The Blackguard
“I was once like you. So full of hope. But the world doesn’t reward hope, pup.” - Torgar, human Blackguard
A Blackguard is usually a Paladin who has not only fallen from grace, but become what he once fought. Whether they made a conscious choice to turn from the path of good or were slowly corrupted, Blackguards are some of the most vile foes a mortal will face.
Level | BAB | Fort | Ref | Will | Special | Spellcasting |
---|---|---|---|---|---|---|
1st | +1 | +2 | +0 | +0 | Aura of Evil, Dark Blessing | +1 level of Paladin |
2nd | +2 | +3 | +0 | +0 | Unholy Gift | +1 level of Paladin |
3rd | +3 | +3 | +1 | +1 | +1 level of Paladin | |
4th | +4 | +4 | +1 | +1 | +1 level of Paladin | |
5th | +5 | +4 | +1 | +1 | Unholy Gift | +1 level of Paladin |
6th | +6 | +5 | +2 | +2 | +1 level of Paladin | |
7th | +7 | +5 | +2 | +2 | +1 level of Paladin | |
8th | +8 | +6 | +2 | +2 | Unholy Gift | +1 level of Paladin |
9th | +9 | +6 | +3 | +3 | +1 level of Paladin | |
10th | +10 | +7 | +3 | +3 | +1 level of Paladin | |
11th | +11 | +7 | +3 | +3 | Unholy Gift | +1 level of Paladin |
12th | +12 | +8 | +4 | +4 | +1 level of Paladin | |
13th | +13 | +8 | +4 | +4 | +1 level of Paladin | |
14th | +14 | +9 | +4 | +4 | Unholy Gift | +1 level of Paladin |
Hit Die: d10
Requirements: To qualify to become a Blackguard, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6
Skills: Intimidate 9 ranks, Knowledge (religion) 2 ranks.
Feat: Power Attack
Class Skills The Blackguard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Forgery (Cha), Gather Information (Cha), Intimidate (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each additional Level: 4 + Int modifier.
Class Features
All the following are Class Features of the Blackguard prestige class.
Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
Spellcasting: When a new Blackguard level is gained, the character gains spell points per day, an increase in caster level, spells known and maximum available spell level as if he had also gained a level in the Paladin class. However, instead of using the Paladin spell list, a Blackguard uses the Blackguard spell list, and does not receive the Cure Minor Wounds spell as a bonus spell known. A character with no Paladin levels starts gaining spellcasting as a 1st level Paladin (but again, using the Blackguard spell list, and without the Cure Minor Wounds spell as a bonus spell known). See also the Dark Blessing class feature, below.
Aura of Evil At will, as a free action, a Blackguard can project an unholy aura. While the aura is active, the Blackguard gains a +4 profane bonus on Intimidate checks, and a -4 penalty on Diplomacy checks. All sapient creatures become instinctively aware of the Blackguard’s evil alignment while the aura is active. The Blackguard can project this aura indefinitely, or until he dismisses it (another free action).
Dark BlessingThe alignment requirements of the Blackguard class are incompatible with those of the Paladin class, requiring a Paladin entrant to become an Ex-Paladin. However, the malignant powers that support Blackguards are fully capable of restoring a fallen Paladin’s prowess. This has the following consequences:
All spells a Paladin entrant knows as a Paladin must be switched out for Blackguard spells of the same level, except for those spells that appear on both the Paladin and Blackguard lists. The Cure Minor Wounds spell is lost, with no replacement.
All Holy Gifts other than Additional Feats selected by a Paladin entrant must be switched out for Unholy Gifts (see below).
A Paladin entrant’s Smite and Divine Grace abilities are re-activated, using a sum of the character’s Blackguard and Ex-Paladin levels to calculate the appropriate bonuses. A Blackguard’s Divine Grace is usually referred to as Dark Grace.
Unholy GiftAt 2nd level, and at every third level beyond that (5th, 8th, 11th, and 14th), the dark powers the Blackguard serves reward him with a gift of new abilities. Unless otherwise noted, a gift can only be selected once. Some gifts have specific prerequisites.
Additional Feat: You gain a bonus feat from the list of feats noted as Fighter bonus feats. This gift may be selected more than once.
Aura of Despair (Su): A Blackguard with this gift radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This is a supernatural ability that functions continuously. You must be a 2nd-level Blackguard to select this gift.
Brutal Smite (Su): Your contempt toward the weak augments your smites against them with dark power, making them especially horrifying. When you perform a smite attack against a good creature, it must succeed on a Fortitude save (DC 10 + 1 / 2 your HD + your Charisma modifier) or be nauseated by pain for 1 round. You must have the Smite ability and be a 2nd-level Blackguard to select this gift.
Fiendish Mount You gain the service of a hellish animal. See the Fiendish Mount creature description. You must be a 5th-level Blackguard to select this gift.
Having this Gift counts as having a .
Frightful Presence (Ex): The very presence of a Blackguard with this gift is unsettling to his foes. It takes effect automatically when you charge, make a full attack, or cast a spell. Opponents within 30 feet who witness the action are shaken for 1 minute. This ability affects only opponents with fewer Hit Dice or levels than you have. An affected opponent can resist the effects with a successful Will save (DC 10 + 1 / 2 your HD + your Charisma modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours.
Master of Fear (Su): A Blackguard with this gift is a master in every form of intimidation, capable of shaking even creatures to whom the feeling is alien. Your Fear spells and demoralize attempts can affect creatures normally immune to fear. The creatures’ other defenses (such as saving throws) work normally. This is a supernatural ability activated as part of the activity in question. You must be a 5th-level Blackguard to select this gift.
