Jane_Smith
2009-09-02, 06:34 AM
Version 2.
~~~~~~~~~~~~~~~~The Blackguard~~~~~~~~~~~~~~~~
http://img515.imageshack.us/img515/8114/fantasywarrior271308079.jpg (http://img515.imageshack.us/i/fantasywarrior271308079.jpg/)
The Blackguard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+0| Dark Blessing, Mark of Damnation, Spells|0|-|-|-
2nd|
+2|
+3|
+0|
+0| Power of the Seven, Scarred Mind|1|-|-|-
3rd|
+3|
+3|
+1|
+1||1|-|-|-
4th|
+4|
+4|
+1|
+1| Fiendish Power|2|0|-|-
5th|
+5|
+4|
+1|
+1| Power of the Seven|2|1|-|-
6th|
+6/+1|
+5|
+2|
+2||3|1|-|-
7th|
+7/+2|
+5|
+2|
+2| Sight of the Abyss|3|2|0|-
8th|
+8/+3|
+6|
+2|
+2| Power of the Seven|4|2|1|-
9th|
+9/+4|
+6|
+3|
+3||4|3|1|-
10th|
+10/+5|
+7|
+3|
+3| Fiendish Power|5|3|2|0
11th|
+11/+6/+1|
+7|
+3|
+3| Power of the Seven|5|4|2|1
12th|
+12/+7/+2|
+8|
+4|
+4||6|4|3|1
13th|
+13/+8/+3|
+8|
+4|
+4| Repellent Flesh|6|5|3|2
14th|
+14/+9/+4|
+9|
+4|
+4| Power of the Seven|6|5|4|2
15th|
+15/+10/+5|
+9|
+5|
+5||6|6|4|3
16th|
+16/+11/+6/+1|
+10|
+5|
+5| Fiendish Power|6|6|5|3
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Power of the Seven|6|6|5|4
18th|
+18/+13/+8/+3|
+11|
+6|
+6||6|6|6|4
19th|
+19/+14/+9/+4|
+11|
+6|
+6| Culling the Weak|6|6|6|5
20th|
+20/+15/+10/+5|
+12|
+6|
+6| Power of the Seven|6|6|6|5
[/table]
Alignment: Any evil.
Hit Dice: d10.
Base Attack: Good.
Saves: Good Fortitude, Poor Reflex, Poor Willpower.
Class Skills
The blackguard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields (but not tower shields).
Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Charisma score of at least 10 + the spell’s level, so a blackguard with a Charisma of 10 or lower cannot cast these spells.
Blackguard bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Charisma modifier. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast inflict spells).
Mark of Damnation (Ex): When a character takes his first level into the blackguard class, he gains a mark of the Infernal or Demonic master he serves, forevering proving to all his damned exsistance to walk the earth as a agent of evil. This mark cannot be healed or removed by any means as long as the blackguards fiendish patron lives. This mark could be subtle in a hard to see area, or seared by an unseen hand of fire along a more visable area, such as the face or hands (player's choice). When this mark is made visable to evil outsiders of the same alignment as the blackguard's patron, or known agents of his patron, the blackguard gains a +1 circumstance bonus on Bluff, Diplomacy, Intimidate, and Gather Information checks when dealing with them for every two levels of blackguard he possesses (minimum +1).
As long as the mark remains on the blackguard, he sheds an aura of evil equal to his blackguard level. He cannot hide this aura by any means other then magic or some other unnatural means. This mark also acts as the blackguards Holy Symbol as a focus for some of his spells.
Dark Blessing (Ex): A 1st level, the blackguard is imbued by the dark powers of his patron, just a taste of the power that will one day be at his command. He applies his Charisma modifier or his class level as a unholy bonus on all saving throws, whichever is lower.
Scarred Mind (Ex): At 2nd level, the blackguard has received dreams and visions of what awaits him in hell should he fail his master, and no mortal torment can possibly compare to the hellish exsistance he might one day live out for eternity. His patron's never ending whispers of eternal pain and suffering push the blackguard on past the brink of other mens endurance. Whenever the blackguard makes a successful Fortitude or Will saving throw against a spell or ability with a partial effect even on a successful save, the blackguard completely negates the effect.
