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    Default The Rebalanced Blackguard (3.5e/PF) - PEACH

    BLACKGUARD
    Version 0.3.4b
    Revisioned by Sho (MWC)





    "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.

    Quote Originally Posted by The Question of Alignment
    Spoiler
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    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.



    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.

    Quote Originally Posted by About the Invocation Progression - An Inside to the Thought Process
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    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
    Spoiler
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    • 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
    Spoiler
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    • 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
    Spoiler
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    • 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
    Spoiler
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    • 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).

    Spoiler
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    Blood Sword
    The blackguard gains a number of abilities as she rises in level.
    Spoiler
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    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.
    Spoiler
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    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, 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.
    Spoiler
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    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:

    Spoiler
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    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.
    Last edited by Sho; 2014-04-21 at 08:26 PM.

  2. - Top - End - #2
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    Default Re: The Rebalanced Blackguard (3.5e/PF) - PEACH

    New Invocations


    Least Invocations

    Dark Mirror
    Level Equivalent: 2nd
    You reflect all divination spells targeted at you back on their casters. For 24 hours, whenever a divination spell would reveal information about you, such as your alignment, surface thoughts, or similar to its caster, it instead reveals the same information, but in regards to its caster–thus, a caster would perceive you as being of the same alignment as he is, and having the same surface thoughts as he does. The caster does not receive any indication the information is not accurate.

    Hoarfrost
    Level Equivalent: 3rd
    As a standard action, all ground within 20 feet becomes covered in a rime of ice, which lasts for 1 round per level. When you use this invocation, all creatures other than you in the ice-covered area must make a DC 25 Balance check or fall prone. In addition, in subsequent rounds, a creature attempting to move through the rime must make a DC 25 Balance check or fall prone. Even if it makes the check successfully, it can move only at half its base land speed.

    Lesser Invocations

    Baleful Dismissal
    Level Equivalent: 4th
    You teleport a single creature within 30 feet of you to another location within 30 feet of you. If it is unwilling, it may attempt a Will save to negate this invocation. You must have line of sight to the creature and to the location you are moving the creature. You must teleport the creature onto solid ground capable of supporting it. You cannot move yourself with this invocation.

    Daemon’s Whisper
    Level Equivalent: 4th
    You gain telepathy which reaches 5 feet per level for 24 hours. In addition, as a standard action, you may attempt to probe the mind of any creature within your telepathy’s range. If it fails a Will save, you gain access to its surface thoughts, as the Detect Thoughts power.

    Lifeleech
    Level Equivalent: 5th
    You gain the ability to leech on healing spells for 24 hours. Whenever a spell of the healing sub-school is cast within 60 feet, you recognize it is being cast, though you do not learn what spell it is. You may choose to attempt to leech that spell. If you do, you and the caster of the spell must make opposed caster level checks. If you succeed, you gain the benefits of the spell. If you fail, the spell functions normally.

    Greater Invocations

    Glorious Obsession
    Level Equivalent: 6th
    All enemies within 20 feet must make a Will save or become madly obsessed with you. They become charmed, and take 1d6 points of Charisma damage. In addition, they take a -4 penalty on all Will saves against any invocation you use. These effects last for ten minutes per level.

    See the Power
    Level Equivalent: 6th
    You can use Analyze Dweomer as the spell. A focus is not required.


    Dark Invocations

    Bound Beyond Death
    Level Equivalent: 9th
    You speak a command in Dark Speech to a single creature within 30 feet. If that creature fails a Will save, it must carry out the command, bound to your will as the Geas/Quest spell. In addition, if the subject of this invocation dies before completing his task, he is immediately raised as a ghost. If destroyed, the ghost is restored by its rejuvenation ability unless it has completed its task. You have no control over the ghost, except for the Geas laid on it. You may only have one creature affected by this invocation at one time. If you cast this invocation on another creature, the Geas laid on the previous creature weakens and ends over the duration of days equal to your caster level. If the creature died and raised as a ghost when you cast this invocation on another creature, then it automatically acknowledges that Geas laid on it is removed and can choose to move on to the afterlife.

    Dire Hex of Ill Fates
    Level Equivalent: 8th
    You cast a great and terrible curse upon your foe. This invocation works as the Curse of Despair invocation, but the curse you may lay is even worse. In addition to the normal options, you may choose to reduce on of the target’s ability scores to 1; give the target a -6 penalty to two ability scores; give the target a -8 penalty on all attack rolls, saving throws, and ability or skill checks; or cause the target to have a 75% chance of being unable to take any action each round. The penalty on attack rolls the subject takes increases to -3, and its duration becomes one minute per level, rather than one minute. The Dire Hex of Ill Fates cannot be dispelled, and the break enchantment, limited wish, and remove curse spells are powerless against it unless cast by a caster with a caster level that exceeds yours by at least four. A miracle or wish can remove the hex with no difficulty.


    Invocations listed taken from the post listed here, as made by The Demented One.


