladins, as well as extra-
  planar 
  creatures 
  of 
  good 
  alignment.  
  However unholy water will not damage 
  non-paladin good-aligned PCs, or good-
  aligned creatures who do not have an extra-
  planar origin.  This is because holy and 
  unholy water wound the planar essences 
  inherent in the cosmic ideals (Good and 
  Evil), not necessarily the flesh; and these 
  creatures, paladins, and anti-paladins are 
  vessels of that essence. 
  Anti-paladins cannot craft unholy water 
  themselves (that requires a temple font or 
  basin), but they can purchase vials from 
  unholy temples, even those that are 
  dedicated to other immortals besides the 
  anti-paladin’s patron. 
   
  IV 
  Hated by the Icons of Good 
   
  The anti-paladin is loathed by empowered 
  intelligent monsters who are champions of 
  good.  This category includes the various 
  angels, 
  archangels, 
  devas, 
  ki-rins, 
  lammasus, and shedus, among others.  
  Basically, anything that is extra-planar, 
  good, intelligent and quite powerful will (a) 
  detect the anti-paladin for what he is, and 
  (b) hate his guts.  Such creatures will 
  
   
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  attack the anti-paladin and his allies on 
  sight, and will fight to kill. 
  And now those high experience levels for 
  ultra-powerful Chaos Knights seem like a 
  faraway and impossible dream, don’t they 
  … 
  Naturally, anti-paladins either exterminate 
  such creatures if they are able (preferably 
  from a distance, and using poison), or run 
  like mad to save themselves from utter 
  annihilation. 
   
  V 
  Nemesis of the Holy 
   
  Anti-paladins can be turned by good-
  aligned clerics and paladins.  The turning 
  effect will only last for 1D4 melee rounds at 
  most, and is basically the same as the 
  Nemesis of Paladins ability (which allows 
  the anti-paladin to attempt to turn 
  paladins). 
  Remember that only one turning attempt 
  per paladin or anti-paladin can be made 
  per day, and an unholy symbol is required. 
  This creates a brutal back-and-forth effect 
  between mortal foes; an evenly-matched 
  paladin 
  and 
  anti-paladin 
  will 
  almost 
  certainly try to turn one another, and one 
  or the other might succeed!  But it’s 
  basically a case of “the unstoppable force 
  meeting the immovable object,” and neither 
  side can gain a turning advantage for very 
  long. 
  Anti-paladins have, perhaps, the most to 
  fear from powerful good clerics, because 
  the cleric can attempt to turn the anti-
  paladin and the anti-paladin does not have 
  the ultimate power to reciprocate. 
   
   
  VI 
  Tumultuous Alliance of Evil 
   
  There are several rules and guidelines 
  which govern the anti-paladin’s ability to 
  associate with others.  The Chaos Knight is 
  an irredeemable lone wolf who abhors 
  submission to other powers.  And yet, 
  everyone needs minions to do their evil 
  deeds, and at times even tumultuous 
  friendship can exist … although such 
  dalliances tend to be doomed from the 
  start. 
  Anti-paladins, in the long term, can only 
  freely associate with chaotic evil, lawful 
  
   
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  Wonderland Imprints ~ Kent David Kelly 
  evil, and neutral evil characters and 
  monsters. 
   
  They 
  can 
  consort 
  with 
  intelligent neutrals (CN, LN, TN) when 
  needed, but only to corrupt them or to serve 
  an evil end.  They can never knowingly 
  consort with good people or creatures (CG, 
  LG, NG) unless they are deceitfully 
  planning 
  their 
  destruction, 
  which 
  is 
  actually a fairly common situation. 
   
   
   
  They can consort with unaligned creatures 
  (unintelligent animals etc.) to commit evil 
  acts; as an example, an anti-paladin might 
  use tamed lions to tear his imprisoned 
  victims apart. They can ride warhorses or 
  use beasts of burden or whatever else, 
  provided the creatures are not of good 
  alignment. 
  Anti-paladins can never submit in the long 
  term to another creature, unless that 
  creature is a servitor in service to the same 
  immortal patron. 
  Also 
  any 
  long-term 
  clerical 
  followers, 
  henchmen, or minions must serve the same 
  immortal as the anti-paladin does, or there 
  will eventually be violence.  For example an 
  anti-paladin in service to the Ulthrogorgon 
  would only tolerate the presence of allied 
  clerics of Shub-Niggurath on a single 
  adventure 
  basis, 
  or 
  a 
  month-long 
  expedition at most.  Player Character anti-
  paladins are welcome to push these limits 
  if they like, and in doing so they will find 
  that something always goes very wrong 
  when the NPCs try to kill, imprison, or 
  betray the anti-paladin because he is 
  simply too demonic and powerful to be 
  trusted. 
  Also, an anti-paladin cannot have long-
  term followers who are anti-paladins 
  themselves.  The reason for his is that the 
  lower NPC anti-paladin would be entering a 
  hierarchy with the higher anti-paladin, a 
  form of submission to another mortal, 
  which is a forbidden tenet.  However, 
  several anti-paladins who belong to the 
  same knightly order, worshipping the same 
  immortal, can bond together for a single 
  Unholy Crusade.  The crusade will have a 
  specific evil goal; for example, Mordred’s 
  quest was to “Destroy Camelot by slaying 
  Arthur, and too, take Queen Guinevere and 
  the entire kingdom as my own.”  The 
  crusade can last for up to 4D4 weeks before 
  rivalries arise between NPCs and the 
  alliance falls apart.  Unholy Crusades are 
  rarely successful due to their grandiose 
  ambition; 
  but 
  they 
  always 
  leave 
  a 
  significant amount of wild destruction in 
  their wake. 
  This is simply the abject nature of pure 
  chaos and pure evil; the forces 
  of 
  destruction cannot ever endure in terms of 
  any alliance, faithful sense of teamwork, or 
  mortal compromise. 
   
   
  
   
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  VII 
  Unholy Sacraments of Chaos 
   
  Much as a paladin must give away treasure 
  to worthy temples and innocents, an anti-
  paladin 
  must 
  sacrifice 
  non-magical 
  treasures to the immortal patron.  The 
  sacrifice of treasures is termed a Burnt 
  Offering. 
  To perform a Burnt Offering, the anti-
  paladin must invoke the immortal power’s 
  name whenever non-magical treasures are 
  won.  In game terms, this is an automatic 
  action; the anti-paladin is understood to 
  invoke the name whenever new non-
  magical treasures are won.  The prayer can 
  be silent if the anti-paladin is engaging in 
  subterfuge, but most frequently it is 
  whispered. 
  When the Burnt Offering is invoked, 10% of 
  the won non-magical treasure evaporates 
  in halos of cold, violet flames; the items are 
  claimed by the extra-planar immortal as a 
  sacrifice to its glory (and they are added to 
  its hoard).  This effect is somewhat “gamist” 
  and 
  arbitrary, 
  and 
  will 
  require 
  GM 
  adjudication to make sense of various 
  circumstances.  For example if an anti-
  paladin wins a share equaling 1,000 gold 
  pieces, 100 of the gold pieces will vanish in 
  cold flames and he will be left with 900 
  remaining.  But if his share of the treasure 
  is a necklace worth 1,800 gold pieces, the 
  flames will damage the necklace — it will 
  become pale and somewhat brittle — and it 
  will only be worth (1800 minus 180 equals) 
  1,620 gold pieces as a result. 
  Magical treasures are never affected; they 
  are the trophies of the anti-paladin’s evil 
  deeds in the mortal realm. 
  “Unwon treasures” are not affected either.  
  This means that if a temporary ally pays the 
  anti-paladin 8,000 gold pieces, a Burnt 
  Offering will not take place because the 
  anti-paladin did not win the treasure by 
  either (a) killing someone or something, or 
  (b) finding unguarded treasure.  Similarly if 
  an anti-paladin sells a magic item for gold, 
  the gold will not be affected by the 
  invocation.  (It was not hard-won, it was a 
  mundane 
  payment.) 
   
  Game 
  Master 
  discretion must rule in borderline cases. 
  If a Player Character anti-paladin wishes to 
  tempt fate and to cease with these irksome 
  automatic invocations, this can be done, 
  but it is perilous.  Let us say for example 
  that the anti-paladin is on a quest to obtain 
  a jeweled crown for a mighty dragon, and 
  the dragon has insisted that the crown 
  must be received undamaged.  The anti-
  paladin’s player might choose to not invoke 
  a Burnt Offering when the crown is seized. 
  If this is done, the anti-paladin stops 
  gaining 
  experience 
  points 
  until 
  the 
  invocations are re-enacted; and then, the 
  immortal patron will demand arrears!  As 
  an example, let us say that the crown was 
  worth 50,000 gold pieces; this means that 
  the immortal has been cheated out of a 
  Burnt Offering worth 5,000 gold pieces.  If 
  the anti-paladin later discovered 20,000 
  gold pieces, the next invoked Burnt 
  Offering will the result in a loss of 5,000 
  gold pieces (for the crown’s arrears), plus 
  2,000 gold pieces (10% of the 20,000), 
  leaving 
  the 
  anti-paladin 
  with 
  an 
  undamaged crown to give to a dragon, 
  along with 13,000 gold pieces for himself. 
  The demon must have his filthy lucre.  Such 
  is the price of blood-won gold in the dismal 
  world of the chaotic evil champion! 
   
  
   
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  VIII 
  Accursed Exaltation 
   
  Just as a paladin who falls from the lawful 
  good ideal loses all of his divine powers, an 
  anti-paladin who rises out of chaotic evil 
  loses all of his unholy powers.  There is no 
  chance for “redemption”; the character 
  becomes a fighter of the same experience 
  level.  The fighter status is permanent and 
  cannot be changed, even with a Wish. 
  Reasonable and merciful GMs might well 
  rule that this severe restriction does not 
  apply 
  to 
  situations 
  of 
  uncontrollable 
  alignment change, such as that caused 
  (temporarily) by a magical helm.  But even 
  in that case, if an anti-paladin performs 
  good deeds against evil creatures he will 
  need to repent by undertaking a dangerous 
  quest in the name of his immortal patron.  
  An example of a quest might be to burn 
  down a good lord’s castle, or to abduct an 
  elven princess, or to slay a bronze dragon, 
  and so on and so forth.  Once the quest is 
  completed — and allies can certainly assist 
  the anti-paladin in the dangerous and 
  lucrative mission — forgiveness will be 
  offered, and anti-paladin class status will 
  be restored. 
   
   
  IX 
  Establishing an Unholy 
  Stronghold 
   
  Beginning at experience level 9, an anti-
  paladin (a wealthy one, at least) will have 
  the option of establishing an unholy 
  stronghold.  This is mostly a matter of self-
  protection, however, because the anti-
  paladin’s chaotic evil nature will be known 
  far and wide by this time.  Few if any will 
  care to willingly join his murderous cause. 
   
   
   
   
   
  
   
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  An anti-paladin will not attract men-at-
  arms to his cause by establishing a 
  stronghold.  He will also not attract a 
  population of normal men and women 
  seeking protection, who could be tithed. 
  Nevertheless high-level NPC anti-paladins 
  will typically seek to establish a stronghold 
  as soon as they can so that they can fill it 
  with traps, protective minions, escape 
  tunnels, dungeon cells for imprisonment, 
  and so forth. 
   
