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Elric VIII
2012-04-10, 04:41 PM
BLACKGUARD 2.0
http://fc01.deviantart.net/fs70/f/2010/275/c/d/black_knight_by_eronzki999-d2zwd6k.jpg
He is a paragon of evil. He is darkness incarnate. His deeds are whispered in hushed voices in dark alleys. His name strikes terror into the hearts of all who fear the dark. His presence is a stain upon the land. He is the Blackguard.

A servant to fiends, the Blackguard radiates with evil and malice. His dark allies grant him unholy powers to do their sinister bidding. The Blackguard can be a commander of murderous legions, a guileful assassin, or a mortal conduit for the immense power of evil deities. Due to his associations, a Blackguard’s soul is forever tainted.

Notes:
This is an attempt to rework the Blackguard prestige class. Originally it was (supposedly) meant to be the anti-Paladin, but now we have the Unearthed Arcana variant Paladins. So, this is an attempt to make a prestige class for those that were once holy, but now fallen, or simply a logical continuation for those who have already succumb to Evil’s temptations. I will be focusing on the aspects of the Blackguard that involve the spread of malice, havoc, and destruction, along with the warrior of darkness aspect.

You may notice that I have completely scrapped a few class features in favor of similar, but mechanically different ones. This is mostly a measure taken to differentiate him from the Paladins of Slaughter and Tyranny.


The first (and most important) is the fact that the class advances spellcasting, rather than gaining its own progression (with a rather limited list). It also allows the player to access the few good Blackguard spells (there are some in the Spell Compendium that are unique to the Blackguard) without losing the list of his original class.


Fallen characters have the ability to delay the acquisition of prerequisites to after taking levels in the class (because it’s kind of hard to justify the Paladin with Improved Sunder and Hide). It also restores spellcasting ability to fallen Clerics, Favored Souls, and Paladins that take the class. I have lowered the BAB prerequisites, since there is no longer the ability to trade in levels. However, based on the skill, BAB, and spell prerequisites, I think it should prevent any character from taking this class before 6th level.


There is a lack of Detect/Smite Good. This is the Paladin’s territory, in my opinion. Instead, the Blackguard has the Profane Weapon ability, which makes his weapon more powerful against good foes.


I have made an alteration to the Sneak Attack ability. I like the idea, but it’s rather useless to someone that will, most likely, be fighting with a two-handed weapon or mounted charges (as opposed to getting a bunch of extra attacks). The Ignoble Warrior ability allows the Blackguard to use [Ambush] feats.


There is also a slight change to the Fiendish Servant. It no longer takes a year to get a new one (it has been changed to work like a Druid’s animal companion) and the SR it gains is based on your character level, not your Blackguard level (i.e. – it’s actually noticeable now). You can also acquire a larger range of servants by lowering your effective level (it should lag a bit behind the power of a Druid’s animal companion, based on the calculation method).

This is my first attempt at posting a homebrew. I encourage you to point out any errors in convention/execution this post might have, as well as giving feedback about the class.


Changelog:
4/10/2012 – Original Version
4/16/2012 – New version of Profane Weapon, Removed Greater Aura of Despair, Cleaned up some typos. (http://www.giantitp.com/forums/showpost.php?p=13081779&postcount=8)


GAME RULE INFORMATION

REQUIREMENTS
Alignment: Any Evil.
Base Attack Bonus: +4.
Skills: Hide 4 ranks, Intimidate 4 ranks, Knowledge (religion) 4 ranks
Feats: Cleave, Power Attack.
Spells: Must be able to cast 1st level divine spells.
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.
Special: A fallen Cleric, Favored Soul, or Paladin May take levels in this class without meeting the hide, intimidate, spellcasting, or feat requirements, however that character must have been able to cast 1st level divine spells prior to falling. If a character chooses this option, he must attempt to meet all of the feat and skill prerequisites before he can choose other feats and assign other skill ranks or risk losing his class features.