Power of the Seven: At 2nd level, the blackguard gains his first Sin Power from the list below. However, this choice is permenant and cannot be changed later once selected. Unless otherwise stated, these powers can be activated as a swift action, and maintained for a number of rounds each day equal to the blackguards level. The rounds need not be consecutive. Abilities share the same number of rounds available each day (Example - a 10th level blackguard only has 10 rounds each day to divide the use between his powers). The blackguard gains a new power at 5th, 8th, 11th, 14th, 17th and 20th level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lust (Su): The blackguard can invoke the lust in others, causing them to lose their self control. The blackguard may select a single enemy, and they must make a Will save (DC 10 + 1/2 blackguard level + Cha bonus). If the save fails, this ability turns the creature chaotic evil for 1 minute per blackguard level. The subject is consumed with selfish lust, making it act with its new selfish, bloodthirsty, and cruel outlook on all things for the duration of the effect. Creatures effected by this ability that were once hostile or unfriedly with the blackguard pay no heed to him, seeing him as indifferent at the worse. However, the subject retains whatever outlooks or allegiances it had before, so long as they do not conflict with the new alignment. For example, they might not immediately turn on their companions for no apparent reason, particularly in the middle of combat when they are fighting on the same side, unless they are sure such a betryal will benefit them.
Wrath (Ex): The blackguard can amplify his fury and hatred to gain powerful combat abilities. Bathing his soul with the raw power of hatred, the blackguard gains a unholy bonus on his attack and damage rolls and damage reduction 1/- equal to his Charisma modifier or his blackguard level, whichever is lower, for each round he maintains this effect. In addition, when making a full attack action while this ability is in effect grants the blackguard an additional attack as his full attack bonus. In addition, any time the blackguard deals enough melee damage to drop or kill a living creature, even when this ability is not active, he gains an additional round each day of his Power of the Seven. This additional round only lasts for one day or until consumed, and is not permanent.
Envy (Su): The blackguard can possess a creature with an overwhelming desire to have what others possess. By using one of his rounds each day of his Power of the Seven, he can target a single creature within 30 feet he has line of sight to and has an intelligence of 3 or higher to have an overwhelming, uncontrollable urge to take something the blackguard designates, even by violent means. They must make a will save (DC 10 + 1/2 blackguard level + Cha bonus) or become obessed with the object. They will attempt to approach the object by any means other then a obvious suicidal path and take it into their possession and protect it. If a creature attempts to bar their path or stop them in any way, the target becomes hostile to it and will attempt to bypass them violently if nessicary. Each round it would strike someone in this manner, it is granted a new will save to end this effect. This ability lasts for 1 minute per blackguard level. Both the blackguard and the target must know or have seen the object clearly for this ability to work.
Pride (Su): The blackguard can imbue someone with an overwhelming sense of pride and accomplishment, to the point their own personal vanity and glory clouds their judgement. By using one of his rounds each day of his Power of the Seven, the blackguard can target a enemy within 30 feet. They must make a will save (DC 10 + 1/2 blackguard level + Cha bonus) or become incredibly prideful, suddenly finding everything to do to be in their favor or their in total control of the situation, even going as far as making foolish maneuvers to calling their allies back or performing risky actions that might be considered suicidal to the unskilled. For 1 minute per blackguard level on a failed save, the creature takes a -2 penalty on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. In addition, all attacks made against the target gain a +2 bonus.
Gluttony (Ex): The blackguard embraces his true hunger, bathing himself in the power of Gluttony to gain a taste for the most taboo of food - living flesh. The blackguard's teeth grow sharp and vampirelike while this ability is maintained, allowing him to make a Bite attack as a natural attack. The blackguards bite attack deals 1d6 points of damage (1d4 if small, 1d8 if large). Each time the blackguard successfully deals damage to a living creature with a constitution score with this ability, he deals 1d4 points of Constitution damage and gains 1 temporary hit point for each point of successful Constitution damage the victum takes. This temporary health is permenant until used, and stacks with itself up to a maximum amount equal to the blackguards Constitution score. In addition, the blackguard may regain a single round each day of his Power of the Seven by spending one hour to consume a recently living creature, even when this ability is not active. This additional round only lasts for one day or until consumed, and is not permanent.
