Description-the black gaurd epitmizes evil..
he is nothing short of a mortal feind(or demon). the quaintenssential black
knight. this villian carries a reputation of the foulest sort that is very
well deserved. consorting with demons and devils and serveing dark deitys
the black gaurd is hated and feared by all.some call these villans anti paladins
due to there nature.
Hit Die: d10.
Requirements:Alignment: Any evil,Base Attack
Bonus: +6,Knowledge (religion): 2 ranks,Hide: 5 ranks,Feats: Cleave, Sunder,Special:
The blackguard must have made peaceful contact with an evil outsider who was
summoned by him or someone else to have contracted the taint of true evil.
Class Skills: The blackguards class
skills (and the key ability for each skill) are Concentration (Con), Craft
(Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (religion) (Int), Profession (Wis),
and Ride (Dex).
Weapon and Armor Proficiency: Blackguards are proficient with all simple and
martial weapons, with all types of armor, and with shields.
Level
1
2
3
4
5
6
7
8
9
10 |
Attack Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
|
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7 |
Reflex Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
|
Will Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
|
Level
1
2
3
4
5
6
7
8
9
10 |
Special
Detect Good,Posion Use
Dark Blessing,Smite Good
Command Undead,Aura of Despair
Sneak Attack +1d6
Feindish Servent
Sneak Attack +2d6
Sneak Attack +3d6 |
----Spells per Day----
Level
1
2
3
4
5
6
7
8
9
10 |
1st
0
1
1
1
1
1
2
2
2
2
|
2nd
-
-
0
1
1
1
1
1
2
2 |
3rd
-
-
-
-
0
1
1
1
1
2 |
4th
-
-
-
-
-
-
0
1
1
1 |
Detect Good: At will, the blackguard can detect
good as a spell-like ability. This ability duplicates the effects of the spell
detect good.
Poison Use: Blackguards are skilled in the
use of poison and never risk accidentally poisoning themselves when applying
poison to a blade.
Dark Blessing: A blackguard applies his Charisma
modifier (if positive) as a bonus to all saving throws.
Spells: Beginning at 1st level, a blackguard gains the ability to cast a small
number of divine spells. To cast a spell, the blackguard must have a Wisdom
score of at least 10 + the spells level, so a blackguard with a Wisdom
of 10 or lower cannot cast these spells. Blackguard bonus spells are based
on Wisdom, and saving throws against these spells have a DC of 10 + spell
level + the blackguards Wisdom modifier. When the blackguard gets 0
spells of a given level, such as 0 1st-level spells at 1st level, he gets
only bonus spells. (A blackguard without a bonus spell for that level cannot
yet cast a spell of that level.) The blackguards spell list appears
below. A blackguard has access to any spell on the list and can freely choose
which to prepare, just like a cleric. A blackguard prepares and casts spells
just as a cleric does (though the blackguard cannot spontaneously cast cure
or inflict spells).
Smite Good: Once a day, a blackguard of 2nd
level or higher may attempt to smite good with one normal melee attack. He
adds his Charisma modifier (if positive) to his attack roll and deals 1 extra
point of damage per class level. For example, a 9th-level blackguard armed
with a longsword would deal 1d8+9 points of damage, plus any additional bonuses
from high Strength or magical effects that normally apply. If the blackguard
accidentally smites a creature that is not good, the smite has no effect but
it is still used up for that day. Smite good is a supernatural ability.
Aura of Despair: Beginning at 3rd level, the
blackguard radiates a malign aura that causes enemies within 10 feet of him
to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural
ability.
Command Undead: When a blackguard reaches
3rd level, he gains the supernatural ability to command and rebuke undead.
He commands undead as would a cleric of two levels lower.
Sneak Attack: If a blackguard can catch an
opponent when she is unable to defend herself effectively from his attack,
he can strike a vital spot for extra damage. Basically, any time the blackguards
target would be denied her Dexterity bonus to AC (whether she actually has
a Dexterity bonus or not) or when the blackguard flanks the target, the blackguards
attack deals +1d6 points of damage at 4th level and an additional +1d6 points
for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level,
and so on). Should the blackguard score a critical hit with a sneak attack,
this extra damage is not multiplied.
Ranged attacks only count as sneak attacks if the target is 30 feet away or
less. A blackguard cannot make a sneak attack to deal subdual damage. The
blackguard must be able to see the target well enough to pick out a vital
spot and must be able to reach a vital spot. He cannot sneak attack while
striking at a creature with concealment or by striking the limbs of a creature
whose vitals are beyond reach.A blackguard can only sneak attack living creatures
with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal
creatures lack vital areas to attack. Additionally, any creature immune to
critical hits is not subject to sneak attacks.If a blackguard gets a sneak
attack bonus from another source (such as rogue levels), the bonuses to damage
stack.
