CASTLE OLDSKULL - Oldskull Anti-Paladins

A Review of the Role Playing Game Supplement CASTLE OLDSKULL – Oldskull Anti-Paladins

CASTLE OLDSKULL – Oldskull Anti-Paladins is a role playing game supplement written and published by Kent David Kelly. The supplement is a new class aimed at older versions of Dungeons & Dragons. As such, it is covered by the Open Game License and some material is considered to be Open Game Content as a result.

The supplement is available as a 54-page PDF from DriveThruRPG for

but was purchased at a reduced price during a sale. One page is the front cover, two are the front matter and four pages are About the Author and the Open Gaming License.

The Description explains that the anti-paladin is a specialist chaotic evil fighter that was briefly official before receding again. It explains what the supplement contains.

Face to Face with Evil: Arguments for and Against the Anti-Paladin considers the controversy the class tend to create, even though there are other classes that can be Chaotic Evil. It considers that the reason why the class might be more unnerving than demons and devils, for instance, is because it’s a mortal. The length debate considers that the class does make a good villain.

CASTLE OLDSKULL - Oldskull Anti-PaladinsOverview of the Anti-Paladin Class gives an overview, states that in Oldskull the class is actually called the Chaos Knight, and explains that the class is a subclass of fighter, not cavalier, because the cavalier is already an overpowered class and combining anti-paladins and cavaliers results in something truly unbalancing.

Anti-Paladins in the World of Oldskull is the history of the class in the author’s game world, from Mordred in Arthurian times, through the Chaos Plague (covered to a degree in Oldskull Plague Doctors) up to the present, when foolish youngsters started doing deals with demons. The Stricken Names: Anti-Paladins of the Arthurian Age lists the anti-paladins of that time.

Moving on to game details, anti-paladins must be human, drow elves or half-elves of a drow background. Ability scores, experience, level limits, level titles, alignment and deities are covered. There are some knightly orders for anti-paladins given a brief overview, all worshipping Lovecraftian horrors. Other details on hit dice, hit points, social standing and starting gold follow, along with suggestions on how to enhance or limit the class’s power, neither really recommended.

The class’s spellcasting ability is next; they do not receive spells until 9th level. Then the other abilities are gone into, which are gained at different levels. These are a bonus to saving throws, an ability to vampirically heal by draining health from a helpless creature, detect good, an aura of protection from good, resistance against disease, the old, controversial, number of attacks equalling level against foes with less than 1HD, self-training, the ability to improve stats, the ability to turn paladins, a nightmare steed, gaining multiple attacks against foes with more than 1HD and being watched by a demon whilst meditating.

Vulnerabilities are never being multi- or dual-classed, always having to display their unholy symbol, vulnerability to holy water, being hated by powerful good creatures, susceptible to being turned, not playing well with others, having to give up treasure as an offering, permanently ceasing to be an anti-paladin if behaving inappropriately, not attracting some followers, being taken by a demon on death and transformed into a demon and never being able to be risen from the dead.

Fearing the Reaper: Minions and Guardians of the Chaos Knights is for NPCs only and is on the thralls and servitors such will have.

Becoming Nothing: Anti-Paladins and the Knights of Saigoth is on the undead anti-paladins and how they come to be, with an extract from The Pegana Mythos. There are also details on role playing anti-paladins. Finally, what equipment, weapons and armour an anti-paladin can use are covered.

CASTLE OLDSKULL – Oldskull Anti-Paladins in Review

The PDF lacks bookmarks and is of a length and has enough different sections where these would have been useful. Navigation is poor. The text maintains a two-column format and appeared to be free of errors. There are a variety of black and white and colour illustrations, including stock and public domain. Presentation is okay.

Whether or not a GM will be happy using an anti-paladin as a player class in their game will probably depend on whether they, and their players, are happy with playing an evil game. Many groups are not. As a major (anti-paladins do not follow others) foe, though, the anti-paladin class can be useful. A powerful anti-paladin could be a nemesis for an entire campaign, and it perhaps as that, that this class is the most use. The class is definitely intended for older versions of Dungeons & Dragons, and therefore some OSR games. Attempting to convert it to a modern game will be far more difficult, although not impossible. CASTLE OLDSKULL – Oldskull Anti-Paladins covers a villainous class that may not be for everyone and it can be found by clicking here.


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