TABLE: THE BLACKGUARD
HIT DIE: d10
{table=head]Level | Base Attack | Fort | Ref | Will |
Special |Spells Per Day
1st|
+1|+2|+0|+0|
Aura of Evil, Power of the Fallen, Profane Weapon | –
2nd|
+2|+3|+0|+0|
Dark Blessing | +1 level of existing divine spellcasting class
3rd|
+3|+3|+1|+1|
Ignoble Warrior | +1 level of existing divine spellcasting class
4th|
+4|+4|+1|+1|
Bonus Feat | +1 level of existing divine spellcasting class
5th|
+5|+4|+1|+1|
Fiendish Servant | –
6th|
+6|+5|+2|+2|
Aura of Despair | +1 level of existing divine spellcasting class
7th|
+7|+5|+2|+2| | +1 level of existing divine spellcasting class
8th|
+8|+6|+2|+2|
Bonus Feat | +1 level of existing divine spellcasting class
9th|
+9|+6|+3|+3| | +1 level of existing divine spellcasting class
10th|
+10|+7|+3|+3| | +1 level of existing divine spellcasting class [/table]


CLASS SKILLS
A Blackguard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill points at each level: 2 + Int mod.

CLASS FEATURES
Weapon and Armor Proficiency: The Blackguard is proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells per Day/Spells Known: At each level gained in the Blackguard class, except for 1st and 5th, he gains new spells per day (and spells known, if applicable) and an increase in caster level as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one divine spellcasting class before becoming a Blackguard, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his Cleric, Favored Soul, and Paladin levels, if any.

Power of the Fallen: A fallen Cleric, Favored Soul, or Paladin that takes this prestige class regains his spellcasting ability. If that character had the ability to turn undead, he gains the ability to rebuke undead and his Blackguard levels stack with his Cleric or Paladin levels for determining his effective Cleric level. If the character had the ability to rebuke undead, his Blackguard levels stack for determining his effective Cleric level.

A fallen Cleric may choose a new deity and/or new domains. If a new deity is chosen, it must be Evil-aligned.

Fallen Favored Souls lose access to all spells known with the [Good] descriptor. They may choose new spells in place of those lost, but the must choose the evil counterpart of the spell lost when possible.

Fallen Paladins taking this class lose access to all spells with the [Good] descriptor and gain access to their [Evil] counterpart (when applicable).

Additionally, you may add all spells not already present from the Blackguard spell list to your spell list. For the purpose of this ability, a Cleric’s domain spells are not considered to be on his spell list.

Profane Weapon (Su): The Blackguard’s tools are as corrupt as he. Any weapon that a Blackguard wields is considered Evil-aligned for the purpose of damage reduction.

A Blackguard can channel his evil powers directly through his weapon. Once per day per Blackguard level, you may imbue your weapon with dark power as a free action. This effect lasts one minute per class level and the save DC (if any) is equal to 10 + half class level + Charisma modifier. You may apply one power to your weapon per 5 Blackguard levels (min 1) simultaneously, each effect requires one use of this ability; you may dismiss any effect as a free action. Your Paladin levels stack with your Blackguard levels for determining uses per day and number of simultaneous effects, but not for save DC. For example, a Paladin 5/Blackguard 5 may use this ability 10 times per day and apply up to 2 simultaneous effects, but the DC would be 12 + Cha. You may not affect a creature with the same power more than once per 24 hours, unless otherwise stated (a creature that succeeds on the save is not considered affected, unless otherwise stated).


Black Blade: The striking surface of your weapon darkens and seems to drink in all light around it. That weapon deals extra damage equal to your Charisma modifier. Additionally, all damage dealt by your weapon is considered negative energy (causing it to bypass DR that would affect a normal weapon).

Bane of the Light: Your weapon gains the Unholy weapon property. You must be a 5th level Blackguard to use this ability.

Corrupting Ichor: A thick dark red ooze drips from the surface of your weapon. When you strike an enemy with your weapon, that enemy must make a Reflex save or the ooze animates and begins to seep into every orifice and suffocate the creature. That enemy is unable to take any actions for a number of rounds equal to your Charisma modifier. You may only apply this power to your weapon once per day, and only as a 10th level Blackguard.

