Blackguard Base Class [Since we Don't do LE Paladins!]
Jan 29, 2015 1:15:16 GMT
Post by JonathanM on Jan 29, 2015 1:15:16 GMT
Feel free to correct, fine tune, etc.
Blackguard
Alignment
Any Evil
Hit Die
d10.
Class Skills
The blackguard's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Saves: Strong Fort
Base Attack Bonus: Fighter
1: Aura of Evil, Detect Good, Smite Good 1/day
2: Dark Blessing, Sneak Attack 1d6
3: Poison Use, Aura
4: Rebuke Undead
5: Special Mount, Smite Good 2/day
6:
7: Sneak Attack 2d6
8:
9:
10: Smite Evil 3/day
11:
12: Sneak Attack 3d6
13:
14:
15: Smite Evil 4/day
16:
17: Sneak Attack 4d6
18:
19:
20: Smite Evil 5/day
_________________________________________________________________________________________________________
Class Features
All of the following are class features of the blackguard.
Weapon and Armor Proficiency
Blackguards are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Evil (Ex)
The power of a blackguard's aura of evil (see the detect evil spell) is equal to her blackguard level.
Detect Good (Sp)
At will, a blackguard can use detect evil, as the spell.
Smite Good (Su)
Once per day, a blackguard may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per blackguard level. If the blackguard accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the blackguard may smite good one additional time per day, as indicated on Table: The Blackguard, to a maximum of five times per day at 20th level.
Dark Blessing (Su)
At 2nd level, a blackguard gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Sneak Attack (Ex)
Beginning at 2nd level, a blackguard gains the ability to deal extra 1d6 damage to enemies when flanking them, or when they lose their dexterity bonus to AC. This functions exactly as the rogue ability of the same name. Her sneak attack damage increases by 1d6 at levels seven, twelve, and seventeen.
Aura(Su)
At 3rd level, a blackguard gains one of two auras. If he is lawful evil, he gains the aura of despair. If he is chaotic evil, he gains the debilitating aura. If he is neutral evil, he may chose between the two. Once this choice is made, it cannot be reversed.
Poison Use (Ex)
At 3rd level, a blackguard no longer risks poisoning herself when using poison.
Rebuke Undead (Su)
When a 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 + her Charisma modifier. She rebukes undead as a cleric of three levels lower would.
Spells
Beginning at 4th level, a blackguard gains the ability to cast a small number of divine spells. If lawful evil, he casts from the paladin of Tyranny spell list. If chaotic evil, he casts from the paladin of slaughter spell list. If neutral evil, he casts from the standard blackguard PRC list. The spell progression is per the paladin class.
To prepare or cast a spell, a blackguard must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blackguard's spell is 10 + the spell level + the blackguard's Wisdom modifier.
Special Mount (Sp)
Upon reaching 5th level, a blackguard gains the service of an unusually intelligent, strong, and loyal steed to serve her in her dark crusade. This mount is usually a heavy warhorse (for a Medium blackguard) or a warpony (for a Small blackguard).
Once per day, as a full-round action, a blackguard may magically call her mount from the tainted realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the blackguard's level. The mount immediately appears adjacent to the blackguard and remains for 2 hours per blackguard level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the blackguard may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the blackguard’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The blackguard may not summon another mount for thirty days or until she gains a blackguard level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the blackguard takes a -1 penalty on attack and weapon damage rolls.
*Uses Paladin Mount Table
A blackguard must be of a evil alignment and loses all class abilities if she ever willingly commits a good act that does not in some way further her own dark agenda.
Associates
While she may adventure with characters of any evil or neutral alignment, a paladin will never knowingly associate with good characters unless it furthers her goals. A blackguard may accept followers of any alignment, but only accepts evil cohorts.
Ex-Blackguards
A blackguard who willfully commits a good act for reasons other than their own selfish aims immediately loses all class abilities. She may not progress any farther in levels as a blackguard. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a blackguard may be a multiclass character, but multiclass blackguards face a special restriction. A blackguard who gains a level in any class other than blackguard may never again raise her blackguard level, though she retains all her blackguard abilities.
