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View Full Version : The Blackguard (Base Class) PEACH, please



Ziegander
2008-11-23, 03:02 PM
The Blackguard

HD: d10

Saves: Good Fort/Will, Poor Ref


LV Base Atk Bonus Class Features
1. +1 Evil Eye, Cursed Smite 1/encounter, Poison Use
2. +2 Least Invocation (1), Fearless
3. +3 Blasphemous Defiance
4. +4 Aura of Despair
5. +5 Least Invocation (2)
6. +6/+1 Improved Curse
7. +7/+2 Cursed Smite 2/encounter
8. +8/+3 Lesser Invocation (1)
9. +9/+4 Aura of Pain
10. +10/+5 Mettle
11. +11/+6/+1 Lesser Invocation (2)
12. +12/+7/+2 Greater Curse
13. +13/+8/+3 Cursed Smite 3/encounter
14. +14/+9/+4 Greater Invocation (1)
15. +15/+10/+5 Aura of Unluck
16. +16/+11/+6/+1 Heart of Darkness
17. +17/+12/+7/+2 Greater Invocation (2)
18. +18/+13/+8/+3 Dark Curse
19. +19/+14/+9/+4 Cursed Smite 4/encounter
20. +20/+15/+10/+5 Dark Invocation (1), Aura of Disaster

Class Skills (4+Int): Bluff, Climb, Concentration, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Arcane, Religion), Move Silently, Spellcraft, Swim, Use Magic Device

Proficiencies: All simple and martial weapons, all light and medium armors, light shields.

Evil Eye: As long as a Blackguard holds nothing in his off-hand he can detect good as a Paladin detects evil, and can use Detect Magic at-will as a spell-like ability, although he only learns the presence of magical effects originating from an Evil source, or with the [Evil] descriptor. While a Blackguard manifests his Evil Eye he has an Evil aura as a Paladin has a good aura.

Cursed Smite: Once per encounter a Blackguard can make a Cursed Smite attack against a foe gaining a bonus to the attack roll equal to his Charisma modifier and bestowing a -2 penalty to the struck foe's attack rolls, damage rolls, skill checks, and ability checks if the attack hits. The foe can make a saving throw to remove this penalty at the end of each of it's turns DC 10 + 1/2 Blackguard level + Blackguard's Charisma modifier +1/round effected. Further any damage dealt to the effected creature (including damage dealt by the Smite itself) can't be healed by any means until the victim makes it's saving throw against the penalty. A Blackguard can make an additional Cursed Smite each encounter every six levels after 1st.

Poison Use: As Assassin.

Invocations: Starting at 2nd level, a Blackguard gains divine invocations drawn from the Warlock's list of invocations. He can gain any Least Invocation at 2nd and 5th levels; any Least or Lesser Invocation at 8th and 11th levels; any Least, Lesser, or Greater Invocation at 14th and 17th 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. A Blackguard can gain Eldritch Essence Invocations and apply them to any Cursed Smite attacks he makes, but he cannot gain Eldritch Shape Invocations.

Fearless: 2nd level Blackguards are immune to all fear effects.

Blasphemous Defiance: 3rd level Blackguards add their Charisma modifier to saving throws against spells and spell-like abilities, and to saving throws against any effect generated by an Outsider or Deity. Further, they become immune to "divine damage", and take only half damage from other damage dealt by divine spells or effects generated by Outsiders or Deities.

Aura of Despair: Starting a 4th level, any foe within 10ft of a Blackguard takes a -2 penalty to saving throws.

Improved Curse: The penalty from a Blackguard's Cursed Smite increases to -4 and he deals an extra 1d6 negative energy damage with the attack if it hits, as well as dealing 1d6 negative energy damage whenever the foe fails its save to remove the penalty. This damage can't be healed until the foe saves against the effect.

Aura of Pain: Starting at 9th level, whenever any foe within 10ft of a Blackguard fails a saving throw it becomes nauseated for 1 round.

Mettle: As Hexblade.

Greater Curse: The penalty from a Blackguards Cursed Smite increases to -6 and he deals an extra 2d6 negative energy damage with the attack if it hits, as well as dealing 2d6 negative energy damage whenever the foe fails its save to remove the penalty. This extra damage does not stack with the extra damage from Improved Curse.

Aura of Unluck: Starting at 15th level, whenever any foe within 10ft of a Blackguard makes an attack roll, skill check, or ability check it must roll twice and take the lowest result.

Heart of Darkness: Starting at 16th level a Blackguard is healed by negative energy as well as by positive energy, is immune to gaining negative levels, death effects, and any effect which can be removed by Remove Curse.

Dark Curse: The penalty from a Blackguard's Cursed Smite increases to -8 and he deals an extra 3d6 negative energy damage with the attack if it hits, as well as dealing 3d6 negative energy damage whenever the foe fails its save to remove the penalty. This extra damage does not stack with the extra damage from Improved Curse or Greater Curse.

Aura of Disaster: Starting at 20th level, whenever a foe within 10ft of a Blackguard fails a d20 roll consult the following (stolen from... http://www.myth-weavers.com/showthread.php?t=26674 I actually have no idea who originally wrote it...):

Attack failures (Roll D10)
1. – or lower: You slip and fall and sprain you ankle. FORT vs DC 15 to avoid ˝ movement. REF vs DC 15 to stay upright (If you are already prone, this has no further effect).
2. You accidentally scrape your self across the eyes in a bizarre move. You’re blind for 1d4 rounds.
3. Your clumsy antics allow your opponent an attack of opportunity (unless he has already used them)
4. Due to a lack of concentration you hit/twist at an odd angle. You take the damage you would have dealt.
5. You spin around so fast that you lose sight of your enemy. You’re flat-footed for the next round as you get your bearings.
6. Your wild back-swing with the elbow hits a random friend in an adjacent square. (If there is no friend in an adjacent square, this has no further effect).
7. You slip on the ground and fall prone. REF vs DC 15 to stay upright (If you are already prone, this has no further effect).
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Failures on attribute or skill rolls
Strength Strength roll and strength skill failures (Roll D10)
1. – or lower: You haven’t warmed up properly before performing the exercises. You strain a muscle reducing your strength by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
2. Stiffening in the muscles reduces your dexterity by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
3. You hyperventilate and run out of puff, and you are unable to perform any strength based activity for the next 2 minutes
4. You get a cramp in the muscle and intense pain causes you to become nauseated for 1d8 rounds. You have to seize all strenuous activity.
5. You sprain the muscle most necessary for the current action. Any strength action will take you twice as long as normal to perform for the next 10 minutes.
6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next strength based skill check.
7. No critical effects.
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Dexterity Dexterity roll and dexterity skill failures (Roll D10)
1. - or lower: You haven’t warmed up properly before performing the exercises. Stiffening in the muscles reduces your dexterity by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
2. You strain a muscle reducing your strength by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
3. A sudden ear infection reduces your balance and makes you dizzy. You cannot perform a dexterity based activity for the next 2 minutes.
4. Sweat from your concentration washes dirt in your eyes. You are blind for 1d8 rounds as you try to clear your vision.
5. Your nerves are on edge and a twitching in your muscles causes you to have to slow down. Any dexterity based actions take twice as long as normal for the next 10 minutes.
6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next dexterity based skill check.
7. No critical effects.
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Constitution Constitution roll and constitution skill failures (Roll D10)
1. - or lower: You are set upon by new strain of pneumonia that has killed a lot of your anti-bodies. Additional effects include sore skin, thin blood and the shivers. It has been brewing for a while, but really hit home right now. Your constitution is reduced by 3 for the next 24 hours. Treat Injury (with Anti-biotics) DC 20 to reduce effects to 6 hours.
2. Your body's sudden weakness in the circumstances has shattered your confidence due to panic about your mortaility. Your wisdom is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
3. An extra heavy nosebleed and a case of the piles have set on during your activities. Broken blood vessels during such strenuous activities are not unknown. You cannot perform a constitution based activity for the next 2 minutes.
