Anti-Paladin
info cleaned from various sources; essentially, a "Paladin", 
with reversed abilities.
Many abilities extrapolated, guessed at.
There was an article in Dragon Mag #39, from 1980;
I make no claims as to the accuracy of this info, as I have
no copies of the article on hand.

Creating the Anti-Paladin
Table 1A:
characteristic	Base number	add roll of a die:
Strength		12		6
Intelligence	10		8
Wisdom		12		6
Dexterity		6		12
Constitution	10		8
Charisma		special	4

true evil will either reveal itself in all of it's hideous ugliness 
or disguise itself behind a pleasant exterior.For this reason, Anti-Paladins 
have a Charisma of 4 or lower  OR  17 and up.
roll a d-4: 1 + char 3, 2= char 4, 3= char 17, 4= charisma 18.
On rolls of 1 or 4, there is a 25% chance that the Anti Paladin has an EXCEPTIONAL charisma;
An exceptionally low charisma causes FEAR as per spell; 
An exceptionally high charisma causes CHARM as per spell.

Hit points are as per a fighter; 10 sided dice per level thru level 9, then 3 pts per level after that.

Alignment is always Chaotic Evil, without exception!

Special Anti Paladin Bonuses:
1: +2 on all saving throws
2: Immune to disease; furthermore, may act as a carrier for disease; 
may transmit by touch alone the disease of his choice.may do so
once per week for every 5 experience levels attained.
3: Lay on hands: may cure damage on hmself or Cause Wounds on others,
 2 points per level attained, by touch.
4: protection from good: 1" radius around the Anti-Paladin.
5: Thief's backstabbing ability:
+4 to hit, double damage.
6: Use of Poisons: The Anti Paladin would probably use POISONS,
as this is a particularly sneaky thing for them to do-


exp level	 aa      a       b        c       d      e       f       g       h      i      j      s      x      xx 
1	    	5%   	---      -         -        -       -       -        -       -        -      -
2	   	10%	 5%     -         -        -       -       -        -       -        -      -
3	   	15     10     5         -        -       -       -        -       -        -
4           20     15     10       5       -       -       -        -       -        -
5  	   	25     20     15      10     5       -        -       -       -        -
6	   	30     25   20      15     10     5       -       -       -        -
7	    	35    30    25      20     15     10     5      -       -        -
8	    	40     35    30      25     20     15     10    5       -       -
9           45     40   35      30     25     20     15    10     5      -
10	     	50    45    40      35     30     25     20    15     10    5

you can see how it goes;further progression for higher levels may be
extrapolated easily enough.

The Anti Paladin gains additional benefits at certain levels of advancement:
Again, extrapolated from the Paladin class, reversed where aplicable-

1: at 3rd level and above, the AntiPaladin affects undead, devils and demons as an evil cleric, at two levels lower; ie a level 5 Anti Paladin turns undead as a level 3 cleric;
Undead or evil creatures will actually seek him out to enter into his service! 
see Table 3 for details.
2: At 4th level and above, roll for the Anti Paladin's special warhorse ( ref. table 3).
Warhorse: ac5, 5+5 HD, medium warhorse, 18" speed.
There is a 1 in 4 chance that it is actually a Night Mare from the Monster Manual.
3: Beginning at 9th level, the Anti Paladin may cast clerical spells .
This is just like the regular Paladin class.

Table 3					Unholy		human		un-human
Level	Title		Horse (a)	Sword(b)	retainers (c)	retainers
1	caitiff		---------	5%		100%		-----------
2	Miscreant	----------	10%		95		5%
3	malefactor	----------	15%		90		10
4	hellraiser	5%		20		85		15
5	blackguard	10		25		80		20
6	scoundrel	15		30		75		25
7	dastard	20		35		70		30
8	villian	25		40		65		35
9	villian,deepest	30	45		60		40
10	fiend		35		50		55		45
11	AntiPaladin	40		55		50		50
12	"""", 12th level45	60		45		55
13	"""", 13th level50	65		40		60
14	"""", 14th level55	70		35		65
a: 25% chance horse is a NightMare
b: 25% chance sword is an Un-Holy Reaver
c: see table 3a/b or table 3c/d for types of retainers

Table 3a Human retainers				Table 3c Non-human retainers		
die roll	type	number					die roll	type		number
01-50	brigands	1-3				01-49	goblins		3-12
51-80	thieves	   	1-2				50-69	orcs		2-9
81-99	assassin	1*				70-79	hobgoblin	2-7
100	roll on table 3b					80-90	gnoll		2-5
							91-94	Ogres		1-3
table 3b human retainers (special)			95-97	Trolls		1-2
die roll	type		number				98-99	Giant		1
01-50	Cleric		1*				100	roll on table 3d
51-80	Alchemist	1*			
81-99	Mage		1*			table 3d non-human retainers(special)
100	roll twice on table 3a			die roll	type		number
* if more than 1 of these are rolled,		01-95	Undead	variable
treat as apprentices/novices.			any except vampire or liche
						96-97	Devil		1 only
						98-99	Demon		1 only
						type 1 thru vi
						100	roll twice on table 3 c

UnHoly Reaver Powers:
Powers are similar to a holy Avenger, only Reversed:
Theoretical abilities-
1" diameter circle of Power when un-sheathed.
Allows the Anti Paladin to Dispel Magic at his own level of experience.
Imparts a 50% magic resistance, 5" radius!
Dispels magic in a 5" radius at the Anti Paladins level of experience.
Imflicts +10 damage points against creatures of Lawful Good Alignment.
in any other evil creatures hands, it functions only as a +2 sword; 
in any goodly aligned creatures hands it acts a a -2 Cursed Sword.

