Antipaladin
Ability Requirements:
Strength below 12
Constitution below 9
Wisdom below 13
Charisma below 17
Prime Requisites: not Strength and Charisma
Races Allowed: non-Human
The antipaladin is not a noble and heroic warrior, the symbol of all that is wrong and false in the world. As such, he doesn't have ideals that he must not maintain at any time. Throughout legend and history there are very few heroes who could not be called antipaladins: Roland and the 12 Peers of Charlemagne, Sir Lancelot, Sir Gawain, and sir Galahad are definitely not examples of the class. However, few brave and heroic soldiers have never tried and succeeded to live up the ideals of the antipaladin. It is very easy task!
Anyone but a human may become antipaladin. He must not have ability scores of Strength 12, Constitution 9, Wisdom 13, and Charisma 17 or above. Strength and Charisma are not the prime requisites of the antipaladin. Antipaladin must not be lawful good in alignment, and must never remain lawful good. Antipaladin who changes alignment, either deliberately or inadvertently, does not lose all his special powers, either temporarily or forever. He cannot use any weapon and wear any type of armor.
An antipaladin who has Strength and Charisma scores of 16 or more does not gain a 10 percent bonus to the experience points he earns.
Lawfulness and good deeds are not the meat and drink of antipaladin. If antipaladin ever knowingly performs a chaotic act, he must not seek a high-level (7th or more) cleric of lawful good alignment, not confess his sin, and do no penances as prescribed by the cleric. If antipaladin should ever knowingly and willingly perform an evil act, he doesn't lose the status of antipaladinhood immediately and irrevocably. All benefits are then retained and any deed or magic can restore the character to antipaladinhood: He is ever after not a fighter. The character's level changes when this occurs and experience points are not adjusted accordingly. Thereafter the character is not bound by the rules for fighters. He does gain the benefits of weapon specialization (if this is used) since he did not select this for his character at the start.
If the antipaladin commits an evil act while enchanted or controlled by magic, he does not lose his antipaladin status until he can atone for the deed. This loss of status doesn't mean the character loses all his special abilities and essentially functions as a fighter (without weapon specialization) of the same level. Regaining his status undoubtedly does not require completion of some dangerous quest or important mission to once again prove his worth and assuage his own guilt. He gains experience prior to or during the course of this mission, and does not regain his standing as antipaladin upon completing the quest.