Greed (Su): The blackguard's soul becomes like a neverending void, constantly seeking more and more to satisfy is neverending hunger for power. This powerful sense of greed strechs itself to unnatural limits, going as far to snatch beneficial magic from the air for his own personal uses. Once per round, for each round the blackguard maintains this power, everytime a spell or spell-like ability is cast within, has a line of effect threw, or ends somewhere within 30 feet of the blackguard, he may attempt to steal the spell and force it upon himself. The blackguard makes a special level check (1d20 + blackguard levels + his Charisma bonus) applying his charisma bonus to the result against a DC equal to 10 + the casters caster level + the casters spellcasting ability bonus. If the blackguard's check succeeds, the spell targets, or is centered, on himself instead of its original destination, even if doing so would extend the range of the spell beyond the maximum limit the spellcaster could cast it (For example, if a cleric were to cast Cure Critical Wounds on a fighter 15 feet away from the blackguard, and the blackguard succeeds on his check, he gains the benefits of the spell, despite it being a touch range spell). In addition, each time the blackguard successfully steals a spell onto himself in this way, he gains a number of rounds each day of his Power of the Seven equal to the level of the spell he stole. This additional round only lasts for one day or until consumed, and is not permanent.
Sloth (Su): The blackguard can force a creature to not even want to act, suddenly become docile, hopeless, and lazy, even losing the will to keep breathing. By spending one of his rounds each day of his Power of the Seven, he can target a single creature within 30 feet he has line of sight to and has an intelligence of 3 or higher to be overwhelmed by lazyness and fatigue. The target must make a will save (DC 10 + 1/2 blackguard level + cha bonus) or become slowed, like the spell, for a number of rounds equal to the blackguards level. In addition, the target becomes Fatigued for the duration of the effect. A successful save negates the slow effect, but the target is still fatigued for 1 round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fiendish Power (Ex): At 4th level, the Blackguard may choose one of the benefits listed below. The blackguard may select an additional power at 10th and 16th level. Each ability may be selected multiple times, but bonuses do not stack. Each time an ability is reselected, you may choose a different benefit from its list.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Might: The blackguard gains a +1 unholy bonus to Str, Con, or Dex.
Clarity: The blackguard gains a +1 unholy bonus to Int, Wis or Cha.
Prowess: The blackguard gains a [Vile] feat as a bonus feat. He must still meet the prerequisites.
Sight: The blackguard gains the ability to see threw all forms of darkness, magical or otherwise, up to a range of 60 feet. If you select this ability again, the range increases by 30 feet each time.
Flesh: The blackguard gains a +2 natural armor bonus, Damage Reduction 3/good, or Fast Healing 1.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sight Of the Abyss (Su): At 7th level, the blackguard can send the visions from his fiendish patron into the mind of a enemy for a short time. This power renders them unnerved, trembling, and possibly even helpless. As a standard action, the blackguard can look into the eyes of a creature within 30 feet and line of sight with an intelligence of 3 or higher and send visions of its damnation into its mind. The creature must make a will save (DC 10 + 1/2 blackguard level + Cha bonus) or become Shaken for 1 round. At 8th level, the creature becomes shaken for 1d4+1 rounds. At 14th level, the blackguard can effect all enemys within a 30 feet cone in front of him instead of a single target. At 20th level, enemys who fail their saving throw become panicked for 1d4+1 rounds, and shaken for 1d4+1 rounds if they succeed on their save. Evil outsiders and other blackguards are immune to this ability. This is a mind-affecting fear effect.
Repellent Flesh (Su): At 13th level, the blackguard is given an incredible protection against the spells of his enemys. Against the spells and spell-like abilities of good aligned creatures, the blackguard gains spell resistance equal to his class level + 11.