Creeping Tendrils: Black tendrils of negative energy dance over the striking surface of your weapon. When you damage a creature with your weapon, these tendrils begin to engulf him. That creature must make a Reflex save or be limited to a single move or standard action for a number of rounds equal to your Charisma modifier. If that creature tries to attack or cast a spell, the tendrils constrict, dealing negative energy damage equal to your Charisma modifier. You must be a 5th level Blackguard to use this ability.

Death Mark: As you make your blow, your weapon pulses with a dark aura. Any living creature you damage with your weapon must make a Fortitide save or die. Creatures that succeed on their save are immune to this ability for 24 hours. You may only apply this power to your weapon once per day, and only as a 10th level Blackguard.

Encroaching Gloom: Your blade seems to whorl and distort itself, giving way to a column of black mist. When you strike a creature with your weapon, that creature must make a Reflex save or become blinded for a number of rounds equal to your Charisma modifier.

Festering Wound: Any living creature you damage with your weapon must make a Fortitude save or become inflicted with a festering wound. That creature takes damage equal to your Charisma modifier each round at the beginning of its turn. This effect lasts until the creature dies or receives magical healing.

Night’s Blessing: As you attack, a shadowy reflection of your weapon trails behind it. Any enemy that you strike with your weapon must make a Will save or be set upon by a ring of shadows for a number of rounds equal to your Charismamodifier. These shadows do not damage the opponent, but he is considered flat-footed as long as these shadows remain.

Profane Curse: When you strike a creature with your weapon, a grim halo looms over your target, causing misfortune. Any creature you damage with your weapon must make a Will save or take a -2 penalty to all ability checks, skill checks, saves, and AC. This effect stacks and lasts as long as this power affects your weapon. You must be a 5th level Blackguard in order to use this ability.

Shadow of the Blighted: A fearsome image of your evil patron superimposes itself upon you and attacks using your weapon. Any enemy that you strike with your weapon must make a Will save or be overcome with fear and flee for a number of rounds equal to your Charisma modifier. You may only apply this power to your weapon once per day, and only as a 10th level Blackguard.

Wracking Pain: Any living creature you damage with your weapon is subject to intense pain. That creature must make a Fortitude save or become dazed for 1 round. You must be a 5th level Blackguard in order to use this ability.



Dark Blessing (Su): Beginning at 2nd level a Blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Ignoble Warrior (Ex): A Blackguard is not above fighting dirty. The Blackguard is considered to have +1d6 dice of Sneak Attack per two levels for the purpose of qualifying for [Ambush] feats. Once per round a Blackguard may apply any number of [Ambush] feats to his attacks for the rest of his turn, as long as the total number of Sneak Attack dice reduction is less than or equal to one half his Blackguard level. These feats only affect creatures that would be susceptible to sneak attacks from the Blackguard.

Bonus Feat: At 4th and 8th level, a Blackguard gains any one [Ambush] feat as a bonus feat. You must meet all prerequisites for that feat.

Fiendish Servant: Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. (See the Monster Manual for these creatures’ basic statistics.) This creature may be used as a guardian (such as a bat), a helper (such as a cat), or a mount (such as a horse). The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level (see the table).
A blackguard may have only one fiendish servant at a time. Should the blackguard’s servant die, he may call for another one by conducting a ritual that lasts 24 hours. The new fiendish servant appears the next day at dusk and has all the accumulated abilities due a servant of the blackguard’s current level.

Aura of Despair (Su): Beginning at 6th level, the Blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

THE BLACKGUARD’S FIENDISH SERVANT
{table=head]Character Level | Bonus HD | Natural Armor Adj. | Str Adj. | Int |
Special
12th or lower|
+2|
+1|
+1|
6|
Empathic Link, Improved Evasion, Share Saving Throws, Share Spells
13th-15th|
+4|
+3|
+2|
7|
Speak with Blackguard
16th-18th|
+6|
+5|
+3|
8|
Blood Bond
19th-20th|
+8|
+7|
+4|
9|
Spell Resistance [/table]

Empathic Link (Su): The Blackguard has an empathic link with his servant out to a distance of up to 1 mile. The Blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low level Blackguard’s fiendish servant limits what the creature is able to communicate or understand, and even intelligent servants see the world differently from humans, so misunderstandings are always possible. Because of the empathic link between the servant and the Blackguard, the Blackguard has the same connection to a place or an item that the servant does.

Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the Blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the Blackguard might have (such as from magic items or feats).

Share Spells: At the Blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the Blackguard before the duration expires. Additionally, the Blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A Blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Speak with Blackguard (Ex): If the Blackguard’s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the Blackguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the Blackguard being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the Blackguard’s character level is 19th or higher, the servant gains spell resistance equal to the Blackguard’s character level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

Additional Fiendish Servant: The Blackguard may choose to release his Fiendish Servant and pray for a new one. He must conduct a 24 hour ritual and the new servant arrives at dusk the next day. A Blackguard may choose any creature with the Animal type. That creature gains the Fiendish template. For the purposes of determining the servant’s special abilities treat the Blackguard’s character level as N lower. N is double the creature’s CR before applying the Fiendish template. You may not choose a creature that causes your effective character level to be less than 8.

Elric VIII
2012-04-12, 01:06 PM
So am I to assume that this class is so expertly crafted that it leaves everyone in the homebrew forum speechless?

Maybe if I start off by asking a few questions about it:
This is meant to be a class that adds on to the combat ability of divine casters. The intended entry classes are Cleric, Favored Soul, Paladin, or multiclass Rogue(or SA Fighter)/Clerics. For Rougue with a Cleric dip entry, would this class seem worth it? Is the ability to offset the SA cost of ambush feats worth the tradeoff of no additional SA dice?

I chose the BAB and casting progression such that it makes full casters able to only lose one more level before they have to give up 9th level spells, but for a Paladin entry the 2 CL loss isn't that big a deal and you get to keep full BAB. Is the class reasonable balanced around this idea? Would you consider taking this class on both a full caster base and a Paladin base?

This class has a new ability each level, although 2 of them are progressive abilities, one is an ability that smooths out multiclassing, and on two of the levels you simply receive a bonus feat that aids the use of one of the class abilties. Does this class possess too many abilities? If so, what would you recommend removing?

The Fiendish Servant (and the Undead Companion feature that was eliminated) was not very useful, beyond its ability to be a mount. Even then, all it took was one unlucky critical and you loose your class feature for a year. Does the change to the time it takes to gain a new servant or the ability to gain different servants make this ability too powerful (the goal was to make something that was slightly less powerful than the Druid's AC)?

NeoSeraphi
2012-04-12, 01:19 PM
I am speechless by how the Blackguard does not appear to have an alignment restriction. I'm pretty sure Blackguards are supposed to be evil...*sees the Aura of Evil class feature*. Yep. I think "Alignment: Any Evil" would be an appropriate prerequisite here.

Elric VIII
2012-04-12, 01:30 PM
I am speechless by how the Blackguard does not appear to have an alignment restriction. I'm pretty sure Blackguards are supposed to be evil...*sees the Aura of Evil class feature*. Yep. I think "Alignment: Any Evil" would be an appropriate prerequisite here.

You are correct. I probably should have copy/pasted the original requirements. Thanks.

NeoSeraphi
2012-04-12, 01:51 PM
For Rougue with a Cleric dip entry

:smallsigh: WHY?!

Anyway, Expanded PEACH:

The Spells Per Day ability does not, by RAW, increase the blackguard's divine caster level. You should add something in like that, easy enough, just put "and an increase in caster level" behind "(and spells known, if applicable)".

Otherwise, the abilities all look pretty nice, though there is nothing really good that stands out, I'm sad to say. A large group of passive abilities and a couple of bonus feats that allow you to be a two-trick pony instead of a fighter without bonus feats.

The problem here is that your blackguard doesn't feel evil. He feels just a little weak, but otherwise it's a warrior with a bunch of buffs that have a bit of evil-lite flavor to them.

What about some evil-flavored active abilities like Intimidation or poison? Perhaps the blackguard gains the ability to make a poisonous touch attack that deals Con or Cha damage, with a saving throw based on Charisma?

