V9:Anti-Paladin

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Developer Note: The current V9 Rules can be found here.

The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.

Thank you for your interest in the project! Join the Discord for more information!

- The Project Phoenix (V9) Development Team

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This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




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Anti-Paladin

Description Anti-Paladins are armored fighters who use dark magic to harm their enemies and control the flow of battle.
Playstyle Frontline, Hybrid, Melee, Shield User, Crowd Control, Damage, Durable
Class Identifier ColorCodeMagenta-231130.jpg Magenta Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin
Shields Any
Armor May wear up to 4pts Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 11-20pts = No compensation
- 0-10pts = +1 use of Fear

Garb Bonus Choice of Garb Bonus Curio.
+1 use if Superior Garb Bonus.
Level 1

You always get these abilities when you play this class.
ROW A Immune to Afraid (T)

Fear 😱
2/Life ♻20
Levels 2-6

For each level beyond 1, pick a row you have not already chosen and gain the abilities within.

If that row has multiple options, pick one of those options and gain everything from that option.
ROW B Steal Life Essence
2/Life ♻10

Dark Pact (Unlimited)
ROW C Poison Weapon (Self)
1/Life ♻10
ROW D Wounding 💀
1/Life ♻20
OR Curse Strike 😱
2/Life ♻20
OR Fireball 🔥
1 Ball
ROW E Raise Dead 💀
1/Life ♻20
OR Dying Breath 😱
1/Life
OR Incinerate Armor 🔥
1/Life ♻10
ROW F Undead Minion 💀
2/Refresh ♻60
OR Cowardice
3/Refresh ♻30
OR Flame Blade (Self)
3/Refresh
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns.
Dark Revenant 💀

Whenever you use Dark Pact, you may declare and restore one 💀 ability instead of choosing one of the other options.

Weapons are limited to Dagger, Short, and Flail.

Dread Blade😱

Whenever you use Dark Pact, you may declare and restore one 😱 ability instead of choosing one of the other options.

Can only wield up to a Small shield.

Dragoon 🔥

Gain double uses from abilities with 🔥.

Flame Blade, if picked, gains ♻60.

Cannot wield Short or Long weapons.

= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Pre-Constructed Builds

Below are a few pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.

Trying Out V9 Anti-Paladin
Fear: Incant "Witness me and be afraid" x3 to make the target Afraid of you for 30s.


Steal Life Essence: Incant "Steal Life" immediately after killing an enemy. They become Severed, and you remove Severed from yourself.


Dark Pact: Incant "May this dark pact restore me" while you're not Severed. You become Severed and either heal a wound, mend a point of armor or piece of equipment, release yourself from an effect, or restore an enchantment-granted Resistance or Ability with ♻20 or less.


Poison Weapon: Incant "I coat these weapons with a deadly poison" x2. The next wound you deal is Wounds Kill. This effect can be restored with ♻10


Curse Strike: Incant "Power Strike Curse" and hit an enemy within 2s to Curse them for 30s. Engulfing.


Dying Breath: Incant "I curse thee with my dying breath" immediately after dying to Curse the target for 30s.


Flame Blade: Incant "The element of flame shall infuse these weapons" x3. Your melee weapons are armor breaking, shield crushing, and indestructible.

Identifier Magenta Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin
Shields Any
Armor Up to 4pts of Physical Armor
Level 1 Immune to Afraid
Fear 2/Life ♻10
Level 2 ⬗ Steal Life Essence 2/Life ♻20
Dark Pact (Unlimited)
Level 3 ⬗ Poison Weapon (Self) 1/Life ♻10
Level 4 ⬗ Curse Strike 2/Life ♻20
Level 5 ⬗ Dying Breath 1/Life
Level 6 ⬗Flame Blade 3/Refresh

List of Class-Specific Abilities


Cowardice
Simple Summary Cowardice: Incant "Cower and be afraid of all" x3 to make the target Afraid of all players for 30s.
Available to Anti-Paladin, Barbarian, Bard
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "Cower and be afraid of all" x3
Effects Status Effect: Target becomes Afraid of all living players for 30s.


Curse Strike
Simple Summary Curse Strike: Incant "Power Strike Curse" and hit an enemy within 2s to Curse them for 30s. Engulfing.
Available to Anti-Paladin, Barbarian, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Curse"
Effects Status Effect: Target struck is Cursed for 30s. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Dark Pact
Simple Summary Dark Pact: Incant "May this dark pact restore me" while you're not Severed. You become Severed and either heal a wound, mend a point of armor or piece of equipment, release yourself from an effect, or restore an enchantment-granted Resistance or Ability with ♻20 or less.
Available to Anti-Paladin
Type Verbal (Non-Offensive)
Range Self
Incantation "May this dark pact restore me"
Prerequisites Cannot be used while Severed.
Effects Immediate Effect: Choose and declare one of the following:
  • Caster is affected as per Heal
  • Caster is affected as per Mend
  • Caster is affected as per Release
  • Caster is affected as per Renew

Secondary Effect (Status): Caster becomes Severed until they respawn.


Dying Breath
Simple Summary Dying Breath: Incant "I curse thee with my dying breath" immediately after dying to Curse the target for 30s.
Available to Anti-Paladin, Monster (Unicorn)
Type Verbal (Offensive)
Range 20ft
Incantation "I curse thee with my dying breath"
Prerequisites Can only be used immediately after dying.
Effects Status Effect: Target becomes Cursed for 30s.
Other Details This ability can be used by a dead player.
Reminder This can only be used once per triggering moment.