   
   
   
  X 
  Demonic Glorification 
   
  When an anti-paladin dies and his soul 
  essence is taken by his patron immortal, he 
  will be tortuously crafted to become an 
  Instrument of Vengeance.  This means that 
  he will be reshaped to become a (Non-
  Player Character!) demon, and sent to the 
  Prime Material Plane to either kill good 
  creatures, or be annihilated in the trying. 
  The 
  demonic 
  flesh-crafting 
  process 
  involved in creating an Instrument is 
  extremely agonizing, and it requires 666 
  days of toil as the immortal’s servitors boil 
  the soul’s essence down into an ichor, and 
  infuse the ichor into animated necrotic 
  flesh, which then must grow in a colossal 
  she-demon incubator (called a “Mother of 
  Chaos”) while feeding upon lesser evil 
  creatures (such as lost souls, larvae, and 
  manes demonlings). 
  When the fully-crafted demon — which was 
  once the anti-paladin — is sent to the 
  Material Plane, it will bear a fragmentary 
  and nightmarish collection of the mortal 
  anti-paladin’s memories as its own.  Most 
  likely, the enraged demon will either kill 
  every weak thing it can find in a vicious 
  rage; or, it will find a way to gather 
  followers, and then track and hunt down 
  the people who destroyed its mortal form. 
  And in case you were wondering, yes this 
  means that when a PC anti-paladin dies, it 
  will rise as an NPC demon in 666 game 
  days to hunt any surviving members of the 
  party! 
   
  
   
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  The power level and type of the manifested 
  Instrument of Vengeance will depend on 
  the anti-paladin’s experience level when 
  slain, as follows: 
   Experience Level 1, Lower Tier 
  (meaning that the anti-paladin was 
  only 1-50% of the way through the 
  XP range for experience level 1):  
  The immortal looks down on the anti-
  paladin as a “Miserable Failure.”  The 
  manifested 
  demon 
  is 
  a 
  Manes 
  Demonling only, and will almost 
  certainly be exterminated. 
   Experience Level 1, High Tier 
  (meaning that the anti-paladin was 
  51-99% of the way through the XP 
  range for experience level 1:  The 
  immortal looks down on the anti-
  paladin as a “Pathetic Failure.”  The 
  manifested demon is a Wretched 
  Demonling.  Perhaps it will be able to 
  prey upon a few good men-at-arms, if 
  it is careful … 
   Experience Level 2, Lower Tier:  
  The immortal believes that the anti-
  paladin 
  suffered 
  an 
  “Unworthy 
  Defeat.”  The manifested demon is a 
  Quasit.  There is a fair chance that 
  the Quasit might be bound to an evil 
  NPC spell caster as a familiar and 
  advisor. 
   Experience Level 2, High Tier:  
  “Pyrrhic Defeat.”  Manifested as a 
  Rutterkin Demonling.  At this power 
  level and above, the demon will likely 
  be able to kill a fair number of good-
  aligned people before it eventually 
  falls in battle. 
   Experience Level 3: 
   
  “Worthy 
  Defeat.”  Manifested as a Shadow 
  Demon. 
   Experience Level 4:  “Inglorious 
  Victory.”  Manifested as either a Fly 
  Demon (50%) or a Vulture Demon 
  (50%). 
   Experience 
  Level 
  5: 
   
  “Costly 
  Victory.”  Manifested as a Lesser 
  Cambion. 
   Experience Level 6:  “Victorious.”  
  Manifested as a Leaping Demon. 
   Experience Level 7:  “Victorious and 
  Triumphant.”  Manifested as a Toad 
  Demon if the anti-paladin was male, 
  or as an Ebony Demoness if the anti-
  paladin was female. 
   Experience Level 8:  “Glorious 
  Victory.”  Manifested as an Incubus 
  if the anti-paladin was male, or as a 
  Succubus if the anti-paladin was 
  female.  The demon has a 10% 
  chance of establishing a lair and 
  retinue servitors for 1D12 months 
  before pursuing its prey. 
   Experience Level 9:  “Triumphator.”  
  Manifested as a Hound Demon.  20% 
  chance of establishing a lair. 
   Experience Level 10:  “Grand 
  Triumphator.”  Manifested as a Boar 
  
   
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  Demon if the anti-paladin was male, 
  or as a Serpentine Demoness if the 
  anti-paladin was female. 
   
  30% 
  chance of establishing a lair. 
   Experience Level 11:  “Glorious 
  Triumphator.”  Manifested as a 
  Baronial Incubus or Succubus.  40% 
  chance of establishing a lair. 
   Experience Level 12:  “Illustrious 
  Triumphator.”  Manifested as a 
  Death Stealer (50%) or Pyre Demon 
  (50%).  50% chance of establishing a 
  lair. 
   Experience Level 13:  “Grand 
  Victory of Chaos.”  Manifested as a 
  Greater Pyre Demon (Balorian) with a 
  minimum of 5 hit points per hit die.  
  60% chance of establishing a lair. 
   Experience Level 14:  “Epic Victory 
  of Chaos.”  Manifested as a Noble 
  Incubus 
  or 
  Succubus 
  with 
  a 
  minimum of 6 hit points per hit die.  
  70% chance of establishing a lair. 
   Experience Level 15:  “Mythic 
  Victory of Chaos.”  Manifested as a 
  Baronial Cambion.  80% chance of 
  establishing a lair. 
   Experience Level 16+:  “Legendary 
  Victory of Chaos.”  Manifested as a 
  Cambion Marquis.  90% chance of 
  establishing a lair. 
   