Culling the Weak (Su): At 19th level, the blackguard gains the ability to automatically apply the Unholy weapon qualities to any weapon he weilds, magical or otherwise, and for 1 round after he lets go, allowing him to make ranged attacks with this ability normally. In addition, all damage done by the Unholy quality alone becomes permenant and cannot be restored by natural or magical means. The creature takes 1 damage each time it performs a strenuious action while it has at least 1 point of damage caused by this effect remaining. The creature may only be healed normally after a successful Break Enchantment, Limited Wish, Wish, or Miracle spell has been applied to it.
~~~~~Blackguard Spell List
1st level -- Accelerated Movement, Babau Slime, Bestow Wound, Blade of Blood, Blades of Fire, Blood Blister, Burning Rage, Cause Fear, Charm Person, Currupt Weapon, Corrosive Grasp, Death Grimace, Doom, Ebon Eyes, Glimpse of Fear, Hypnotisim, Inflict Light Wounds, Raging Flame, Superior Darkvision, Magic Weapon, Summon Monster I.
2nd level -- Adrenaline Surge, Animalistic Power, Balor Nimbus, Bear's Endurance, Bull's Strength, Burning Sword, Claws of Darkness, Darkness, Death Armor, Death Kneel, Combust, Eagle's Splendor, False Life, Infernal Wounds, Inflict Moderate Wounds, Rapid Strikes, Sadism, Scare, Scorch, Shatter, Summon Monster II, Unheavened, Wraithstrike.
3rd level -- Blacklight, Blade of Pain and Fear, Blood Siphon, Contagion, Contagion Ward, Control Darkness and Shadow, Deeper Darkness, Deeper Darkvision, Displacement, Hesitate, Inevitable Defeat, Inflict Serious Wounds, Protection from Elements, Shadow Phase, Spectral Weapon, Suggestion, Summon Monster III.
4th level -- Abyssal Might, Bane Weapon, Beckon Person, Bestow Curse, Blast of Flame, Blood Drinker, Bone Spurs, Burning Blood, Crushing Despair, Distort Summons, Enervation, Fear, Freedom of Movement, Fiery Aura, Fire Shield, Fire Stride, Fire in the Blood, Ghost Storm, Hell's Power, Inflict Critical Wounds, Plague Carrier, Poison, Stop Heart, Summon Monster IV.
~~~~~~~~~~~~~~~~The Blackguard~~~~~~~~~~~~~~~~
http://img515.imageshack.us/img515/8114/fantasywarrior271308079.jpg (http://img515.imageshack.us/i/fantasywarrior271308079.jpg/)
The Blackguard
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+0| Dark Blessing, Mark of Damnation, Spells|0|-|-|-
2nd|
+2|
+3|
+0|
+0| Power of the Seven, Scarred Mind|1|-|-|-
3rd|
+3|
+3|
+1|
+1||1|-|-|-
4th|
+4|
+4|
+1|
+1| Fiendish Power|2|0|-|-
5th|
+5|
+4|
+1|
+1| Power of the Seven|2|1|-|-
6th|
+6/+1|
+5|
+2|
+2||3|1|-|-
7th|
+7/+2|
+5|
+2|
+2| Sight of the Abyss|3|2|0|-
8th|
+8/+3|
+6|
+2|
+2| Power of the Seven|4|2|1|-
9th|
+9/+4|
+6|
+3|
+3||4|3|1|-
10th|
+10/+5|
+7|
+3|
+3| Fiendish Power|5|3|2|0
11th|
+11/+6/+1|
+7|
+3|
+3| Power of the Seven|5|4|2|1
12th|
+12/+7/+2|
+8|
+4|
+4||6|4|3|1
13th|
+13/+8/+3|
+8|
+4|
+4| Repellent Flesh|6|5|3|2
14th|
+14/+9/+4|
+9|
+4|
+4| Power of the Seven|6|5|4|2
15th|
+15/+10/+5|
+9|
+5|
+5||6|6|4|3
16th|
+16/+11/+6/+1|
+10|
+5|
+5| Fiendish Power|6|6|5|3
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Power of the Seven|6|6|5|4
18th|
+18/+13/+8/+3|
+11|
+6|
+6||6|6|6|4
19th|
+19/+14/+9/+4|
+11|
+6|
+6| Culling the Weak|6|6|6|5
20th|
+20/+15/+10/+5|
+12|
+6|
+6| Power of the Seven|6|6|6|5
[/table]
Alignment: Any evil.
Hit Dice: d10.
Base Attack: Good.
Saves: Good Fortitude, Poor Reflex, Poor Willpower.
Class Skills
The blackguard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields (but not tower shields).
Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Charisma score of at least 10 + the spell’s level, so a blackguard with a Charisma of 10 or lower cannot cast these spells.
Blackguard bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Charisma modifier. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast inflict spells).
Mark of Damnation (Ex): When a character takes his first level into the blackguard class, he gains a mark of the Infernal or Demonic master he serves, forevering proving to all his damned exsistance to walk the earth as a agent of evil. This mark cannot be healed or removed by any means as long as the blackguards fiendish patron lives. This mark could be subtle in a hard to see area, or seared by an unseen hand of fire along a more visable area, such as the face or hands (player's choice). When this mark is made visable to evil outsiders of the same alignment as the blackguard's patron, or known agents of his patron, the blackguard gains a +1 circumstance bonus on Bluff, Diplomacy, Intimidate, and Gather Information checks when dealing with them for every two levels of blackguard he possesses (minimum +1).
As long as the mark remains on the blackguard, he sheds an aura of evil equal to his blackguard level. He cannot hide this aura by any means other then magic or some other unnatural means. This mark also acts as the blackguards Holy Symbol as a focus for some of his spells.
Dark Blessing (Ex): A 1st level, the blackguard is imbued by the dark powers of his patron, just a taste of the power that will one day be at his command. He applies his Charisma modifier or his class level as a unholy bonus on all saving throws, whichever is lower.
Scarred Mind (Ex): At 2nd level, the blackguard has received dreams and visions of what awaits him in hell should he fail his master, and no mortal torment can possibly compare to the hellish exsistance he might one day live out for eternity. His patron's never ending whispers of eternal pain and suffering push the blackguard on past the brink of other mens endurance. Whenever the blackguard makes a successful Fortitude or Will saving throw against a spell or ability with a partial effect even on a successful save, the blackguard completely negates the effect.
Power of the Seven: At 2nd level, the blackguard gains his first Sin Power from the list below. However, this choice is permenant and cannot be changed later once selected. Unless otherwise stated, these powers can be activated as a swift action, and maintained for a number of rounds each day equal to the blackguards level. The rounds need not be consecutive. Abilities share the same number of rounds available each day (Example - a 10th level blackguard only has 10 rounds each day to divide the use between his powers). The blackguard gains a new power at 5th, 8th, 11th, 14th, 17th and 20th level.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lust (Su): The blackguard can invoke the lust in others, causing them to lose their self control. The blackguard may select a single enemy, and they must make a Will save (DC 10 + 1/2 blackguard level + Cha bonus). If the save fails, this ability turns the creature chaotic evil for 1 minute per blackguard level. The subject is consumed with selfish lust, making it act with its new selfish, bloodthirsty, and cruel outlook on all things for the duration of the effect. Creatures effected by this ability that were once hostile or unfriedly with the blackguard pay no heed to him, seeing him as indifferent at the worse. However, the subject retains whatever outlooks or allegiances it had before, so long as they do not conflict with the new alignment. For example, they might not immediately turn on their companions for no apparent reason, particularly in the middle of combat when they are fighting on the same side, unless they are sure such a betryal will benefit them.
Wrath (Ex): The blackguard can amplify his fury and hatred to gain powerful combat abilities. Bathing his soul with the raw power of hatred, the blackguard gains a unholy bonus on his attack and damage rolls and damage reduction 1/- equal to his Charisma modifier or his blackguard level, whichever is lower, for each round he maintains this effect. In addition, when making a full attack action while this ability is in effect grants the blackguard an additional attack as his full attack bonus. In addition, any time the blackguard deals enough melee damage to drop or kill a living creature, even when this ability is not active, he gains an additional round each day of his Power of the Seven. This additional round only lasts for one day or until consumed, and is not permanent.
Envy (Su): The blackguard can possess a creature with an overwhelming desire to have what others possess. By using one of his rounds each day of his Power of the Seven, he can target a single creature within 30 feet he has line of sight to and has an intelligence of 3 or higher to have an overwhelming, uncontrollable urge to take something the blackguard designates, even by violent means. They must make a will save (DC 10 + 1/2 blackguard level + Cha bonus) or become obessed with the object. They will attempt to approach the object by any means other then a obvious suicidal path and take it into their possession and protect it. If a creature attempts to bar their path or stop them in any way, the target becomes hostile to it and will attempt to bypass them violently if nessicary. Each round it would strike someone in this manner, it is granted a new will save to end this effect. This ability lasts for 1 minute per blackguard level. Both the blackguard and the target must know or have seen the object clearly for this ability to work.
Pride (Su): The blackguard can imbue someone with an overwhelming sense of pride and accomplishment, to the point their own personal vanity and glory clouds their judgement. By using one of his rounds each day of his Power of the Seven, the blackguard can target a enemy within 30 feet. They must make a will save (DC 10 + 1/2 blackguard level + Cha bonus) or become incredibly prideful, suddenly finding everything to do to be in their favor or their in total control of the situation, even going as far as making foolish maneuvers to calling their allies back or performing risky actions that might be considered suicidal to the unskilled. For 1 minute per blackguard level on a failed save, the creature takes a -2 penalty on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. In addition, all attacks made against the target gain a +2 bonus.
Gluttony (Ex): The blackguard embraces his true hunger, bathing himself in the power of Gluttony to gain a taste for the most taboo of food - living flesh. The blackguard's teeth grow sharp and vampirelike while this ability is maintained, allowing him to make a Bite attack as a natural attack. The blackguards bite attack deals 1d6 points of damage (1d4 if small, 1d8 if large). Each time the blackguard successfully deals damage to a living creature with a constitution score with this ability, he deals 1d4 points of Constitution damage and gains 1 temporary hit point for each point of successful Constitution damage the victum takes. This temporary health is permenant until used, and stacks with itself up to a maximum amount equal to the blackguards Constitution score. In addition, the blackguard may regain a single round each day of his Power of the Seven by spending one hour to consume a recently living creature, even when this ability is not active. This additional round only lasts for one day or until consumed, and is not permanent.
Greed (Su): The blackguard's soul becomes like a neverending void, constantly seeking more and more to satisfy is neverending hunger for power. This powerful sense of greed strechs itself to unnatural limits, going as far to snatch beneficial magic from the air for his own personal uses. Once per round, for each round the blackguard maintains this power, everytime a spell or spell-like ability is cast within, has a line of effect threw, or ends somewhere within 30 feet of the blackguard, he may attempt to steal the spell and force it upon himself. The blackguard makes a special level check (1d20 + blackguard levels + his Charisma bonus) applying his charisma bonus to the result against a DC equal to 10 + the casters caster level + the casters spellcasting ability bonus. If the blackguard's check succeeds, the spell targets, or is centered, on himself instead of its original destination, even if doing so would extend the range of the spell beyond the maximum limit the spellcaster could cast it (For example, if a cleric were to cast Cure Critical Wounds on a fighter 15 feet away from the blackguard, and the blackguard succeeds on his check, he gains the benefits of the spell, despite it being a touch range spell). In addition, each time the blackguard successfully steals a spell onto himself in this way, he gains a number of rounds each day of his Power of the Seven equal to the level of the spell he stole. This additional round only lasts for one day or until consumed, and is not permanent.
Sloth (Su): The blackguard can force a creature to not even want to act, suddenly become docile, hopeless, and lazy, even losing the will to keep breathing. By spending one of his rounds each day of his Power of the Seven, he can target a single creature within 30 feet he has line of sight to and has an intelligence of 3 or higher to be overwhelmed by lazyness and fatigue. The target must make a will save (DC 10 + 1/2 blackguard level + cha bonus) or become slowed, like the spell, for a number of rounds equal to the blackguards level. In addition, the target becomes Fatigued for the duration of the effect. A successful save negates the slow effect, but the target is still fatigued for 1 round.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fiendish Power (Ex): At 4th level, the Blackguard may choose one of the benefits listed below. The blackguard may select an additional power at 10th and 16th level. Each ability may be selected multiple times, but bonuses do not stack. Each time an ability is reselected, you may choose a different benefit from its list.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Might: The blackguard gains a +1 unholy bonus to Str, Con, or Dex.