Fear
Simple Summary Fear: Incant "Witness me and be afraid" x3 to make the target Afraid of you for 30s.
Available to Anti-Paladin, Bard, Monster (Gargoyle, Werewolf)
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "Witness me and be afraid" x3
Effects Status Effect: Target becomes Afraid of the caster for 30s or until the caster dies.


Fireball
Simple Summary Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill.
Available to Anti-Paladin, Monk, Wizard, Monster (Red Drake)
Type Spellball
Range Strike
Material Components ColorCodeRed-231129.jpg Red Spellball
Incantation "The power of flame is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill.


Flame Blade
Simple Summary Flame Blade: Incant "The element of flame shall infuse these weapons" x3. Your melee weapons are armor breaking, shield crushing, and indestructible.
Available to Anti-Paladin
Type Enchantment
Range Self
Incantation "The element of flame shall infuse these weapons" x3
Effects Enchantment Effect: Bearer's carried melee weapons are Armor Breaking, Shield Crushing, and Immune to destruction.


Incinerate Armor
Simple Summary Incinerate Armor: Incant "Flame and fire damage thy armor" x3 to remove 1 point of armor from each hit location on the target.
Available to Anti-Paladin, Druid, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Flame and fire damage thy armor" x3
Effects Immediate Effect: 🌶️ Target suffers 1 point of damage to their armor in each hit location.”
V8 Transition Note: Immunities and resistances extend to carried equipment. This means immunity/resistance to verbals will protect against this effect.


Steal Life Essence
Simple Summary Steal Life Essence: Incant "Steal Life" immediately after killing an enemy. They become Severed, and you remove Severed from yourself.
Available to Anti-Paladin
Type Verbal (Offensive)
Range Unlimited
Incantation "Steal Life"
Prerequisites Can only be used immediately after killing an enemy.
Effects Status Effect: Target becomes Severed until they respawn.

Secondary Effect (Immediate): If the target was affected, remove any status effects that are making the caster Severed.

Reminder This can only be used once per triggering moment.


Poison Weapon
Simple Summary Poison Weapon: Incant "I coat these weapons with a deadly poison" x2. The next wound you deal is Wounds Kill. This effect can be restored with ♻10
Available to Anti-Paladin, Assassin, Druid, Monster (Shroomkin)
Type Enchantment
Range
  • Self - Anti-Paladin, Assassin
  • 5ft (Other) - Druid, Shroomkin
Incantation "I coat these weapons with a deadly poison" x2
Effects Enchantment Effect: The next wound caused by the bearer in melee is Wounds Kill. This effect can be renewed, and restored with ♻10.
Other Details When declaring this enchantment, the bearer must indicate whether the Wounds Kill effect is active or not.


Raise Dead
Simple Summary Raise Dead: Incant "Rise and fight again" x5 to revive the target. They’re either cursed and suppressed until they die, or cursed and unable to use melee weapons until they die. This effect can only be released by death.
Available to Anti-Paladin, Healer, Monster (Harpy)
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "Rise and fight again" x5
Effects Immediate Effect: Target is revived.

Secondary Effect: Choose one at the time of cast:

  • If the target is revived, they become Cursed and Suppressed until they die. This status effect can only be removed by death.
  • If the target is revived, they become Cursed and unable to aggress with melee weapons until they die. This status effect can only be removed by death.
Reminder If a dead player moves more than 20ft from where they died, they become severed.


Undead Minion
Simple Summary Undead Minion: Incant "By the power of my will, arise my minion" x3. If the bearer was dead, they're revived. You can cast Raise Dead (Unlimited) on the bearer. The bearer does not become Severed for moving more than 20ft from where they died, but can't be revived in any other way. Bearer is either Cursed and Suppressed or Cursed and cannot aggress with melee weapons.
Available to Anti-Paladin, Healer, Monster (Shroomkin)
Type Enchantment
Range 5ft (Other)
Incantation "By the power of my will, arise my minion" x3
Effects Immediate Effect: If the target is dead, they are first affected as per Raise Dead.

Enchantment Effect: The caster of this enchantment gains Raise Dead (Unlimited) that can only be used on the bearer of this enchantment. The bearer does not become Severed for moving more than 20ft from where they died, but they can only be revived by the Raise Dead ability.

Other Details
  • This enchantment can be cast on dead players.
  • This enchantment remains active while the bearer is dead.
  • This enchantment cannot be removed by the bearer. It is only removed by respawning.
  • The caster may not have more active Undead Minion enchantments than they have maximum uses of the ability.
Reminder If the bearer is Severed, the bearer cannot be revived.


Wounding
Simple Summary Wounding: Incant "Death strikes off thy <right/left> <arm/leg>" x3 to Wound the target's named limb
Available to Anti-Paladin, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Death strikes off thy <right/left> <arm/leg>" x3
Effects Immediate Effect: If the target has no other wounds, the designated limb is wounded. If the target is already wounded, this ability has no effect.


Extra Clarifications

Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.

  • There are no additional clarifications for this class.






Trivia
  • The Anti-Paladin class was introduced in Amtgard V4 (1986).
  • Up until 2021, a player had to be a Knight to play the Anti-Paladin class.





Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary