Sho
2013-02-04, 10:12 AM
BLACKGUARD
Version 0.3.4b
Revisioned by Sho (MWC)
http://img.photobucket.com/albums/v257/Shokaider/12f9183ae53d1c471ec93cd08e5de2de.jpg
"Dain and my mother taught me the value in blood. Spilling yours, that is, in giving me pleasure."
~ Al'exea Vanima Clarkson, Blackguard Assassin ~
MAKING A BLACKGUARD
Alignment: Any Evil.
Starting Gold: 6d4x10 gp (140 gp).
Starting Age: As Paladin.
Base Attack Bonus: As Paladin.
Saving Throws: Good Fortitude, Poor Reflex, Poor Will.
Hit Points at 1st Level: 15 + Constitution score.
Hit Points at Each Additional Level: 6.
Hit Dice Equivalent: d10 + Constitution modifier.
Typically, blackguards are regarded as being purely evil beings, but in a realm where morality is grey or alignment is not heavily enforced by the dungeon master or players, it is possible for there to be other aligned blackguards.
The presence of the Malconvoker prestige class within the edition presents a possible parallel to the neutral or good Blackguard, someone who is able to harness profane power to use against its own source, demons, devils, etc.
Class Skills
The blackguard's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Per Day at 1st Level: (4 + Intelligence modifier) x 4.
Skills Per Day at Each Additional Level: 4 + Intelligence modifier.
Class Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|
+1|
+2|
+0|
+0|Aura, Cruelty, Cursed Smite, Evil Eye|0
2nd|
+2|
+3|
+0|
+0|Dark Healing, Invocations (Least)|1
3rd|
+3|
+3|
+1|
+1|Aura of Dread, Plague Bringer, Poison Use|1
4th|
+4|
+4|
+1|
+1|Rebuke Undead|2
5th|
+5|
+4|
+1|
+1|Dark Specialization, Improved Curse|2
6th|
+6|
+5|
+2|
+2|Extra Cursed Smite|3
7th|
+7|
+5|
+2|
+2|Bonus Feat|3
8th|
+8|
+6|
+2|
+2|Aura of Despair|4
9th|
+9|
+6|
+3|
+3|Dark Grace|4
10th|
+10|
+7|
+3|
+3|Invocations (Lesser)|5
11th|
+11|
+7|
+3|
+3|Greater Curse|5
12th|
+12|
+8|
+4|
+4|Extra Cursed Smite|6
13th|
+13|
+8|
+4|
+4|Aura of Agony, Sacrilege|6
14th|
+14|
+9|
+4|
+4|Bonus Feat|7
15th|
+15|
+9|
+5|
+5|Vengeance|7
16th|
+16|
+10|
+5|
+5|Invocations (Greater)|8
17th|
+17|
+10|
+5|
+5|Dire Curse|8
18th|
+18|
+11|
+6|
+6|Aura of Malevolence, Extra Cursed Smite|9
19th|
+19|
+11|
+6|
+6|Curse of Death|9
20th|
+20|
+12|
+6|
+6|Invocations (Dark), Utter Vengeance|10
ARMOR AND WEAPON PROFICIENCIES
Blackguards are proficient with all simple and martial weapons, all armors, and all shields (excluding tower shields).
AURA (Su)
The blackguard is a being consumed in profane power. Whenever she uses any of the class features described or channels an invocation, she radiates an Aura of Evil with a power equal to her class level. The blackguard can as well exude this aura as a free action at her discretion, granting her a +2 profane bonus on Intimidate checks on Good-aligned creatures or on Diplomacy checks with Evil-aligned creatures.
CRUELTY (Ex)
The vile mind of the blackguard is honed on her foes. At 1st level, the blackguard deals extra profane damage equal to her Charisma modifier (minimum 1 damage) any time her target would be denied a Dexterity bonus to AC, or when the blackguard flanks her target. Ranged attacks can only apply the extra damage if the target is within 30 feet.
At 2nd level, this bonus damage starts to increase by half the blackguard's class level.
CURSED SMITE (Su)
The blackguard can make a Cursed Smite attack against a target creature, gaining a bonus to the attack roll equal to her Charisma modifier and bestowing a -2 penalty to the struck foe's attack rolls, damage rolls, skill checks, and ability checks. The curse lasts for 1 minute.
The blackguard can perform a Cursed Smite twice per encounter. At 6th level, the blackguard gains another Cursed Smite per encounter and then gains another every six levels thereafter.
EVIL EYE (Sp)
The blackguard can detect good as a paladin detects evil, and can use Detect Magic and Read Magic at-will as a spell-like abilities, although she only learns the presence of magical effects originating from an Evil source or with the [Evil] descriptor.
INVOCATIONS OF THE BLACKGUARD (Sp)
Starting at 2nd level, the blackguard gains divine invocations drawn from the warlock's list of invocations. She can gain any Least Invocation at 2nd, 4th, 6th, and 8th levels; any Least or Lesser Invocation at 10th, 12th, and 14th levels; any Least, Lesser, or Greater Invocation at 16th and 18th levels; and any Least, Lesser, Greater, or Dark Invocation at 20th level. The saving throws against these Invocations are determined by the blackguard's Charisma modifier. The blackguard can gain Eldritch Essence Invocations and apply them to any Cursed Smite attacks she makes, but she cannot gain Eldritch Shape Invocations. The blackguard's caster level is equal to half her blackguard class level.
During play online or at the table, I was never told nor did I ever hear that there was anyone who thought that the progression in which the Complete Arcane's Warlock base class gained invocations was honestly enough in comparison to many of the other primary magic-using classes available in the edition. In many of these games, Warlocks were tended to give an invocation for each class level at the normal grade evolution, gaining Lessers at 6th level, Greaters at 11th, and Darks at 16th. This gave the Warlock eight more invocations to experiment or grant further utility. Keeping in the idea that Warlocks likely should gain an invocation each level, I halved and greatly slowed the progression for the Blackguard.
Least Invocations
All-Seeing Eyes
Baleful Utterance
Beguiling Influence
Breath of the Night
Call of the Beast
Dark Mirror
Dark One's Own Luck
Darkness
Devil's Sight
Earthen Grasp
Entropic Warding
Frightful Blast
Leaps and Bounds
Miasmic Cloud
Otherworldly Whispers
See the Unseen
Serpent's Tongue
Sickening Blast
Soulreaving Aura
Spiderwalk
Summon Swarm
Swimming the Styx
Lesser Invocations
Baleful Dismissal
Beshadowed Blast
Brimstone Blast
Charm
Cold Comfort
Crawling Eye
Curse of Despair
Daemon's Whispers
The Dead Walk
Disembodied Hand
Fell Flight
Flee the Scene
Hellrime Blast
Hoarfrost
Hungry Darkness
Mask of Flesh
Relentless Dispelling
Stony Grasp
Voidsense
Voracious Dispelling
Walk Unseen
Wall of Gloom
Witchwood Step
Greater Invocations
Bewitching Blast
Caustic Mire
Chilling Tentacles
Devour Magic
Enervating Shadow
Glorious Obsession
Hellspawned Grace
Lifeleech
Nightmares Made Real
Noxious Blast
Painful Slumber of Ages
Repelling Blast
See the Power
Tenacious Plague
Vitriolic Blast
Wall of Perilous Flame
Warlock's Call
Dark Invocations
Bound Beyond Death
Caster's Lament
Dark Discorporation
Dark Foresight
Dire Hex of Ill Fates
Path of Shadow
Retributive Invisibility
Steal Summoning
Utterdark Blast
Word of Changing
DARK HEALING (Su)
Beginning at 2nd level, a blackguard with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day, she can heal a total number of hit points of damage equal to twice her blackguard level × her Charisma bonus. As a swift action, the blackguard can use a number of these points up to her blackguard level to heal herself, or as a standard action, the blackguard can use points to heal herself or another. The blackguard's touch can also heal the undead.
If the blackguard uses this ability on a target that does not heal naturally with negative energy, then the creature must roll a Fortitude saving throw (DC 15) or become Sickened for 1 hour. This does not affect the blackguard herself if she does not heal naturally with negative energy.
AURA OF DREAD (Su)
Starting at 3rd level, any opponent creature within 10 feet of the blackguard sustains a -4 penalty to saving throws against fear effects. Any creature immune to fear loses its immunity while within this aura but does not suffer the penalty to its saving throws from this aura, unless it is 4 Hit Dice or Levels greater than the blackguard's class level.
PLAGUE BRINGER (Su)
Also, the powers of darkness make the blackguard a beacon of corruption and disease. The blackguard does not take any damage or take any penalty from diseases. She can still contract diseases and spread them to others, but she is otherwise immune to their effects. The blackguard can only contract a number of these diseases equal to 1 plus her Constitution modifier (minimum 1). If she allows another disease to be contracted, she must expel another of her choice.
POISON USE (Ex)
The blackguard becomes learned in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
REBUKE UNDEAD (Su)
When the blackguard reaches 4th level, she gains the supernatural ability to rebuke undead. She may use this ability a number of times per day equal to 3 plus her Charisma modifier. She rebukes undead as a cleric equal to her caster level.
DARK SPECIALIZATION
Upon reaching 5th level, the blackguard may choose any of three abilities representing three different specializations: Blood Sword (Cunning Stalker), Dark Hero (Fiendish Pact), or Dread Knight (Ardent Stance).
Blood Sword
The blackguard gains a number of abilities as she rises in level.
Class Level
Ability
5th
Cunning Stalker, Ravenous Strikes
8th
Hellish Charge
11th
Slaughter
15th
Tide of Darkness
CUNNING STALKER (Ex)
If the blackguard begins her turn adjacent to an opponent creature, then that creature becomes flat-footed against her next attack. If the blackguard is adjacent to more than one creature, she can only designate one as the target of this ability for the round.
RAVENOUS STRIKES (Su)
When the blackguard inflicts profane damage with her melee attacks, she regains hit points equal to the profane damage inflicted. If she would gain hit points greater than her maximum hit points, then the remainder becomes temporary hit points. These temporary hit points last 1 minute or until expended.
HELLISH CHARGE (Ex)
When the blackguard makes a charge attack against a target creature, she can choose to take another -4 penalty to her Armor Class. Her charge ignores rough terrain and her attack inflicts extra profane damage equal to her class level. The target is treated as being flat-footed against the charge.
SLAUGHTER (Ex)
When the blackguard slays a creature, she can immediately make a move action followed by an attack using the base attack bonus of her last attack against another creature within her movement speed. She can choose to make this movement and attack a Hellish Charge, even if she would not be able to usually make a charge attack against the target creature. The blackguard can only gain one extra attack each round with the Slaughter feature.
TIDE OF DARKNESS (Ex)
When the blackguard attacks a creature(s) during a round she uses her Cunning Stalker specialization feature, then all her attacks treat the target(s) as being flat-footed for the round. This allows the blackguard's Cunning Stalker specialization feature to target all creatures adjacent to her at the start of her turn.
When the blackguard channels a Cursed Smite, all her attacks channel the Cursed Smite for the round.
Dark Hero
The blackguard gains a number of abilities as she rises in level.
Class Level
Ability
5th
Favored of the Deep-Seated, Fiendish Pact
8th
Dark Blessing
11th
Advanced Pact
15th
Dark Despot
FAVORED OF THE DEEP-SEATED (Ex)
The blackguard gains an additional Least invocation upon specializing as a Dark Hero. Each time the blackguard reaches a higher invocation grade, she gains an additional invocation of that grade. The blackguard's caster level also changes to become her class level (instead of half her class level).
FIENDISH PACT (Sp)
The blackguard is afforded the ability to summon a dire servant to serve her. This feature functions as the spell summon monster III (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster), except the duration is permanent and the blackguard can only gain the service of a single creature and that creature must have the evil subtype or it must be a fiendish animal. Once the blackguard chooses this creature, it is set, but each time the blackguard gains a level, she may choose a different creature to call. While her fiendish servant is within 30 feet of the blackguard, she benefits from the Alertness feat.
When she reaches 7th level, and every two levels afterward, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.
The blackguard may always summon her fiendish servant as a full-round action. Dismissing a fiendish servant is a standard action. When the blackguard channels an invocation that grants herself an effect and her fiendish servant is within 30 feet, she may grant that same effect to it.
If the blackguard's fiendish servant is killed, the blackguard cannot summon another servant for 30 days or until she gains another class level, whichever comes first. During this period, the blackguard takes a -2 penalty on attack and weapon damage rolls.
DARK BLESSING (Su)
The blackguard becomes under the protection of the fiendish forces she herself follows. She adds her Charisma modifier to all her saving throws, with a maximum bonus equal to her blackguard class level.
While the blackguard's fiendish servant is within 30 feet, it gains the blackguard's Charisma modifier to its saving throws.
ADVANCED PACT (Ex)
The blackguard's fiendish servant becomes saturated with abyssal or infernal power, altering it into a truly evil creature to serve its master. The blackguard's fiendish servant gains the Advanced template. The blackguard's fiendish servant also gains spell resistance equal to 10 plus the blackguard's level. If the blackguard's fiendish servant already has spell resistance, then it is instead increased by half the blackguard's class level.
DARK DESPOT (Su)
The blackguard proves herself a figure modeled in the image of evil itself, an avatar of fiendish power and dark nobility. Evil creatures cannot attack the blackguard unless they make a level check (Difficulty Class = 10 + the blackguard's class level). If an Evil creature makes a successful attack against the blackguard, then it becomes immune to this effect for 24 hours. If the blackguard has the Leadership feat, then the difficulty class for this level check increases by one-third the blackguard's Leadership score. The blackguard also gains a +8 insight bonus when performing Diplomacy or Intimidate checks with Evil creatures.
If an Evil creature has the Leadership feat and has a greater Leadership score than the blackguard, or if the creature has the Dark Despot specialization feature, then it is immune to this effect.
Also, as long as the blackguard's fiendish servant is within 30 feet, it cannot be banished unless she dismisses it. If the blackguard is within 30 feet of her fiendish servant on its home plane, then she cannot be banished to her home plane unless she accepts it.
Dread Knight
The blackguard gains a number of abilities as she rises in level.
Class Level
Ability
5th
Ardent Stance, Punishing Strike
8th
Mark of the Dark Omen
11th
Inescapable Doom
15th
Dominus
ARDENT STANCE (Su)
For rounds per day equal to 5 plus the blackguard's class level, she can enter a defensive stance that haunts surrounding opponents. All squares adjacent to the blackguard is treated as rough terrain costing half the opponent creature's speed to move through. The blackguard gains a profane bonus to her Armor Class equal to her Charisma modifier. This bonus to her Armor Class increases by 1 at 7th, 10th, 13th, 16th, and 19th levels. If the blackguard is rendered helpless or unconscious, the stance is lost and she loses the bonus.
PUNISHING STRIKE (Ex)
As a free action, the blackguard can make a melee attack on an opponent creature within melee range attempting to attack an adjacent ally (excluding the blackguard herself). This attack counts as occurring before the opponent's action, and if it hits, the struck creature must roll a Fortitude saving throw (Difficulty Class = 15 + total damage dealt) or become numbed by the foul blow and lose its action.
The blackguard gains bonus attacks of opportunity equal to her Strength modifier. A punishing strike counts towards the number of attacks of opportunity the blackguard can make every round. A punishing strike can also be made into a Cursed Smite.
MARK OF THE DARK OMEN (Su)
As a move action, the blackguard can mark a target within 60 feet with a profound and unique curse. The target of the mark cannot perform the Run or Withdraw actions and cannot make 5-foot steps. If it makes an attack or casts a harmful spell against an ally of the blackguard (excluding the blackguard herself) while under the influence of the mark, the target takes profane damage equal to the bonus profane damage the blackguard's Cursed Smite inflicts plus the blackguard's class level and her Charisma modifier. The creature then rolls a Will saving throw (Difficulty Class = 10 + half the blackguard's class level + the blackguard's Charisma modifier) or becomes numbed by the profane energy and is prevented from performing the action. The blackguard can only have one target marked at a time, and if she should target a new creature with her mark, then the previous creature is freed from the influence of the mark.
If the blackguard hits a marked target with her Cursed Smite, then it takes additional profane damage and then becomes Dazed for 1 round. The extra profane damage depends on the strength of the Cursed Smite, as following below. The mark is consumed after the blackguard hits a marked target with her Cursed Smite.
Improved Curse (+3d6)
Greater Curse (+5d6)
Dire Curse (+7d6)
Any effect which would remove a curse will remove the mark from the afflicted target.
INESCAPABLE DOOM (Su)
The blackguard can pull her desired opponents into her clutches. As a standard action, the blackguard targets a single opponent creature within 60 feet, or as a full-round action, she can target any number of creatures up to her Charisma modifier within this distance. The target(s) rolls a Will saving throw (Difficulty Class = 10 + half the blackguard's class level + the blackguard's Charisma modifier), or becomes instantly shunted into a space adjacent to the blackguard. If all spaces adjacent to the blackguard are full, then the target is placed into the nearest available space closest to its original position. After being pulled, each target is also Immobilized and affected as though by the Dimensional Anchor spell for 1 round.
If a target is marked by the blackguard's Mark of the Dark Omen, the difficulty class is increased by 2.
The blackguard can perform this ability times per day equal to her Charisma modifier.
DOMINUS (Su)
The blackguard is from now on treated as one size-category larger when it benefits her during an encounter. For rounds per day equal to her blackguard class level, she can choose to ignore any effects that would reduce her movement speed, cause her to lose actions, or forcefully transport her to another location. She essentially is treated as also having the effects of the freedom of movement spell. This feature can be activated as an immediate action.
While this feature is in effect, the blackguard also sheds a miasma around her that extends 30 feet. Any opponent creatures within this area are treated as being under the influence of her Mark of the Dark Omen.
IMPROVED CURSE
The penalty from the blackguard's Cursed Smite increases to -4, and she deals an extra 1d6 profane energy damage with the attack if it hits, as well as dealing 1d6 profane energy damage at the end of its turns for the duration of the curse.
BONUS FEAT
The blackguard gains a bonus feat as a result of her experience and training. This bonus feat is chosen from the list below:
Awesome Smite
Divine Cleansing (CW)
Divine Might (CW)
Divine Resistance (CW)
Divine Shield (CW)
Divine Vigor (CW)
Improved Initiative
Improved Smiting
Sacred Vengeance (CW)
Extra Smiting (now gives +2/Encounter)
Divine Armor (PHB II)
Divine Justice (PHB II)
Poison Focus (Assassin's Guide to Poisons)
Poison Mastery (AGtP)
Maximize Poison (AGtP)
Quicken Poison (AGtP)
Shield Specialization (PHB II) (Dread Knight)
Armor Specialization (PHB II) (Dread Knight)
Agile Shield Fighter (PHB II) (Dread Knight)
Active Shield Defense (PHB II) (Dread Knight)
Improved Shield Bash (Dread Knight)
Shield Ward (Dread Knight)
Augment Summoning (Dark Hero)
Mounted Combat (Dark Hero)
Mounted Archery (Dark Hero)
Ride-By Attack (Dark Hero)
Spirited Charge (Dark Hero)
Trample (Dark Hero)
Improved Sunder (Blood Sword)
Intimidating Strike (PHB II) (Blood Sword)
Power Attack (Blood Sword)
Cleave (Blood Sword)
Great Cleave (Blood Sword)
Weapon Focus (Blood Sword)
AURA OF DESPAIR (Su)
Starting at 8th level, any opponent creature within 10 feet of the blackguard sustains a -2 penalty to all their saving throws.
DARK GRACE (Ex)
At 9th level, the blackguard is healed by both negative and positive energy, and she is immune to any effect which can be removed by the Remove Curse spell.
GREATER CURSE
The penalty from the blackguard's Cursed Smite increases to -6 and the extra damage increases to 2d6, as well as dealing 2d6 profane energy damage at the end of its turns for the duration of the curse. Damage dealt by the blackguard's attack and Cursed Smite cannot be healed by any means until the curse is removed or its duration ends.
AURA OF AGONY (Su)
Starting at 13th level, whenever any opponent creature within 10 feet of the blackguard fails a saving throw, it becomes Nauseated for 1 round.
SACRILEGE (Ex)
At 13th level, the blackguard is a bringer of destruction to that which is hallow and sacred. Any attack made against Good items or artifacts ignores half its hardness.
VENGEANCE (Su)
At 15th level, the blackguard's hatred and determination drive her on when death would claim lesser men. Once per day when a blackguard would be reduced to -10 or less hp or otherwise killed (such as by a death effect), she rises one round later as a vengeful revenant. The blackguard is then considered undead and has her full normal hit points, but otherwise has all game statistics and status effects she had when killed, barring those that the undead type would render her immune to. The blackguard attacks furiously, not stopping until she has either slain her killers or is destroyed. If the former occurs, she falls lifeless to the ground as soon as her last attacker is dead. This does not interfere with attempts to raise or resurrect the blackguard.
DIRE CURSE
The penalty from the blackguard's Cursed Smite increases to -8 and the extra damage increases to 3d6, as well as dealing 3d6 profane energy damage at the end of its turns for the duration of the curse.
The curse can no longer be removed unless a Heal spell followed by a Spellcraft check (Difficulty Class = 25 + the blackguard's class level + the blackguard's Charisma modifier), Limited Wish, Wish, or Miracle is used. The curse still is removed when its duration ends.
AURA OF MALEVOLENCE (Su)
At 18th level, the blackguard emits a ten foot aura which is similar to the unhallow spell. She cannot tie a spell (or invocation) to the area, but opponent creatures are subject to the raw evil surrounding the blackguard. Non-Evil creatures that enter the aura are automatically Staggered until they make a successful attack against the blackguard. If the opponent creature has an Aura of Good equal to or greater than the blackguard's level, then they are unaffected by this aura.
CURSE OF DEATH
During the duration of the blackguard's Cursed Smite, at the end of each its turns, the afflicted creature must roll a Fortitude saving throw (Difficulty Class = 10 + half the blackguard's class level + the blackguard's Charisma modifier) or be instantly slain. If it succeeds its saving throw, then it only sustains the bonus profane damage of the Cursed Smite. This effect occurs every round the afflicted creature remains cursed, and the Difficulty Class increases by 1 each round until the creature is slain or the cursed is removed.
UTTER VENGEANCE
At 20th level, if the blackguard kills the creature which killed her during the encounter she uses her Vengeance ability, then she regains her life intact, now resurrected as she trades the life of the slain victim for her own. For the encounter, she still counts as having risen as a revenant under the effects of the Vengeance class feature, but after the encounter ends, she loses its properties.
Version 0.3.4b
Revisioned by Sho (MWC)
http://img.photobucket.com/albums/v257/Shokaider/12f9183ae53d1c471ec93cd08e5de2de.jpg
"Dain and my mother taught me the value in blood. Spilling yours, that is, in giving me pleasure."
~ Al'exea Vanima Clarkson, Blackguard Assassin ~
MAKING A BLACKGUARD
Alignment: Any Evil.
Starting Gold: 6d4x10 gp (140 gp).
Starting Age: As Paladin.
Base Attack Bonus: As Paladin.
Saving Throws: Good Fortitude, Poor Reflex, Poor Will.
Hit Points at 1st Level: 15 + Constitution score.
Hit Points at Each Additional Level: 6.
Hit Dice Equivalent: d10 + Constitution modifier.
Typically, blackguards are regarded as being purely evil beings, but in a realm where morality is grey or alignment is not heavily enforced by the dungeon master or players, it is possible for there to be other aligned blackguards.
The presence of the Malconvoker prestige class within the edition presents a possible parallel to the neutral or good Blackguard, someone who is able to harness profane power to use against its own source, demons, devils, etc.
Class Skills
The blackguard's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex).
Skills Per Day at 1st Level: (4 + Intelligence modifier) x 4.
Skills Per Day at Each Additional Level: 4 + Intelligence modifier.
Class Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|
+1|
+2|
+0|
+0|Aura, Cruelty, Cursed Smite, Evil Eye|0
2nd|
+2|
+3|
+0|
+0|Dark Healing, Invocations (Least)|1
3rd|
+3|
+3|
+1|
+1|Aura of Dread, Plague Bringer, Poison Use|1
4th|
+4|
+4|
+1|
+1|Rebuke Undead|2
5th|
+5|
+4|
+1|
+1|Dark Specialization, Improved Curse|2
6th|
+6|
+5|
+2|
+2|Extra Cursed Smite|3
7th|
+7|
+5|
+2|
+2|Bonus Feat|3
8th|
+8|
+6|
+2|
+2|Aura of Despair|4
9th|
+9|
+6|
+3|
+3|Dark Grace|4
10th|
+10|
+7|
+3|
+3|Invocations (Lesser)|5
11th|
+11|
+7|
+3|
+3|Greater Curse|5
12th|
+12|
+8|
+4|
+4|Extra Cursed Smite|6
13th|
+13|
+8|
+4|
+4|Aura of Agony, Sacrilege|6
14th|
+14|
+9|
+4|
+4|Bonus Feat|7
15th|
+15|
+9|
+5|
+5|Vengeance|7
16th|
+16|
+10|
+5|
+5|Invocations (Greater)|8
17th|
+17|
+10|
+5|
+5|Dire Curse|8
18th|
+18|
+11|
+6|
+6|Aura of Malevolence, Extra Cursed Smite|9
19th|
+19|
+11|
+6|
+6|Curse of Death|9
20th|
+20|
+12|
+6|
+6|Invocations (Dark), Utter Vengeance|10
ARMOR AND WEAPON PROFICIENCIES
Blackguards are proficient with all simple and martial weapons, all armors, and all shields (excluding tower shields).
AURA (Su)
The blackguard is a being consumed in profane power. Whenever she uses any of the class features described or channels an invocation, she radiates an Aura of Evil with a power equal to her class level. The blackguard can as well exude this aura as a free action at her discretion, granting her a +2 profane bonus on Intimidate checks on Good-aligned creatures or on Diplomacy checks with Evil-aligned creatures.
CRUELTY (Ex)
The vile mind of the blackguard is honed on her foes. At 1st level, the blackguard deals extra profane damage equal to her Charisma modifier (minimum 1 damage) any time her target would be denied a Dexterity bonus to AC, or when the blackguard flanks her target. Ranged attacks can only apply the extra damage if the target is within 30 feet.
At 2nd level, this bonus damage starts to increase by half the blackguard's class level.
CURSED SMITE (Su)
The blackguard can make a Cursed Smite attack against a target creature, gaining a bonus to the attack roll equal to her Charisma modifier and bestowing a -2 penalty to the struck foe's attack rolls, damage rolls, skill checks, and ability checks. The curse lasts for 1 minute.
The blackguard can perform a Cursed Smite twice per encounter. At 6th level, the blackguard gains another Cursed Smite per encounter and then gains another every six levels thereafter.
EVIL EYE (Sp)
The blackguard can detect good as a paladin detects evil, and can use Detect Magic and Read Magic at-will as a spell-like abilities, although she only learns the presence of magical effects originating from an Evil source or with the [Evil] descriptor.
INVOCATIONS OF THE BLACKGUARD (Sp)
Starting at 2nd level, the blackguard gains divine invocations drawn from the warlock's list of invocations. She can gain any Least Invocation at 2nd, 4th, 6th, and 8th levels; any Least or Lesser Invocation at 10th, 12th, and 14th levels; any Least, Lesser, or Greater Invocation at 16th and 18th levels; and any Least, Lesser, Greater, or Dark Invocation at 20th level. The saving throws against these Invocations are determined by the blackguard's Charisma modifier. The blackguard can gain Eldritch Essence Invocations and apply them to any Cursed Smite attacks she makes, but she cannot gain Eldritch Shape Invocations. The blackguard's caster level is equal to half her blackguard class level.
During play online or at the table, I was never told nor did I ever hear that there was anyone who thought that the progression in which the Complete Arcane's Warlock base class gained invocations was honestly enough in comparison to many of the other primary magic-using classes available in the edition. In many of these games, Warlocks were tended to give an invocation for each class level at the normal grade evolution, gaining Lessers at 6th level, Greaters at 11th, and Darks at 16th. This gave the Warlock eight more invocations to experiment or grant further utility. Keeping in the idea that Warlocks likely should gain an invocation each level, I halved and greatly slowed the progression for the Blackguard.
Least Invocations
All-Seeing Eyes
Baleful Utterance
Beguiling Influence
Breath of the Night
Call of the Beast
Dark Mirror
Dark One's Own Luck
Darkness
Devil's Sight
Earthen Grasp
Entropic Warding
Frightful Blast
Leaps and Bounds
Miasmic Cloud
Otherworldly Whispers
See the Unseen
Serpent's Tongue
Sickening Blast
Soulreaving Aura
Spiderwalk
Summon Swarm
Swimming the Styx
Lesser Invocations
Baleful Dismissal
Beshadowed Blast
Brimstone Blast
Charm
Cold Comfort
Crawling Eye
Curse of Despair
Daemon's Whispers
The Dead Walk
Disembodied Hand
Fell Flight
Flee the Scene
Hellrime Blast
Hoarfrost
Hungry Darkness
Mask of Flesh
Relentless Dispelling
Stony Grasp
Voidsense
Voracious Dispelling
Walk Unseen
Wall of Gloom
Witchwood Step
Greater Invocations
Bewitching Blast
Caustic Mire
Chilling Tentacles
Devour Magic
Enervating Shadow
Glorious Obsession
Hellspawned Grace
Lifeleech
Nightmares Made Real
Noxious Blast
Painful Slumber of Ages
Repelling Blast
See the Power
Tenacious Plague
Vitriolic Blast
Wall of Perilous Flame
Warlock's Call
Dark Invocations
Bound Beyond Death
Caster's Lament
Dark Discorporation
Dark Foresight
Dire Hex of Ill Fates
Path of Shadow
Retributive Invisibility
Steal Summoning
Utterdark Blast
Word of Changing
DARK HEALING (Su)
Beginning at 2nd level, a blackguard with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day, she can heal a total number of hit points of damage equal to twice her blackguard level × her Charisma bonus. As a swift action, the blackguard can use a number of these points up to her blackguard level to heal herself, or as a standard action, the blackguard can use points to heal herself or another. The blackguard's touch can also heal the undead.
If the blackguard uses this ability on a target that does not heal naturally with negative energy, then the creature must roll a Fortitude saving throw (DC 15) or become Sickened for 1 hour. This does not affect the blackguard herself if she does not heal naturally with negative energy.
AURA OF DREAD (Su)
Starting at 3rd level, any opponent creature within 10 feet of the blackguard sustains a -4 penalty to saving throws against fear effects. Any creature immune to fear loses its immunity while within this aura but does not suffer the penalty to its saving throws from this aura, unless it is 4 Hit Dice or Levels greater than the blackguard's class level.
PLAGUE BRINGER (Su)
Also, the powers of darkness make the blackguard a beacon of corruption and disease. The blackguard does not take any damage or take any penalty from diseases. She can still contract diseases and spread them to others, but she is otherwise immune to their effects. The blackguard can only contract a number of these diseases equal to 1 plus her Constitution modifier (minimum 1). If she allows another disease to be contracted, she must expel another of her choice.
POISON USE (Ex)
The blackguard becomes learned in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
REBUKE UNDEAD (Su)
When the blackguard reaches 4th level, she gains the supernatural ability to rebuke undead. She may use this ability a number of times per day equal to 3 plus her Charisma modifier. She rebukes undead as a cleric equal to her caster level.
DARK SPECIALIZATION
Upon reaching 5th level, the blackguard may choose any of three abilities representing three different specializations: Blood Sword (Cunning Stalker), Dark Hero (Fiendish Pact), or Dread Knight (Ardent Stance).
Blood Sword
The blackguard gains a number of abilities as she rises in level.
Class Level
Ability
5th
Cunning Stalker, Ravenous Strikes
8th
Hellish Charge
11th
Slaughter
15th
Tide of Darkness
CUNNING STALKER (Ex)
If the blackguard begins her turn adjacent to an opponent creature, then that creature becomes flat-footed against her next attack. If the blackguard is adjacent to more than one creature, she can only designate one as the target of this ability for the round.
RAVENOUS STRIKES (Su)
When the blackguard inflicts profane damage with her melee attacks, she regains hit points equal to the profane damage inflicted. If she would gain hit points greater than her maximum hit points, then the remainder becomes temporary hit points. These temporary hit points last 1 minute or until expended.
HELLISH CHARGE (Ex)
When the blackguard makes a charge attack against a target creature, she can choose to take another -4 penalty to her Armor Class. Her charge ignores rough terrain and her attack inflicts extra profane damage equal to her class level. The target is treated as being flat-footed against the charge.
SLAUGHTER (Ex)
When the blackguard slays a creature, she can immediately make a move action followed by an attack using the base attack bonus of her last attack against another creature within her movement speed. She can choose to make this movement and attack a Hellish Charge, even if she would not be able to usually make a charge attack against the target creature. The blackguard can only gain one extra attack each round with the Slaughter feature.
TIDE OF DARKNESS (Ex)
When the blackguard attacks a creature(s) during a round she uses her Cunning Stalker specialization feature, then all her attacks treat the target(s) as being flat-footed for the round. This allows the blackguard's Cunning Stalker specialization feature to target all creatures adjacent to her at the start of her turn.
When the blackguard channels a Cursed Smite, all her attacks channel the Cursed Smite for the round.
Dark Hero
The blackguard gains a number of abilities as she rises in level.
Class Level
Ability
5th
Favored of the Deep-Seated, Fiendish Pact
8th
Dark Blessing
11th
Advanced Pact
15th
Dark Despot
FAVORED OF THE DEEP-SEATED (Ex)
The blackguard gains an additional Least invocation upon specializing as a Dark Hero. Each time the blackguard reaches a higher invocation grade, she gains an additional invocation of that grade. The blackguard's caster level also changes to become her class level (instead of half her class level).