   
   
  If the demon is slain, its soul is sent back 
  to the immortal power for re-crafting.  
  However, this time the process will take 
  666 months, not 666 days, which will 
  result in a berserk and fearless madness … 
   
  XI 
  Destiny of Damnation 
   
  The grimmest vulnerability of an anti-
  paladin is this:  The immortal power will 
  gleefully empower an anti-paladin with 
  unholy might, turning him into a vessel of 
  nigh-unstoppable destruction.  However, 
  chaotic evil powers also forever refuse to 
  entertain any notion of forgiveness, mercy, 
  or acceptance of the weak. 
  What this means is this:  If an anti-paladin 
  is ever slain, he is forever dead.  He cannot 
  be resurrected.  Even a Wish spell will not 
  return his soul to his body, because his 
  soul has already been forever claimed by 
  the immortal power (as per the Demonic 
  Glorification rules, above).  The actual 
  dread pact was made many years ago when 
  the young adult anti-paladin swore his soul 
  to the immortal in the name of earthly 
  power. 
  This is why anti-paladins are sometimes 
  seen as craven cowards, because they 
  absolutely do not want to die!  This is also 
  why many high-level anti-paladins seek to 
  achieve a form of undeath, as a way to 
  maintain sentient survival and to cheat 
  their master of the soul … for a time. 
  This is a permanent curse, which balances 
  the might of the anti-paladin class. 
  * * * 
  Have fun playing one, and good luck!  May 
  you never run into an imperious ki-rin, 
  bolting down from the clouds. 
  
   
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  Fearing the Reaper: 
  Minions and Guardians 
  of the Chaos Knights 
   
  Considering the anti-paladin’s terror of 
  death, it logically follows that they will seek 
  to protect themselves with expendable 
  minions 
  whenever 
  possible. 
   
  Player 
  Character anti-paladins will need to employ 
  hard-won evil henchmen, tamed mounts, 
  subdued monsters, or (if they are lucky) 
  perhaps a subdued evil dragon, or even a 
  summoned demon, or maybe an ifrit 
  brought forth from out of an Iron Flask.  
  These allies will be won through the course 
  of play; they will not ever be granted freely 
  or arbitrarily by the Game Master. 
   
   
   
  Non-Player 
  Character 
  anti-paladins, 
  however, will almost always be surrounded 
  by evil thralls and servitors.  This is 
  because a PC anti-paladin has the other 
  PCs, chaotic evil or not, to protect him to 
  some extent.  The NPC anti-paladin 
  however is going to be outnumbered by the 
  lethal PCs unless he has some protectors.  
  After all, a crafty and classic arch-villain 
  always needs lots of nasty minions to avoid 
  certain death at the hands of determined 
  and angry heroes. 
  In other words:  This section of the 
  supplement only applies to Non-Player 
  Characters.  Sorry, PC Chaos Knights!  
  When you want evil creatures to serve you, 
  you will need to fend for yourselves. 
  Here is a quick summary of the types of 
  creatures that will be found protecting an 
  anti-paladin NPC.  The numbers of such 
  creatures will be up to the Game Master’s 
  discretion, but they will not be found in 
  enormous legions (because anti-paladins 
  actually make terrible leaders, and no one 
  will ever trust them for very long). 
   
   
   
   Experience Level 1+:  Brigand 
  (Thrall), Manes Demonling (Servitor), 
  Pirate (Warrior Minion), Svart Goblin 
  (Minion), Vulture Man (Scout) 
  
   
  Page 44 | 54 
   
  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
   Experience Level 2+:  Drow Minion 
  (Advisor), Frogman (Warrior Minion), 
  Ghoul 
  (Minion), 
  Gnoll 
  (Warrior 
  Minion), Troglodyte (Warrior) 
   Experience Level 3+:  Bugbear 
  (Warrior), Drow Warrior (Advisor / 
  Warrior), 
  Harpy 
  (Scout), 
  Lesser 
  Cyclops (Warrior), Ogre (Warrior), 
  White Dvergr (Scout), Very Young 
  Black Dragon (Protected) 
   Experience Level 4+:  Blur Pixie 
  (Scout), Drow Swordsman (Advisor / 
  Warrior), Gargoyle (Guardian), Ghast 
  (Minion), Lesser Nightmare (Mount), 
  Peryton (Scout), Shadow (Servitor), 
  Very Young or Young Red Dragon 
  (Protected), 
  Werewolf 
  (Guardian), 
  Young or Sub-Adult Black Dragon 
  (Protected) 
   Experience Level 5+:  Demon Dog 
  (Guardian Beast), Drow Anti-Hero 
  (Advisor 
  / 
  Guardian), 
  Quasit 
  (Familiar 
  Liaison), 
  Sub-Adult 
  or 
  Young Adult Red Dragon (Protected), 
  Young Adult or Adult Black Dragon 
  (Mount) 
   Experience Level 6+:  Adult Red 
  Dragon (Mount), Drow Blade Master 
  (Advisor / Guardian), Jackalwere 
  (Guardian), Leucrocotta (Guardian 
  Beast), Minotaur (Guardian), Old 
  Black Dragon (Mount), Salamander 
  (Guardian), Shadow Demon (Scout), 
  Succubus / Incubus (Consort), Troll 
  (Warrior), Various Minor Demons 
  (Guardians) 
   Experience Level 7+:  Chimera 
  (Guardian 
  Beast), 
  Draconian 
  Basilisk 
  (Mount), 
  Dream 
  Eater 
  (Guardian), Drow Mage (Advisor / 
  Guardian), Ettin (Guardian), Frost 
  Giant 
  (Guardian), 
  Hieracosphinx 
  (Mount), 
  Hill 
  Giant 
  (Guardian), 
  Hound Demon (Guardian), Lamia 
  (Consort), Night Hag (Advisor), Old 
  Red Dragon (Mount / Advisor), Roper 
  (Guardian 
  Beast), 
  Spirit 
  Naga 
  (Guardian), Toad Demon (Guardian), 
  Very Old Black Dragon (Mount), 
  Vulture Demon (Guardian) 
   