If you don't like that, perhaps the ability to sicken or nauseate creatures with your blade, especially good creatures? (Like casting unholy blight as a touch through your weapon). I'm just tossing out random ideas here.

How about the ability to breathe a cloud of evil? An evil breath weapon! Works like the blasphemy spell, but in a 30' cone.

toapat
2012-04-12, 02:19 PM
While well written, this blackguard doesnt really justify itself to me as an evil paladin, you pulled out the fact that blackguard expands itself over Paladin levels to effectively turn itself into a lvl 20 class, and removed alot of the evil by removing his Inflict disease, use poison, and sneak attack. You also dont seem to have solved the you can only level up once as one of these problems

Blackguard has always needed revision, but said revision was so that the blackguard didnt loose out power from his Smite Good and to make the Fiend's SR equal to character level

Elric VIII
2012-04-12, 04:53 PM
For Rougue with a Cleric dip entry

:smallsigh: WHY?!

I don't know what you're talking about. :smallredface:


Anyway, Expanded PEACH:

The Spells Per Day ability does not, by RAW, increase the blackguard's divine caster level. You should add something in like that, easy enough, just put "and an increase in caster level" behind "(and spells known, if applicable)".

Okay, funny thing here: I did copy/pate this from the Archmage ability (changing arcane to divine). Guess that class isn't as good as people thought. :smallbiggrin:


Otherwise, the abilities all look pretty nice, though there is nothing really good that stands out, I'm sad to say. A large group of passive abilities and a couple of bonus feats that allow you to be a two-trick pony instead of a fighter without bonus feats.

I was a bit worried about getting carried away with the melee bonuses on the weapon, maybe I'll revise that ability to apply various debuffs, rather than the bland Unholy/Bane line.


The problem here is that your blackguard doesn't feel evil. He feels just a little weak, but otherwise it's a warrior with a bunch of buffs that have a bit of evil-lite flavor to them.

What about some evil-flavored active abilities like Intimidation or poison? Perhaps the blackguard gains the ability to make a poisonous touch attack that deals Con or Cha damage, with a saving throw based on Charisma?

If you don't like that, perhaps the ability to sicken or nauseate creatures with your blade, especially good creatures? (Like casting unholy blight as a touch through your weapon). I'm just tossing out random ideas here.

How about the ability to breathe a cloud of evil? An evil breath weapon! Works like the blasphemy spell, but in a 30' cone.

I like that idea. My hope was to cover this somewhat by adding the Blackguard spells to the entry class's spell list.


While well written, this blackguard doesnt really justify itself to me as an evil paladin, you pulled out the fact that blackguard expands itself over Paladin levels to effectively turn itself into a lvl 20 class, and removed alot of the evil by removing his Inflict disease, use poison, and sneak attack. You also dont seem to have solved the you can only level up once as one of these problems

Blackguard has always needed revision, but said revision was so that the blackguard didnt loose out power from his Smite Good and to make the Fiend's SR equal to character level

Well, as an anti-Paladin, the Blackguard was essentially replaced by the UA variant Paladins.

The Blackguard didn't have Inflict disease, though (AFAIK). However, you are right that I didn't really consider the fact that all the Paladin levels contribute to my revision are BAB and spellcasting (I think I was building the class from a Cleric perspective) I will add something based on Paladin abilities.

Also, I replaced the SA with an ability that has a similar flavor (fighting dirty), but that is potentially better, mechanically, fr the most likely fighting style for the class.


Thanks for the feedback, I'll post the revision soon.

Elric VIII
2012-04-16, 05:56 PM
Sorry it took me so long to get this up, I've had a busy few days.

So, I have altered the Profane Weapon ability a bit. It now has a list of various abilities that the Blackguard may add to his weapon. He also gets additional uses and more simultaneous abilities based on his Paladin level prior to falling.

There are a total of 11 abilities, 9 debuffs (3 that target each save), plus 2 that increase damage output. The save-targetting abilities each have abilities that require either 1, 5, or 10 levels in the class to use. The self-buff abilities require either 1 or 5 levels.

I have removed the Greater Aura of Despair as the capstone. Instead, the class gains a set of 3 powerful abilities (from Profane Weapon) that may be used once per day.