4. A wracking sneezing attack is disrupting your body's composure. Your body is out of control for the next 1d8 rounds. You also generate quite some noise.
5. Constant itching has set in and it is driving you to distraction. All constitutional activities take twice as long as normal for the next 10 minutes.
6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next concentration check.
7. No critical effects.
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Intelligence Intelligence roll and intelligence skill failures (Roll D10)
1. - or lower: A burst blood vessel in your brain causes a nervous twitch, along with slight amnesia for intelligence based actions and knowledge reducing your intelligence by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
2. The stress of the situation has overheated your brain and along with an instant migraine your temper flares and you abuse everyone in sight. Your charisma is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
3. Depression sets in. How could you be so stupid and not be able to do as required? Your depression is debilitating for 2 minutes during which your self-esteem stops you from perform further intelligence based actions.
4. A sudden insight hits you between the eyes and there is a moment of dizziness as the awful truth shocks you to the core. Then you realize that there is a flaw in your insight, and the world is not going end after all. You are stunned for 1d8 rounds.
5. An annoying but critical thought is at the tip of your tongue, trying hard to come out, but a cheap tune you heard earlier keeps sliding up from your subconscious blocking the thought from coming out. Your brain is immersed in trying to capture the thought and loosing the tune. All intelligence based activities take twice as long as normal for the next 10 minutes.
6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next intelligence based skill check.
7. No critical effects.
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Wisdom Wisdom roll and wisdom skill failures (Roll D10)
1. - or lower: A sudden panic attack, induced by stress has weakened your resolve. Your wisdom is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
2. Mind over matter is breaking down. The mind has serious trouble controlling matter, specifically the body. Your constitution is reduced by 3 for the next 24 hours. Knowledge [Earth and Life Sciences] or Sense Motive DC 20 to reduce effects to 6 hours.
3. Low confidence sets in. How could you be so egotistical and not be able to do as required? Your lack of confidence is debilitating for 2 minutes during which your self-esteem stops you from perform further wisdom based actions.
4. Your continued failure to perform has generated a major short-term identity crisis. You are confused for 1d8 rounds.
5. Your failure to perform is distracting you as you are trying to rebuild the situation in your mind to focus on where you went wrong in order to rebuild your confidence. All wisdom based activities take twice as long as normal for the next 10 minutes.
6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next wisdom based skill check.
7. No critical effects.
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Charisma Charisma roll and charisma skill failures (Roll D10)
1. - or lower: An allergy induced rash has appeared all over your body. Swelling of the lips gives your speech a lispy tone. Your charisma is reduced by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
2. Controlling your feelings bottled up inside you, whether they are fear, anger, hate or love, is making you tense. Thinking and remembering becomes a chore. Your intelligence is reduced by 3 for 24 hours. Treat Injury DC 20 to reduce effects to 6 hours.
3. Dyslexia effects your brain and the words you want to say come out in a mangled mess along with some spluttering and drool running down your chin. Collecting yourself and straightening yourself out means you cannot perform any charisma based activities for 2 minutes.
4. Your failure to act decisively was hilarious and has made you laugh. This builds up in to an uncontrollable giggle. Soon you are bent over holding your stomach laughing at the humour of the situation for 1d8 rounds (similar to nauseous).
5. The pressure to perform has made you break out in a sweat. Along with this profuse sweating and body odor, your have lost your cool. You concentrate with each step you take to get stop perspiring and regain the mojo. All charisma based activities take twice as long as normal for the next 10 minutes.
6. Skill only: You stuffed up so badly that you could not help and learn something from your mistakes. +2 to your next charisma based skill check.
7. No critical effects.
8. No critical effects.
9. No critical effects.
10. – or higher: No critical effects.

Failure of Reflex, Fortitude and Will Saves
All variables in the description of the effect of the failed save are doubled.