   
  
   
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  Wonderland Imprints ~ Kent David Kelly 
   Experience Level 8+:  Ancient Black 
  Dragon 
  (Mount), 
  Boar 
  Demon 
  (Guardian), 
  Elder 
  Night 
  Hag 
  (Advisor), 
  Gorgonian 
  Chimera 
  (Guardian 
  Beast), 
  Lamia 
  Noble 
  (Consort), Pyre Demon (Guardian), 
  Serpentine Demoness (Guardian), 
  Will-o’-Wisp (Guardian), Very Old 
  Red Dragon (Mount / Advisor) 
   Experience Level 9+:  Greater Pyre 
  Demon (Guardian), Knight of Saigoth 
  (Advisor), 
  Mated 
  Pair 
  of 
  Black 
  Dragons (Mounts / Protected) 
   Experience Level 10+:  Mated Pair 
  of 
  Red 
  Dragons 
  (Protected 
  / 
  Advisors), Vampire / Vampiress 
  (Consort) 
   Experience Level 11+:  Vampire 
  Lord / Lady Vampiress (Consort), 
  Vampire 
  Patriarch 
  / 
  Vampiress 
  Matriarch (Consort) 
   Other chaotic evil creatures can be 
  added by the Game Master, as seems 
  appropriate to the campaign. 
   
  Becoming Nothing: 
  Anti-Paladins and the 
  Knights of Saigoth 
   
  The Knights of Saigoth are an ancient 
  heretical sect that is tied to the Pegana 
  Mythos.  They are undead chaotic evil 
  knights of terrible power, similar to liches. 
  A typical Knight of Saigoth has Armor Class 
  0,  Movement Rate 120’ (40’) or 90’ (30’), Hit 
  Dice 9D10, a minimum of 45 hit points, 
  Magic Resistance 75%, Intelligence Average 
  to Genius (equivalent to the anti-paladin’s 
  INT in life), unholy 18/00 Strength, and 
  various deadly special abilities including 
  but not limited to:  Detect Invisibility, 
  Detect Magic, Dispel Magic, Fireball, Gate 
  (Demonic), Power Word (Any), Symbol 
  (Any), and Wall of Ice.  The Game Master 
  will need to develop full details for this 
  undead horror if he or she wishes to use a 
  Knight of Saigoth in the campaign.  These 
  foul things will pose a challenge to Player 
  Characters of experience levels 8 and up; 
  anyone of levels 1 through 7 will probably 
  not stand a chance. 
  The rite to become a Knight of Saigoth is 
  rather horrific.  When a high-level (at least 
  level 13) NPC, but not Player Character, 
  anti-paladin is near to death there is a 
  chance that he will be visited by a powerful 
  banshee of the Unseelie Court.  The chance 
  is up to the Game Master, but is highly 
  dependent upon immediate circumstances.  
  An anti-paladin who is slain by a party of 
  good characters will die and have his soul 
  taken before a banshee can appear to 
  intervene.  However an anti-paladin who is 
  trapped by a cave-in and slowly dying, or 
  drowning alone, or dying painfully in 
  solitude, will probably be visited by the 
  spirit. 
  Once the NPC anti-paladin agrees to the 
  rite (which he almost always will), the 
  banshee’s hymn will then bring forth a 
  magically unearthed dead body, which 
  might be years old or recently slain.  The 
  anti-paladin must eat of the dead body’s 
  flesh and then swear to forever serve the 
  Priesthood of Saigoth.  When this is done 
  the banshee will scream, fatally separating 
  the anti-paladin’s soul from his body.  The 
  anti-paladin’s immortal patron will be 
  cheated of the soul, and the banshee’s 
  ensnaring power will stitch the soul into the 
  corpse which has been unearthed.  The 
  corpse’s remaining flesh will wither away, 
  to be only partially reformed into a vile and 
  twisted countenance. 
  
   
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  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  A magical mask will be conjured and seared 
  into the animated corpse’s face.  In 13 
  nights’ time, these tortured remnants will 
  arise as a Knight of Saigoth, fully undead 
  yet also possessing all of the fallen anti-
  paladin’s memories.  The mask can be 
  removed by the Knight of Saigoth at any 
  time, but doing so will cause it to suffer 15 
  points of immediate damage.  This damage 
  cannot be healed in any way until the mask 
  is returned to its former station. 
   
   
   
  Here is the relevant additional lore from 
  Castle Oldskull supplement PM1, The 
  Pegana Mythos, for those Game Masters 
  who wish to know more of the forgotten 
  Saigoth heresy: 
   
  Of the Dread Knights of Saigoth 
  (The Speakers of Terror unto Mung) 
   
  There are conflicting beliefs among Men, in 
  regards to the ultimate fate of the Gods and 
  Time when The End is come.  Most believe 
  in “orthodox” fashion that when all Men are 
  dead and gone, and the Worlds come to an 
  end, that Mana-Yood-Sushai shall have no 
  need for Gods or Men or Time itself.  The 
  Gods of Pegana will be exiled, or perhaps 
  (according to heresy) even slain; their 
  playthings Men will be no more; and the 
  Great Hound of Time itself, as the last living 
  thing, will collapse feasting upon itself in 
  meaninglessness and die.  Then, Mana-
  Yood-Sushai 
  will 
  journey 
  into 
  other 
  realities, perhaps avoiding the spirits of 
  Fate and Chance, and perhaps creating 
  new Gods in his own image as he had 
  always secretly desired. 
  A very different belief, however, was held by 
  the heretics known as the Saigoths.  The 
  Saigoths believed that the Great Hound of 
  Time will in The End finally be unleashed, 
  and will battle with Mung the Lord of Death 
  for two days and two nights.  Mung’s cruel 
  sword will finally fail him, and Time will 
  tear his throat, thus proving that Time is 
  the true immortal and is greater than all 
  the Gods but one. 
  There was once a Priesthood of Saigoth 
  (regarding the plural Saigoths, the people, 
  as a singular entity and soul, one mind and 
  one 
  conviction), 
  beneath 
  the 
  great 
  mountain of Trehagobol.  These priests not 
  only believed in the Heresy of Immortal 
  Time; they enslaved the peoples around 
  them, falsely taking the name of Sish (who 
  did not praise them, or ever answer their 
  prayers), and creating their own kingdom 
  in 
  which 
  bloody-jawed 
  Time 
  was 
  worshipped as the Mightiest and Most 
  Monstrous Beast.  Sacrifices were made, 
  severing the lives of the unworthy in order 
  
   
  Page 47 | 54 
   
  Wonderland Imprints ~ Kent David Kelly 
  to bargain for far longer lives of the “pure.”  
  And indeed, the priests who believed in this 
  foul practice and who performed blood 
  sacrifice in the name of Time did live for 
  centuries.  But this priesthood lasted 
  barely an extended generation, for while the 
  priests were powerful warriors and blood-
  princes they were not instilled with any of 
  the true and divine magics from the Gods.  
  For the Gods had turned from them, and 
  they were regarded by all as an unholy and 
  unworthy people. 
  Nevertheless, their martial and deceptive 
  powers upon the earth were considerable. 
  Before they could all be hunted down and 
  wiped out by holier Men, however, some few 
  of the arch-priests fled into the nether.  
  There — seeking arcane and necromantic 
  powers where divine magic had failed them 
  — they made allegiance with the last of the 
  Lich Maidens.  (Which Maiden it was, some 
  sayeth Hagath, others Annis, is unknown.)  
  They twisted even the arts of Mung, who 
  sent his own minions and the Monsters 
  against them.  But twenty-three of these 
  arcane warriors of undeath endured these 
  trials and torments, and rose in the World 
  of Oldskull as terrible princely powers of 
  wrath and hate. 
  These twenty-three were the Knights of 
  Saigoth.  They are warrior Liches of 
  dreadful might, and each is worshipped by 
  a death cult, lost in a different corner of the 
  world.  In the intervening thousands of 
  years, eleven of the Knights of Saigoth have 
  been destroyed.  Twelve remain. 
  While their powers have waned, their 
  hatred has not.  They resist spells, instill 
  terror, create walls of ice, hurl fire, and 
  summon abyssal demons to their cause.  
  Worst of all, they dwell in strongholds well-
  protected 
  by 
  death 
  cultists, 
  undead, 
  guardian beasts and demons.  Only the 
  most powerful of heroes will ever dare to 
  defy them.  But surely, in their wretched 
  temples and cultic strongholds there are 
  century-heaps of treasures to be had by the 
  victorious! 
   
  Role-Playing the 
  Anti-Paladin 
   
  Being an anti-paladin simply means being 
  irrevocably evil.  Depending on the nature 
  of the GM’s campaign and the wishes of the 
  player, that might mean gory and sadistic 
  evil.  Or, it might just mean cartoonish, 
  mustache-twirling Vaudeville evil.  Or, 
  anything in between those two extremes.   
   
   
   
  As long as everyone at the table is 
  comfortable with the mode of play and no 
  one is being hurt or traumatized, the “level 
  of evil” is ultimately up to the final decision 
  of the Game Master.  Play situations might 
  
   
  Page 48 | 54 
   
  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  be scaled back or glossed over (not 
  described) if things are getting too grisly in 
  the game. 
  You can add a bit of sardonic flourish to the 
  anti-paladin’s personality if you like:  They 
  adore mockery and silent deception.  They 
  do not make oaths to higher powers, they 
  make promises to themselves.  They might 
  mock paladins outright with their own 
  secret practices; instead of a vow of silence, 
  they might make a promise of lies.  Instead 
  of a vow of charity, they might make a 
  promise of thievery from the weak, and so 
  forth.  Their goals are not only to glorify 
  themselves, but also to mock the forces of 
  good and to humiliate the pure. 
  Anti-paladins are not chivalrous, but they 
  are masters of the arts of manipulation.  
  They fully understand the coins of the 
  chivalric realm which hold value in the eyes 
  of the holy; namely, honor, trust, love, 
  loyalty, faith, and sacrifice.  This wise 
  knowledge of “what is sacred” gives them 
  the ability to twist ideals into horrible 
  things.  They can feign acts of chivalry more 
  finely than any other as they charm, betray, 
  tempt, and seduce their way through 
  civilization, ushering in an age of ruin. 
  Besides the base matter of villainy, anti-
  paladins are the epitome of narcissistic and 
  sociopathic behavior.  They can be very 
  charming indeed when they want to be, as 
  killing isn’t the only thing that they do.  
  They also live to destroy, and destruction 
  can take on many forms.  Outside of the 
  obvious 
  (killing 
  people, 
  imprisoning 
  innocents, conquering strongholds, setting 
  fires to druidic groves, and defacing good 
  shrines and temples), they can go for the 
  subtle path, destroying trust, love, oaths, 
  traditions, legacies, bloodlines, truces, 
  alliances, and the bonds between loved 
  ones.  The aftermath surrounding a 
  masterfully treacherous lie — creating a 
  permanent severance between a prince and 
  a queen mother, for example — can be just 
  as sweet as bloody slaughter … if not more 
  so. 
  Anti-paladins do not seek long-term allies, 
  except to exploit them or to protect 
  themselves from harm.  They wisely use 
  their Charisma to charm and seduce; they 
  seek victims that they can manipulate and 
  exploit.  They can convince many low-level 
  NPCs to do their bidding in the name of evil 
  (and personal reward), and then either 
  discard or kill the person once their bidding 
  has been done. 
   
   
   
   
  I will say further that anti-paladins are not 
  inherently cowardly, but they are frequently 
  seen as such because they are self-
  preservationists above all.  This of course is 
  because when they die, they cannot be 
  
   
  Page 49 | 54 
   
  Wonderland Imprints ~ Kent David Kelly 
  resurrected and their soul goes directly to 
  their empowerer. 
  As such they will never charge foolishly into 
  a battle they cannot win.  They are not 
  stupid; in fact, they are all of average 
  human intelligence or higher.  They are not 
  berserkers either, and they tend toward a 
  strongly innate sense of tactical patience.  
  They make plans, attack from ambush, 
  issue challenges to champions of good 
  when outnumbered and then use poison, 
  treachery, dolorous and unfair strikes, and 
  so forth.  They are villains and nemeses, 
  and evil masterminds.  Don’t ever play 
  them as being foolish and straightforward; 
  they make their minions perform the 
  rashest and most dangerous actions, not 
  themselves, whenever possible. 
   
  The Arsenal of the 
  Merciless: Equipment 
  for Anti-Paladins 
   
  I 
  Allowable Shields 
   
  Anti-paladins can use any kind of shield, 
  from bucklers to pavises.  Spiked bucklers 
  are a favorite when a magical shield cannot 
  be had. 
  Non-Player Character anti-paladins will 
  typically favor two-handed weapons if they 
  have never directly faced the risk of death.  
  Any NPC anti-paladin who has suffered a 
  near-death experience, however, will carry 
  a shield while wielding a one-handed 
  weapon. 
   
   
  II 
  Allowable Armor 
   
  Anti-paladins can use any type of armor.  
  NPCs will favor plate mail or plate armor 
  whenever possible.  Further, NPCs will not 
  wear padded or leather armor if something 
  finer can be had, because such materials 
  are beneath their station. 
   
   
   
  III 
  Allowable Weapons 
   
  Anti-paladins can use any weapons.  They 
  prefer melee weapons which have barbs, 
  spikes, 
  or 
  vicious 
  cutting 
  surfaces.  
  Favored weapon types include harpoons, 
  
   
  Page 50 | 54 
   
  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  two-handed flamberge swords, morning 
  stars, and heavy war flails. 
  They can also use missile weapons, and 
  due to their innate cowardice many of them 
  do so. 
   
   
   
  IV 
  Special Weapons 
   
  Anti-paladins 
  use 
  poisoned 
  weapons, 
  unholy water, and flaming oil whenever 
  they can.  They cannot make any of these 
  concoctions themselves, however.  Poisons 
  are brewed by assassins and alchemists; 
  unholy water is empowered by evil clerics 
  and their deities; and flaming oil is made by 
  artillerists and plague doctors. 
  Refer to the Oldskull Plague Doctors 
  supplement for details concerning the 
  (good-aligned!) plague doctor sub-cleric 
  class. 
  Remember that overuse of poison by Player 
  Characters should result, over time, in 
  dangerous accidents in which an anti-
  paladin cuts himself with a mishandled 
  weapon or something similar.  Such 
  matters need to be carefully considered, of 
  course, so that players are warned of the 
  risk long before any potential self-poisoning 
  occurs. 
   
   
   
  * * * 
   
  And there you have it.  I hope you have 
  found this dark supplement to be both 
  inspirational and disturbing, because every 
  campaign needs evil to a certain extent.  
  Even if you don’t want evil PCs running 
  around, you will find that if you create a 
  brilliant and charismatic NPC anti-paladin 
  for the heroes to hate, you will be breathing 
  new life into your game world and the 
  stories therein.  And paradoxically, anti-
  paladins do breed unity, good deeds, and 
  loyal teamwork, because they unite heroes 
  against them.  What an ironic fate for one 
  to fall to in the end, eh? 
   
  
   
  Page 51 | 54 
   
  Wonderland Imprints ~ Kent David Kelly 
  About the Author 
   
   
   
  Beginning play as a chaotic neutral normal 
  human with one measly hit point to his 
  name, KENT DAVID KELLY eventually 
  became apprenticed to a magic-user of ill 
  repute ... a foul man who dwelt in the 
  steamy deeps of the Ivory Cloud Mountain. 
  After this mentor carelessly misplaced an 
  intelligent soul-sucking sword and then 
  died under suspicious circumstances, his 
  former henchman Mr. Kelly escaped to the 
  deeper underground and there began 
  playing Satanic role-playing games. This, 
  the legends tell us, occurred in the year 
  1981. 
  Hoary wizard-priests who inspired Mr. 
  Kelly in his netherworldly machinations 
  included 
  the 
  peerless 
  Gygax, 
  Carr, 
  Arneson, 
  Cook, 
  Hammack, 
  Jaquays, 
  Bledsaw, Moldvay, Kuntz, Schick and 
  Ward. Sadly, a misguided made-for-the-
  basements movie entitled Mazes and 
  Monsters 
  gave 
  Mr. 
  Kelly’s 
  parents 
  conniptions in 1982. As a result of that 
  blasphemous Tom Hanks debacle (and 
  other more personal lapses in judgment), 
  Mr. Kelly was eventually forbidden from 
  playing his favorite game for a considerable 
  length of time. 
  Nonplussed but not defeated, he used this 
  enforced exile to escape to a friend’s 
  alehouse, and there indulged himself in 
  now-classic computer RPGs such as Zork, 
  Telengard, Temple of Apshai, Ultima, 
  Tunnels 
  of 
  Doom, 
  The 
  Bard’s 
  Tale, 
  Phantasie, Pool of Radiance, Wizard’s 
  Crown and Wasteland. He then went on to 
  write computer versions of his own FRPGs, 
  which led to his obsession with coupling 
  creative design elements with random 
  dungeons and unpredictable adventure 
  generation. 
  Mr. Kelly wrote and submitted his first 
  adventure for Dungeon Magazine #1 in 
  1986. 
  Unfortunately, 
  one 
  Mr. 
  Moore 
  decided that his submission was far too 
  “Lovecraftian, horrific and unfair” to ever 
  serve 
  that 
  worthy 
  periodical 
  as 
  a 
  publishable adventure. Mr. Kelly, it must 
  be said, took this rejection as a very good 
  sign of things to come. 
  In the late 80s and 90s, Mr. Kelly wrote 
  short stories, poems and essays ... some of 
  which have been published under the 
  Wonderland Imprints banner. He wrote 
  several dark fantasy and horror novels as 
  well. Concurrently, he ran Dark Angel 
  Collectibles, selling classic FRPG materials 
  as Darkseraphim, and assisted the Acaeum 
  with the creation of the Valuation Board 
  and other minor research projects. 
  
   
  Page 52 | 54 
   
  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  At this time, Mr. Kelly and his entourage of 
  evil gnomes are rumored to dwell in the 
  dread and deathly under-halls of the 
  Acaeum, 
  Dragonsfoot, 
  ENWorld, 
  Grognardia, Knights & Knaves, ODD, and 
  even more nefarious levels deep down in 
  the mega-dungeon of the Web. 
  There he remains in vigil, his vampiric 
  sword yet shivering in his hand. When not 
  being sought outright for answers to 
  halfling riddles or other more sundry sage 
  advice, he is to be avoided by sane 
  individuals at all costs. 
   
   
  Legal 
   
  Open Game Content 
  Open Game Content may only be Used 
  under and in terms of the Open Game 
  License (OGL). 
  Please note that there are quoted passages 
  from public domain sources (boxed text as 
  cited) within this document. This entire 
  work is designated as Open Game Content 
  under the OGL, with the exception of the 
  trademarks “Castle Oldskull,” “Wonderland 
  Imprints,” “Only the Finest Works of 
  Fantasy,” and with the exception of all 
  artwork. These trademarks, artwork, and 
  the Trade Dress of this work (font, layout, 
  style of artwork, etc.) are reserved as 
  Product Identity. 
   
  Open Game License 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards 
  of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All 
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  extent such content does not embody the 
  
   
  Page 53 | 54 
   
  Wonderland Imprints ~ Kent David Kelly 
  Product Identity and is an enhancement 
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  format, modify, translate and otherwise 
  create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any 
  Open Game Content that contains a notice 
  indicating that the Open Game Content 
  may only be Used under and in terms of 
  this License. You must affix such a notice 
  to any Open Game Content that you Use. 
  No terms may be added to or subtracted 
  from this License except as described by 
  the License itself. No other terms or 
  conditions may be applied to any Open 
  Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open 
  Game 
  Content 
  You 
  indicate 
  Your 
  acceptance of the terms of this License. 
  4. 
  Grant 
  and 
  Consideration: 
  In 
  consideration for agreeing to use this 
  License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of 
  this License to Use, the Open Game 
  Content. 
  5. 
  Representation 
  of 
  Authority 
  to 
  Contribute: If You are contributing original 
  material as Open Game Content, You 
  represent that Your Contributions are Your 
  original creation and/or You have sufficient 
  rights to grant the rights conveyed by this 
  License. 
  6. Notice of License Copyright: You must 
  update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or 
  distributing, and You must add the title, 
  the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to 
  Use any Product Identity, including as an 
  indication as to compatibility, except as 
  expressly licensed in another, independent 
  Agreement with the owner of each element 
  of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability 
  with 
  any 
  Trademark 
  or 
  Registered 
  Trademark in conjunction with a work 
  containing Open Game Content except as 
  expressly licensed in another, independent 
  Agreement 
  with 
  the 
  owner 
  of 
  such 
  Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game 
  Content does not constitute a challenge to 
  the ownership of that Product Identity. The 
  
   
  Page 54 | 54 
   
  Castle Oldskull Supplement OAP1:  Oldskull Anti-Paladins 
  owner of any Product Identity used in Open 
  Game Content shall retain all rights, title 
  and interest in and to that Product Identity. 
  8. Identification: If you distribute Open 
  Game Content You must clearly indicate 
  which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its 
  designated Agents may publish updated 
  versions of this License. You may use any 
  authorized version of this License to copy, 
  modify and distribute any Open Game 
  Content originally distributed under any 
  version of this License. 
  10. Copy of this License: You MUST include 
  a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may 
  not market or advertise the Open Game 
  Content using the name of any Contributor 
  unless You have written permission from 
  the Contributor to do so. 
  12. Inability to Comply: If it is impossible 
  for You to comply with any of the terms of 
  this License with respect to some or all of 
  the Open Game Content due to statute, 
  judicial order, or governmental regulation 
  then You may not Use any Open Game 
  Material so affected. 
  13. 
  Termination: 
  This 
  License 
  will 
  terminate automatically if You fail to 
  comply with all terms herein and fail to 
  cure such breach within 30 days of 
  becoming 
  aware 
  of 
  the 
  breach. 
  All 
  sublicenses shall survive the termination of 
  this License. 
  14. Reformation: If any provision of this 
  License is held to be unenforceable, such 
  provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 
  2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Oldskull Anti-Paladins, Copyright 2019, 
  Kent David Kelly. 
  END OF LICENCE 
   
  
SOURCE: textdata/thevault/Castle Oldskull/Castle Oldskull OAP1 Anti-Paladins.pdf