Page 1 of 1

Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 1:03 pm
by tylermo
My gaming group is getting ready to play our 7th and 8th sessions of A0:The Rising Knight. Everybody's having a good time, but a few players want to make some changes. One may multi-class before he hits 2nd level, and another may do the same. A third player has been playing a halfling paladin. The character has some mental issues that cause his personality to change somewhat radically. Even when he's in "normal" mode, the player is finding he has difficulty playing the lawful good alignment. He's been asking about playing an anti-paladin. Has anybody else tried this? The guy is a good roleplayer and has a lot of fun at the table. If he goes far south of LG, I'm cool with it, as long as it doesn't disrupt the flow with the other players, or he isn't trying to kill fellow pc's. I'm not worried about the latter. Any thoughts?

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 1:47 pm
by Arduin
It all depends on the composition of the PC group. If the other PC's are good, I doubt, IF they role play, that they'd put up with an evil person in their midst...

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 2:00 pm
by tylermo
Got a chaotic neutral assassin, a neutral evil pirate, a lawful good cleric, a chaotic good monk, and a neutral druid. These other players will play along. If the evil anti-paladin starts slaughtering village innocents, and killing pc's...there may be a problem. What all changes(ruleswise)if he plays an anti-paladin?

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 2:57 pm
by Arduin
tylermo wrote:Got a chaotic neutral assassin, a neutral evil pirate, a lawful good cleric, a chaotic good monk, and a neutral druid. These other players will play along. If the evil anti-paladin starts slaughtering village innocents, and killing pc's...there may be a problem. What all changes(ruleswise)if he plays an anti-paladin?
I assume that the LG Cleric doesn't know about the CN Assassin and the NE pirate in the group. :lol:

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 3:09 pm
by Dead Horse
The paladin and cleric must have been Lawful Stupid.

How did that group stay together?
I understand play nice with your friends, but i just cant see the paladin or cleric staying with this group for 7 or eight sessions.

If the paladin does become anti paladin. Why would a LG cleric hang around and heal these murders?

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 3:10 pm
by Omote
It's time for someone to do up a proper, anti-paladin class.

~O

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 3:10 pm
by Just Jeff
Arduin wrote:I assume that the LG Cleric doesn't know about the CN Assassin and the NE pirate in the group. :lol:
"I think all four of us should--"
"Six."
"What?"
"All six of us."
"This is no time for your games!"

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 3:50 pm
by Arduin
Dead Horse wrote:I understand play nice with your friends, but i just cant see the paladin or cleric staying with this group for 7 or eight sessions.
"Paladins never knowingly associate with evil characters under any circumstances.
A paladin ends all associations with those who consistently offend their moral
code or refuse to help in the causes the paladin considers worthy."

Not a problem for the Paladin after the 2nd session, as he was no longer a Paladin... ;)

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 5:42 pm
by CKDad
I wouldn't go so far as to let him go anti-paladin - I have never had a good experience having evil characters in a mixed-alignment party. (Now, an all-evil PC game is a different story. But most people can't really do "evil" so much as "thuggish".)

I'd probably have him fall from grace, lose his powers, but allow him to morph into a fighter.

Re: Paladin to anti-paladin?

Posted: Sat Nov 05, 2011 9:09 pm
by tylermo
Admittedly, we have a screwed up mix of alignments. The guy is an enthusiastic "role" player, so I'm trying to work with him some. I don't mind going against the norm a bit to keep this good group of players together. I'll keep reviewing these suggestions as the day continues. I think we're down to about the last 3 or 4 rooms on level two of The Rising Knight. Sunday and Monday at 6 or 7 hours total might be enough to wrap it up. Then, I get to work on multi-classing an assassin/illusionist, a monk/barbarian, and whatever happens with anti-paladin or not. Also have to take a few minutes(tomorrow)to add up some of the weight on items they've collected while in the temple(copper, gems, weapons, and the like). I'm not an EV stickler, but we have to keep it real. It's 10ft. squares. Most characters, apart from the pirate guy, are at least 5ft. less movement than the usually have. Also have to get ready for the end of adventure xp tally.

Re: Paladin to anti-paladin?

Posted: Sun Nov 06, 2011 12:25 am
by Go0gleplex
I'm in agreement with CK. If he were to lose his abilities, he would morph into a simple fighter. If he were to go anti-paladin, it would involve some great evil that not even the other PCs could overlook...not to mention that he'd likely end up working for the very forces they were trying to defeat. It's the nature of the beast.

Re: Paladin to anti-paladin?

Posted: Sun Nov 06, 2011 10:55 am
by Lord Dynel
Change the paladin level to a fighter level and go class-and-a-half Fighter/Cleric following the evil (or whatnot) god of choice, but that's about as far as I'd go. Even if there were an anti-paladin class, I probably wouldn't allow a player to have it. It's supposed to be one of the epitome's of evil, and it's something that I think could present some group-damaging potential, if played correctly.

Re: Paladin to anti-paladin?

Posted: Sun Nov 06, 2011 4:05 pm
by Rikitiki
You might want to do what I did: create adventures for an "evil crew" to play. When I was part of a group where different folks would DM games, mostly, yeah, the player-characters were the typical mix of Lawful-Good, Neutral-Good to Neutral, but no decidedly evil characters in the mix. So, when I DM'd, every so often I'd do an evil-crew adventure...where the 'goodest' any character was was true-Neutral (Druid usually). And I'd set them up to screw over folks. One of the funnest and most remembered by the group was one where a Druid hired them to break up an Elf princess's wedding and steal away the bride (the Druid had grown up with her and loved her, but as a princess she was supposed to marry an Elven prince).
Much evil hilarity ensued.
Another time, an evil cleric pissed off his god so the god told him: "No more spells until you personally kill 7 Elves with no help from anybody else." He talked/bribed the local Orc band into attacking an Elven village at night...then sneaked over the back wall while they attacked the front...creeped into the nursery and slit the throats of 7 Elf children.
Yeah...wonderfully, supremely EVIL! :twisted:
But, yeah, you'll have to do those up yourself since most modules/adventures are created for Good/Neutral characters.