Blackguard
Alignment
Any Evil
Hit Die
d10.
Class Skills
The blackguard's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
Saves: Strong Fort
Base Attack Bonus: Fighter
1: Aura of Evil, Detect Good, Smite Good 1/day
2: Dark Blessing, Sneak Attack 1d6
3: Poison Use, Aura
4: Rebuke Undead
5: Special Mount, Smite Good 2/day
6:
7: Sneak Attack 2d6
8:
9:
10: Smite Evil 3/day
11:
12: Sneak Attack 3d6
13:
14:
15: Smite Evil 4/day
16:
17: Sneak Attack 4d6
18:
19:
20: Smite Evil 5/day
_________________________________________________________________________________________________________
Class Features
All of the following are class features of the blackguard.
Weapon and Armor Proficiency
Blackguards are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Evil (Ex)
The power of a blackguard's aura of evil (see the detect evil spell) is equal to her blackguard level.
Detect Good (Sp)
At will, a blackguard can use detect evil, as the spell.
Smite Good (Su)
Once per day, a blackguard may attempt to smite good with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per blackguard level. If the blackguard accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the blackguard may smite good one additional time per day, as indicated on Table: The Blackguard, to a maximum of five times per day at 20th level.
Dark Blessing (Su)
At 2nd level, a blackguard gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Sneak Attack (Ex)
Beginning at 2nd level, a blackguard gains the ability to deal extra 1d6 damage to enemies when flanking them, or when they lose their dexterity bonus to AC. This functions exactly as the rogue ability of the same name. Her sneak attack damage increases by 1d6 at levels seven, twelve, and seventeen.
Aura(Su)
At 3rd level, a blackguard gains one of two auras. If he is lawful evil, he gains the aura of despair. If he is chaotic evil, he gains the debilitating aura. If he is neutral evil, he may chose between the two. Once this choice is made, it cannot be reversed.
Poison Use (Ex)
At 3rd level, a blackguard no longer risks poisoning herself when using poison.
Rebuke Undead (Su)
When a 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 + her Charisma modifier. She rebukes undead as a cleric of three levels lower would.
Spells
Beginning at 4th level, a blackguard gains the ability to cast a small number of divine spells. If lawful evil, he casts from the paladin of Tyranny spell list. If chaotic evil, he casts from the paladin of slaughter spell list. If neutral evil, he casts from the standard blackguard PRC list. The spell progression is per the paladin class.
To prepare or cast a spell, a blackguard must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blackguard's spell is 10 + the spell level + the blackguard's Wisdom modifier.
Special Mount (Sp)
Upon reaching 5th level, a blackguard gains the service of an unusually intelligent, strong, and loyal steed to serve her in her dark crusade. This mount is usually a heavy warhorse (for a Medium blackguard) or a warpony (for a Small blackguard).
Once per day, as a full-round action, a blackguard may magically call her mount from the tainted realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the blackguard's level. The mount immediately appears adjacent to the blackguard and remains for 2 hours per blackguard level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the blackguard may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the blackguard’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The blackguard may not summon another mount for thirty days or until she gains a blackguard level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the blackguard takes a -1 penalty on attack and weapon damage rolls.
*Uses Paladin Mount Table
A blackguard must be of a evil alignment and loses all class abilities if she ever willingly commits a good act that does not in some way further her own dark agenda.
Associates
While she may adventure with characters of any evil or neutral alignment, a paladin will never knowingly associate with good characters unless it furthers her goals. A blackguard may accept followers of any alignment, but only accepts evil cohorts.
Ex-Blackguards
A blackguard who willfully commits a good act for reasons other than their own selfish aims immediately loses all class abilities. She may not progress any farther in levels as a blackguard. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a blackguard may be a multiclass character, but multiclass blackguards face a special restriction. A blackguard who gains a level in any class other than blackguard may never again raise her blackguard level, though she retains all her blackguard abilities.