FIENDISH PACT (Sp)
The blackguard is afforded the ability to summon a dire servant to serve her. This feature functions as the spell summon monster III (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster), except the duration is permanent and the blackguard can only gain the service of a single creature and that creature must have the evil subtype or it must be a fiendish animal. Once the blackguard chooses this creature, it is set, but each time the blackguard gains a level, she may choose a different creature to call. While her fiendish servant is within 30 feet of the blackguard, she benefits from the Alertness feat.
When she reaches 7th level, and every two levels afterward, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.
The blackguard may always summon her fiendish servant as a full-round action. Dismissing a fiendish servant is a standard action. When the blackguard channels an invocation that grants herself an effect and her fiendish servant is within 30 feet, she may grant that same effect to it.
If the blackguard's fiendish servant is killed, the blackguard cannot summon another servant for 30 days or until she gains another class level, whichever comes first. During this period, the blackguard takes a -2 penalty on attack and weapon damage rolls.
DARK BLESSING (Su)
The blackguard becomes under the protection of the fiendish forces she herself follows. She adds her Charisma modifier to all her saving throws, with a maximum bonus equal to her blackguard class level.
While the blackguard's fiendish servant is within 30 feet, it gains the blackguard's Charisma modifier to its saving throws.
ADVANCED PACT (Ex)
The blackguard's fiendish servant becomes saturated with abyssal or infernal power, altering it into a truly evil creature to serve its master. The blackguard's fiendish servant gains the Advanced template. The blackguard's fiendish servant also gains spell resistance equal to 10 plus the blackguard's level. If the blackguard's fiendish servant already has spell resistance, then it is instead increased by half the blackguard's class level.
DARK DESPOT (Su)
The blackguard proves herself a figure modeled in the image of evil itself, an avatar of fiendish power and dark nobility. Evil creatures cannot attack the blackguard unless they make a level check (Difficulty Class = 10 + the blackguard's class level). If an Evil creature makes a successful attack against the blackguard, then it becomes immune to this effect for 24 hours. If the blackguard has the Leadership feat, then the difficulty class for this level check increases by one-third the blackguard's Leadership score. The blackguard also gains a +8 insight bonus when performing Diplomacy or Intimidate checks with Evil creatures.
If an Evil creature has the Leadership feat and has a greater Leadership score than the blackguard, or if the creature has the Dark Despot specialization feature, then it is immune to this effect.
Also, as long as the blackguard's fiendish servant is within 30 feet, it cannot be banished unless she dismisses it. If the blackguard is within 30 feet of her fiendish servant on its home plane, then she cannot be banished to her home plane unless she accepts it.
Dread Knight
The blackguard gains a number of abilities as she rises in level.
Class Level
Ability
5th
Ardent Stance, Punishing Strike
8th
Mark of the Dark Omen
11th
Inescapable Doom
15th
Dominus
ARDENT STANCE (Su)
For rounds per day equal to 5 plus the blackguard's class level, she can enter a defensive stance that haunts surrounding opponents. All squares adjacent to the blackguard is treated as rough terrain costing half the opponent creature's speed to move through. The blackguard gains a profane bonus to her Armor Class equal to her Charisma modifier. This bonus to her Armor Class increases by 1 at 7th, 10th, 13th, 16th, and 19th levels. If the blackguard is rendered helpless or unconscious, the stance is lost and she loses the bonus.
PUNISHING STRIKE (Ex)
As a free action, the blackguard can make a melee attack on an opponent creature within melee range attempting to attack an adjacent ally (excluding the blackguard herself). This attack counts as occurring before the opponent's action, and if it hits, the struck creature must roll a Fortitude saving throw (Difficulty Class = 15 + total damage dealt) or become numbed by the foul blow and lose its action.
The blackguard gains bonus attacks of opportunity equal to her Strength modifier. A punishing strike counts towards the number of attacks of opportunity the blackguard can make every round. A punishing strike can also be made into a Cursed Smite.
MARK OF THE DARK OMEN (Su)
As a move action, the blackguard can mark a target within 60 feet with a profound and unique curse. The target of the mark cannot perform the Run or Withdraw actions and cannot make 5-foot steps. If it makes an attack or casts a harmful spell against an ally of the blackguard (excluding the blackguard herself) while under the influence of the mark, the target takes profane damage equal to the bonus profane damage the blackguard's Cursed Smite inflicts plus the blackguard's class level and her Charisma modifier. The creature then rolls a Will saving throw (Difficulty Class = 10 + half the blackguard's class level + the blackguard's Charisma modifier) or becomes numbed by the profane energy and is prevented from performing the action. The blackguard can only have one target marked at a time, and if she should target a new creature with her mark, then the previous creature is freed from the influence of the mark.
If the blackguard hits a marked target with her Cursed Smite, then it takes additional profane damage and then becomes Dazed for 1 round. The extra profane damage depends on the strength of the Cursed Smite, as following below. The mark is consumed after the blackguard hits a marked target with her Cursed Smite.
Improved Curse (+3d6)
Greater Curse (+5d6)
Dire Curse (+7d6)
Any effect which would remove a curse will remove the mark from the afflicted target.
INESCAPABLE DOOM (Su)
The blackguard can pull her desired opponents into her clutches. As a standard action, the blackguard targets a single opponent creature within 60 feet, or as a full-round action, she can target any number of creatures up to her Charisma modifier within this distance. The target(s) rolls a Will saving throw (Difficulty Class = 10 + half the blackguard's class level + the blackguard's Charisma modifier), or becomes instantly shunted into a space adjacent to the blackguard. If all spaces adjacent to the blackguard are full, then the target is placed into the nearest available space closest to its original position. After being pulled, each target is also Immobilized and affected as though by the Dimensional Anchor spell for 1 round.