Blackguards choose their spells from the following
list:
1st level-cause fear, cure light wounds, doom, inflict light wounds, magic
weapon, summon monster I*.
2nd level-bulls strength, cure moderate
wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster
II*.
3rd level-contagion, cure serious wounds,
deeper darkness, inflict serious wounds, protection from elements, summon
monster III*.
4th level-cure critical wounds, freedom of
movement, inflict critical wounds, poison, summon monster IV*.
*Evil creatures only.
Fallen Paladins
Blackguards who possess levels of paladin (that is to say, are now ex-paladins)
gain extra abilities the more levels of paladin they possess. Those who have
tasted the light of goodness and justice and turned away make the foulest
villains.
Table: Fallen Paladin Blackguard Abilities
Paladin Extra
Levels Ability
------- -------
1-2: Smite good once per day. (This is in addition to the ability granted
to all blackguards at 2nd level, so that a fallen paladin blackguard can smite
good a total of twice per day.)
3-4: Lay on hands. Once per day, the blackguard
can cure himself of damage equal to his Charisma bonus times his level. The
blackguard can only cure himself
or his fiendish servant with this spell-like ability.
5-6: Sneak attack damage increased by +1d6.
7-8: Fiendish summoning. Once per day, the
blackguard can use a summon monster I spell to call forth an evil creature.
For this spell, the caster level is double the blackguards class level.
9-10: Undead companion. In addition to the
fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton
or zombie as a companion. This companion cannot be turned or rebuked by another
and gains all special bonuses as a fiendish servant when the blackguard gains
levels.
11+: Favored of the dark deities. Evil deities
like nothing more than to see a pure heart corrupted, and thus a fallen paladin
of this stature immediately gains a blackguard level for each level of paladin
he trades in. For example, a character who has twelve levels of paladin can
immediately
become a 10th-level blackguard with all abilities if he chooses to lose ten
levels of paladin. The character level of the character does not change. This,
of course, is in every way a profitable trade for the evil character, since
he has already lost most of the benefits he gained from having those paladin
levels. However, with the loss of paladin levels, the character no longer
gains extra abilities found on this table. Thus, a fallen paladin of 15th
level could become a 10th-level blackguard/5th-level paladin with the first
three extra abilities on this chart because of those five levels of paladin.
BLACKGUARD'S 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. 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 blackguards servant further gains HD and special abilities
based on the blackguards character level.
The blackguard may have only one fiendish servant at a time. Should the blackguards
servant die, he may call for another one after one year and a day. The new
fiendish servant has all the accumulated abilities due a servant of the blackguards
current level.
Table: Fiendish Servants
Blackguard
Character Bonus Natural St
Level HD Armor Adj. Int Special
---------- ----- ------- ---- --- -------
12 or less +2 HD +1 +1 6 Improved evasion, share spells, empathic link, share
saving throws
13-15 +4 HD +3 +2 7 Speak with blackguard
16-18 +6 HD +5 +3 8 Blood bond
19-20 +8 HD +7 +4 9 Spell resistance
Blackguard Character Level: The character level of the blackguard (his blackguard
level plus his original class level).
Bonus Hit Dice: These are extra d8 Hit Dice, each of which gains a Constitution
modifier, as normal. Extra Hit Dice improve the servants base attack
and base save bonuses, as normal.
Natural Armor: This is a bonus to the servants natural armor rating.
Str Adj.: Add this figure to the servants Strength score.
Int: The servants Intelligence score. (The fiendish servant is smarter
than normal animals of its kind.)
Improved Evasion: 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 Spells: At the blackguards option, he may have any spell he casts
on himself also affect his servant. The servant must be within 5 feet. If
the spell has a duration other than instantaneous, the spell 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. The blackguard
and the servant can share spells even if the spells normally do not affect
creatures of the servants type (magical beast).
Empathic Link: The blackguard has an empathic link with the servant out to
a distance of up to one mile. The blackguard cannot see through the servants
eyes, but they can communicate telepathically. Even intelligent servants see
the world differently from humans, so misunderstandings are always possible.
This empathic link is a supernatural ability.
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.
Share Saving Throws: The servant uses its own base save or the blackguards,
whichever is higher.
Speak with Blackguard: 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: The servant gains a +2 bonus to all attacks, checks, and saves
if it witnesses the blackguard threatened or harmed. This bonus lasts as long
as the threat is immediate and apparent.
Spell Resistance: The servants spell resistance equals the blackguards
level + 5. To affect the servant with a spell, a spellcaster must make a caster
level check (1d20 + caster level) at least equal to the servants spell
resistance.