Clarity: The blackguard gains a +1 unholy bonus to Int, Wis or Cha.
Prowess: The blackguard gains a [Vile] feat as a bonus feat. He must still meet the prerequisites.
Sight: The blackguard gains the ability to see threw all forms of darkness, magical or otherwise, up to a range of 60 feet. If you select this ability again, the range increases by 30 feet each time.
Flesh: The blackguard gains a +2 natural armor bonus, Damage Reduction 3/good, or Fast Healing 1.
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Sight Of the Abyss (Su): At 7th level, the blackguard can send the visions from his fiendish patron into the mind of a enemy for a short time. This power renders them unnerved, trembling, and possibly even helpless. As a standard action, the blackguard can look into the eyes of a creature within 30 feet and line of sight with an intelligence of 3 or higher and send visions of its damnation into its mind. The creature must make a will save (DC 10 + 1/2 blackguard level + Cha bonus) or become Shaken for 1 round. At 8th level, the creature becomes shaken for 1d4+1 rounds. At 14th level, the blackguard can effect all enemys within a 30 feet cone in front of him instead of a single target. At 20th level, enemys who fail their saving throw become panicked for 1d4+1 rounds, and shaken for 1d4+1 rounds if they succeed on their save. Evil outsiders and other blackguards are immune to this ability. This is a mind-affecting fear effect.
Repellent Flesh (Su): At 13th level, the blackguard is given an incredible protection against the spells of his enemys. Against the spells and spell-like abilities of good aligned creatures, the blackguard gains spell resistance equal to his class level + 11.
Culling the Weak (Su): At 19th level, the blackguard gains the ability to automatically apply the Unholy weapon qualities to any weapon he weilds, magical or otherwise, and for 1 round after he lets go, allowing him to make ranged attacks with this ability normally. In addition, all damage done by the Unholy quality alone becomes permenant and cannot be restored by natural or magical means. The creature takes 1 damage each time it performs a strenuious action while it has at least 1 point of damage caused by this effect remaining. The creature may only be healed normally after a successful Break Enchantment, Limited Wish, Wish, or Miracle spell has been applied to it.
~~~~~Blackguard Spell List
1st level -- Accelerated Movement, Babau Slime, Bestow Wound, Blade of Blood, Blades of Fire, Blood Blister, Burning Rage, Cause Fear, Charm Person, Currupt Weapon, Corrosive Grasp, Death Grimace, Doom, Ebon Eyes, Glimpse of Fear, Hypnotisim, Inflict Light Wounds, Raging Flame, Superior Darkvision, Magic Weapon, Summon Monster I.
2nd level -- Adrenaline Surge, Animalistic Power, Balor Nimbus, Bear's Endurance, Bull's Strength, Burning Sword, Claws of Darkness, Darkness, Death Armor, Death Kneel, Combust, Eagle's Splendor, False Life, Infernal Wounds, Inflict Moderate Wounds, Rapid Strikes, Sadism, Scare, Scorch, Shatter, Summon Monster II, Unheavened, Wraithstrike.
3rd level -- Blacklight, Blade of Pain and Fear, Blood Siphon, Contagion, Contagion Ward, Control Darkness and Shadow, Deeper Darkness, Deeper Darkvision, Displacement, Hesitate, Inevitable Defeat, Inflict Serious Wounds, Protection from Elements, Shadow Phase, Spectral Weapon, Suggestion, Summon Monster III.
4th level -- Abyssal Might, Bane Weapon, Beckon Person, Bestow Curse, Blast of Flame, Blood Drinker, Bone Spurs, Burning Blood, Crushing Despair, Distort Summons, Enervation, Fear, Freedom of Movement, Fiery Aura, Fire Shield, Fire Stride, Fire in the Blood, Ghost Storm, Hell's Power, Inflict Critical Wounds, Plague Carrier, Poison, Stop Heart, Summon Monster IV.