If a target is marked by the blackguard's Mark of the Dark Omen, the difficulty class is increased by 2.
The blackguard can perform this ability times per day equal to her Charisma modifier.
DOMINUS (Su)
The blackguard is from now on treated as one size-category larger when it benefits her during an encounter. For rounds per day equal to her blackguard class level, she can choose to ignore any effects that would reduce her movement speed, cause her to lose actions, or forcefully transport her to another location. She essentially is treated as also having the effects of the freedom of movement spell. This feature can be activated as an immediate action.
While this feature is in effect, the blackguard also sheds a miasma around her that extends 30 feet. Any opponent creatures within this area are treated as being under the influence of her Mark of the Dark Omen.
IMPROVED CURSE
The penalty from the blackguard's Cursed Smite increases to -4, and she deals an extra 1d6 profane energy damage with the attack if it hits, as well as dealing 1d6 profane energy damage at the end of its turns for the duration of the curse.
BONUS FEAT
The blackguard gains a bonus feat as a result of her experience and training. This bonus feat is chosen from the list below:
Awesome Smite
Divine Cleansing (CW)
Divine Might (CW)
Divine Resistance (CW)
Divine Shield (CW)
Divine Vigor (CW)
Improved Initiative
Improved Smiting
Sacred Vengeance (CW)
Extra Smiting (now gives +2/Encounter)
Divine Armor (PHB II)
Divine Justice (PHB II)
Poison Focus (Assassin's Guide to Poisons)
Poison Mastery (AGtP)
Maximize Poison (AGtP)
Quicken Poison (AGtP)
Shield Specialization (PHB II) (Dread Knight)
Armor Specialization (PHB II) (Dread Knight)
Agile Shield Fighter (PHB II) (Dread Knight)
Active Shield Defense (PHB II) (Dread Knight)
Improved Shield Bash (Dread Knight)
Shield Ward (Dread Knight)
Augment Summoning (Dark Hero)
Mounted Combat (Dark Hero)
Mounted Archery (Dark Hero)
Ride-By Attack (Dark Hero)
Spirited Charge (Dark Hero)
Trample (Dark Hero)
Improved Sunder (Blood Sword)
Intimidating Strike (PHB II) (Blood Sword)
Power Attack (Blood Sword)
Cleave (Blood Sword)
Great Cleave (Blood Sword)
Weapon Focus (Blood Sword)
AURA OF DESPAIR (Su)
Starting at 8th level, any opponent creature within 10 feet of the blackguard sustains a -2 penalty to all their saving throws.
DARK GRACE (Ex)
At 9th level, the blackguard is healed by both negative and positive energy, and she is immune to any effect which can be removed by the Remove Curse spell.
GREATER CURSE
The penalty from the blackguard's Cursed Smite increases to -6 and the extra damage increases to 2d6, as well as dealing 2d6 profane energy damage at the end of its turns for the duration of the curse. Damage dealt by the blackguard's attack and Cursed Smite cannot be healed by any means until the curse is removed or its duration ends.
AURA OF AGONY (Su)
Starting at 13th level, whenever any opponent creature within 10 feet of the blackguard fails a saving throw, it becomes Nauseated for 1 round.
SACRILEGE (Ex)
At 13th level, the blackguard is a bringer of destruction to that which is hallow and sacred. Any attack made against Good items or artifacts ignores half its hardness.
VENGEANCE (Su)
At 15th level, the blackguard's hatred and determination drive her on when death would claim lesser men. Once per day when a blackguard would be reduced to -10 or less hp or otherwise killed (such as by a death effect), she rises one round later as a vengeful revenant. The blackguard is then considered undead and has her full normal hit points, but otherwise has all game statistics and status effects she had when killed, barring those that the undead type would render her immune to. The blackguard attacks furiously, not stopping until she has either slain her killers or is destroyed. If the former occurs, she falls lifeless to the ground as soon as her last attacker is dead. This does not interfere with attempts to raise or resurrect the blackguard.
DIRE CURSE
The penalty from the blackguard's Cursed Smite increases to -8 and the extra damage increases to 3d6, as well as dealing 3d6 profane energy damage at the end of its turns for the duration of the curse.
The curse can no longer be removed unless a Heal spell followed by a Spellcraft check (Difficulty Class = 25 + the blackguard's class level + the blackguard's Charisma modifier), Limited Wish, Wish, or Miracle is used. The curse still is removed when its duration ends.
AURA OF MALEVOLENCE (Su)
At 18th level, the blackguard emits a ten foot aura which is similar to the unhallow spell. She cannot tie a spell (or invocation) to the area, but opponent creatures are subject to the raw evil surrounding the blackguard. Non-Evil creatures that enter the aura are automatically Staggered until they make a successful attack against the blackguard. If the opponent creature has an Aura of Good equal to or greater than the blackguard's level, then they are unaffected by this aura.
CURSE OF DEATH
During the duration of the blackguard's Cursed Smite, at the end of each its turns, the afflicted creature must roll a Fortitude saving throw (Difficulty Class = 10 + half the blackguard's class level + the blackguard's Charisma modifier) or be instantly slain. If it succeeds its saving throw, then it only sustains the bonus profane damage of the Cursed Smite. This effect occurs every round the afflicted creature remains cursed, and the Difficulty Class increases by 1 each round until the creature is slain or the cursed is removed.
UTTER VENGEANCE
At 20th level, if the blackguard kills the creature which killed her during the encounter she uses her Vengeance ability, then she regains her life intact, now resurrected as she trades the life of the slain victim for her own. For the encounter, she still counts as having risen as a revenant under the effects of the Vengeance class feature, but after the encounter ends, she loses its properties.