Although, levels 7 and 9 don't really gain anything, other than additional uses of Profane Weapon. I might add some minor bonuses to round them out.

Here's the ability, for your convenience:

Profane Weapon (Su): The Blackguard’s tools are as corrupt as he. Any weapon that a Blackguard wields is considered Evil-aligned for the purpose of damage reduction.

A Blackguard can channel his evil powers directly through his weapon. Once per day per Blackguard level, you may imbue your weapon with dark power as a free action. This effect lasts one minute per class level and the save DC (if any) is equal to 10 + half class level + Charisma modifier. You may apply one power to your weapon per 5 Blackguard levels (min 1) simultaneously, each effect requires one use of this ability; you may dismiss any effect as a free action. Your Paladin levels stack with your Blackguard levels for determining uses per day and number of simultaneous effects, but not for save DC. For example, a Paladin 5/Blackguard 5 may use this ability 10 times per day and apply up to 2 simultaneous effects, but the DC would be 12 + Cha. You may not affect a creature with the same power more than once per 24 hours, unless otherwise stated (a creature that succeeds on the save is not considered affected, unless otherwise stated).


Black Blade: The striking surface of your weapon darkens and seems to drink in all light around it. That weapon deals extra damage equal to your Charisma modifier. Additionally, all damage dealt by your weapon is considered negative energy (causing it to bypass DR that would affect a normal weapon).

Bane of the Light: Your weapon gains the Unholy weapon property. You must be a 5th level Blackguard to use this ability.

Corrupting Ichor: A thick dark red ooze drips from the surface of your weapon. When you strike an enemy with your weapon, that enemy must make a Reflex save or the ooze animates and begins to seep into every orifice and suffocate the creature. That enemy is unable to take any actions for a number of rounds equal to your Charisma modifier. You may only apply this power to your weapon once per day, and only as a 10th level Blackguard.

Creeping Tendrils: Black tendrils of negative energy dance over the striking surface of your weapon. When you damage a creature with your weapon, these tendrils begin to engulf him. That creature must make a Reflex save or be limited to a single move or standard action for a number of rounds equal to your Charisma modifier. If that creature tries to attack or cast a spell, the tendrils constrict, dealing negative energy damage equal to your Charisma modifier. You must be a 5th level Blackguard to use this ability.

Death Mark: As you make your blow, your weapon pulses with a dark aura. Any living creature you damage with your weapon must make a Fortitide save or die. Creatures that succeed on their save are immune to this ability for 24 hours. You may only apply this power to your weapon once per day, and only as a 10th level Blackguard.

Encroaching Gloom: Your blade seems to whorl and distort itself, giving way to a column of black mist. When you strike a creature with your weapon, that creature must make a Reflex save or become blinded for a number of rounds equal to your Charisma modifier.

Festering Wound: Any living creature you damage with your weapon must make a Fortitude save or become inflicted with a festering wound. That creature takes damage equal to your Charisma modifier each round at the beginning of its turn. This effect lasts until the creature dies or receives magical healing.

Night’s Blessing: As you attack, a shadowy reflection of your weapon trails behind it. Any enemy that you strike with your weapon must make a Will save or be set upon by a ring of shadows for a number of rounds equal to your Charismamodifier. These shadows do not damage the opponent, but he is considered flat-footed as long as these shadows remain.

Profane Curse: When you strike a creature with your weapon, a grim halo looms over your target, causing misfortune. Any creature you damage with your weapon must make a Will save or take a -2 penalty to all ability checks, skill checks, saves, and AC. This effect stacks and lasts as long as this power affects your weapon. You must be a 5th level Blackguard in order to use this ability.

Shadow of the Blighted: A fearsome image of your evil patron superimposes itself upon you and attacks using your weapon. Any enemy that you strike with your weapon must make a Will save or be overcome with fear and flee for a number of rounds equal to your Charisma modifier. You may only apply this power to your weapon once per day, and only as a 10th level Blackguard.

Wracking Pain: Any living creature you damage with your weapon is subject to intense pain. That creature must make a Fortitude save or become dazed for 1 round. You must be a 5th level Blackguard in order to use this ability.