No Mercy (Ex): You know how to strike when your opponent is at his most vulnerable. You may add your sneak attack damage when attacking a target that is prone, even if the attack would not otherwise qualify for sneak attack. You must have the sneak attack ability to select this gift.
Pale Knight (Ex): Though associating with the forces of darkness has taken a toll on your body, it has numbed you to some of their most debilitating attacks. A Blackguard with this gift gains immunity to energy drain and negative levels.
Insect Plague (Sp): You are the dark powers’ chosen instrument of doom. Once per day, you can use Insect Plague as a spell-like ability. Caster level equals the sum of your Blackguard level and your Ex-Paladin level. You must be a 11th-level Blackguard to select this gift.
Poison Use (Ex): A Blackguard with this gift never risks accidentally poisoning himself when applying poison to a weapon or using a poisoned weapon.
Sneak Attack: This gift functions as the Rogue class feature of the same name. The extra damage is +2d6. This qualifies as the Sneak Attack class feature for the purposes of meeting prerequisites. If a Blackguard gets a sneak attack bonus from another source, the bonuses on damage stack. This gift may be selected a total number of times equal to your character level divided by four, increasing the damage by +2d6 each additional time it is taken.
Unholy Toughness (Ex): Being constantly suffused with dark energies has forced your body to develop unusual resilience. You gain damage reduction equal to one-half your Blackguard level, minimum 1 (if you have Ex-Paladin levels, use the sum of your Blackguard levels and Ex-Paladin levels instead). This damage reduction is overcome by good-aligned weapons.
Ex-Blackguards:
A Blackguard who changes to a nonevil alignment cannot advance further as a Blackguard, although he retains all Blackguard class features.
Blackguard Spell List
1st-Level Blackguard Spells
Aligned Protection: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Bane: Enemies take -1 on attack rolls and saves against fear.
Blackfire*: Fires shed light for you only.
Corrupt Weapon: Weapon bypasses the defenses of good foes.
Cure Wounds: Cures 1d8 damage +1/level.
Cursed Blade*: Wounds caused by weapon refuse to heal.
Detect Poison: Detects poison or disease in one creature or small object.
Detect Undead: Reveals the presence and strength and of undead creatures.
Discern Alignment: Reveals the subject’s alignment.
Divine Favor: You gain a luck bonus on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Fear: One creature flees for 1d4 rounds.
Magic Weapon: Weapon gains +1 bonus.
Uncanny Accuracy*: Your underhanded attacks are surprisingly effective.
Summon Weapon*: Summons bonded weapon to your hand.
Surge of Strength*: Gain temporary strength and hit points.
2nd-Level Blackguard Spells
Align Water*: Vial of water is imbued with the power of an alignment.
Blindness: Negates one of the subject’s senses.
Command Undead: Undead creature obeys your commands.
Darkvision: See 30 ft. in total darkness.
False Life: Gain 1d10 temporary hp.
Death Knell: Kill dying creature and gain 1d8 temporary hp, and +2 to Str and your key ability score.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Lion’s Charge*: You can make full attack in same round you charge.
Mask Alignment: Protects subject’s alignment from being revealed via divinations.
Resistance: Grants a Resistance bonus on saving throws.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Strike of Pain*: Attack deals additional damage, and sneak attack damage if you have it.
Wombat’s Boost: Subject gains +4 to an ability score for 1 min./level.
3rd-Level Blackguard Spells
Contagion: Infects subject with chosen disease.
Dispel Magic: Cancels magical spells and effects.
Fiendish Flight*: Subject sprouts wings and flies at speed of 40 ft.
Geas (Quest): Commands subject of 7 HD or less.
Gelugon’s Spear*: Creatures struck by your weapon must save or be slowed.
Heal Mount: As Heal on your special mount.
Keen Edge: Doubles normal weapon’s threat range.
Magic Vestment: Armor or shield gains +2 enhancement bonus.
Poison: Creates a temporary batch of poison.
Question*: Victim is compelled to answer questions truthfully.
Shield Self*: Subject takes half of your damage.
Unnatural Edge*: Critical hits by weapon become more dangerous.
4th-Level Blackguard Spells
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Death Ward: Grants immunity to death spells and negative energy effects.
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Denial of Death’s Embrace*: Subject cannot die from hit point damage.
5th-Level Blackguard Spells
Atonement: Removes burden of misdeeds from subject.
Banishing Weapon*: Melee weapon banishes outsiders.
Commune: Deity answers three yes-or-no questions.
Dispel Alignment: Protects against creatures of the chosen alignment, discharge to drive creature away.
Form of the Horror: Subject gains the form of a tentacled monstrosity.
Widowmaker Blade*: Melee weapon culls out the weak.
Aligned Sword: Weapon becomes +5, deals +2d6 damage against one alignment.
Righteous Might: Your size increases, and you gain combat bonuses.
Slay Living: Touch attack kills subject.
True Seeing: Lets you see all things as they really are.
6th-Level Blackguard Spells
Crushing Onset of Age*: Subject ages, withers, and dies before your eyes.
Dweomer Blockade*: You cut a creature off from all magic.
Form of the Fiend*: You assume the form of a terrifying fiend.
Mind Blank, Personal*: You are immune to scrying and mental effects.
Plane Shift: As many as eight subjects travel to another plane.
Word of God: Kills, paralyzes, hinders, or deafens subjects not of a selected alignment.