    New Feats

    Quote Originally Posted by Smite Feats
    Spoiler
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    First listed with the Rebalanced Paladin, the Blackguard can qualify for Smite Feats using her Blackguard class levels and her Cursed Smite. Any sacred damage described in Smite Feats becomes profane damage when used by the Blackguard. If the profane damage described in the Smite feat is performed with a melee attack, it stacks with any profane damage the Blackguard inflicts and adds to the amount healed with her Ravenous Strikes class feature listed in the Blood Sword specialization.
    Dark Menace [Smite]
    Prerequisite: Strength 15, Charisma 15, Blood Sword specialization, Intimidating Strike, Skill Focus (Intimidate)
    Benefit: When you demoralize a creature with your Intimidating Strike, you can expend a Smite per encounter. For rounds equal to your Charisma modifier or for as long as you remain adjacent to the creature, it is considered flat-footed. If the creature becomes no longer adjacent to you, rounds count only for as long as it is not adjacent to you.

    Harrowing Shield [Smite]
    Prerequisite: Strength 15, Dread Knight specialization, Agile Shield Fighter, Improved Shield Bash
    Benefit: When you use your Punishing Strike or make an Attack of Opportunity, you can expend a Smite per encounter and attack with your primary weapon and your shield (unless your shield is your primary weapon). Add together the damage from both attacks for the Difficulty Class, if you performed a Punishing Strike. Also, when you perform a Full Attack and channel a Cursed Smite, your Cursed Smite channels on one attack with your primary weapon and then one attack with your shield, if you attack with it.

    Extra Dark Healing [General] (Replaces Extra Lay on Hands)
    Your dark prowess furthers you more energy to undo your injuries.
    Prerequisite: Charisma 13, Dark Healing class feature
    Benefit: Add your blackguard class level again when determining how many hit points you can heal each day with your Dark Healing ability instead of using only twice your blackguard class level.
    Special: You can benefit from this feat multiple times. Its effect stacks.

    Dark Vitality [General]
    You learn how to use your Dark Healing points to strengthen yourself far before your foes inflict harm on you.
    Prerequisite: Constitution 15, Charisma 15, Extra Dark Healing
    Benefit: As a swift action, you can expend points from your Dark Healing pool and gain temporary hit points for each point expended. The maximum temporary hit points you can gain in this way with this ability is twice your character level. Temporary hit points gained with this feat last for 1 hour or until expended. While you have temporary hit points, from any source, you gain a resistance bonus equal to your Constitution modifier on saves against being Dazed, Stunned, Sickened, Nauseated, or Fatigued.

    Dreadful Blow [General]
    Your ability to heal your wounds becomes the fuel which to inflict wounds upon others.
    Prerequisite: Strength 15, Charisma 15, Extra Dark Healing, Power Attack
    Benefit: You can expend points from your Dark Healing pool up to your character level and deal extra damage on one attack. Every 1 point expended becomes an extra 1 profane damage on the attack. Also, if you take a -5 or higher penalty on the attack with your Power Attack feat and spend at least 5 points from your Dark Healing pool, the attack Sickens the target creature on a successful hit.
    Last edited by Sho; 2013-09-05 at 12:30 AM.

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    So, it's safe to say that I was going for a mid to high Tier 3 class here.


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    im digging it.
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    This class looks really enjoyable. Lots of options to have fun with. I can't even really think of anything to suggest as an improvement. Well done.
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    Thanks for those who've take the time to post your feelings on it.

    I've not exactly taken the time to redo some of the Smite feats yet for the blackguard, but later today, I may well do them.

    A personal point, I tend to get a lot of personal delight in matching this up against other paladin homebrews and fixes. Just the thought itself, I suppose.

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    So, I have two things off the top of my head. The hit points thing is weird. I think you should just switch it to having a normal D10 hit die.

    Secondly, the Fiendish Servant ability is pretty overpowered, IMO. Having an essentially all-day Fiendish Gargantuan Monstrous Scorpion is an awesome power--it can grapple, has a TON of HP, various resistances, strong poison Debuff at a reasonably high DC... I'd consider toning it down to top out at 7, probably, and restricting it to fiendish animals as opposed to fiendish animals and fiends, which is how it could be interpreted RAW, I think.
    Last edited by genericwit; 2013-02-08 at 10:55 AM.

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    Quote Originally Posted by genericwit View Post
    So, I have two things off the top of my head. The hit points thing is weird. I think you should just switch it to having a normal D10 hit die.
    It's a variant thing I simply did not remove when I posted the class here. In most games I play, the DMs set flat rates similar to 4e (with the same progressions or using Max HD per class level). The normal HD is noted below the Hit Point progression.

    Quote Originally Posted by genericwit View Post
    Secondly, the Fiendish Servant ability is pretty overpowered, IMO. Having an essentially all-day Fiendish Gargantuan Monstrous Scorpion is an awesome power--it can grapple, has a TON of HP, various resistances, strong poison Debuff at a reasonably high DC... I'd consider toning it down to top out at 7, probably, and restricting it to fiendish animals as opposed to fiendish animals and fiends, which is how it could be interpreted RAW, I think.
    At which Summon Monster level is this Gargantuan Monstrous Scorpion? Do I need to state that you cannot add in various templates or change the size? I thought that was always a case, you summoned specifically within the bounds of the spell or spell-like ability?
    Last edited by Sho; 2013-02-09 at 08:21 PM.

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    New Invocations added, still doing some work on feats.

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    Okay, so maybe I got lazy with reworking the Smite Feats.

    I like the ones I did make, and I'll leave it at that.

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    Default Re: The Rebalanced Blackguard (3.5e/PF) - PEACH

    Love how one of the ability capstones is "Dominus". Turns a blackguard into a Deegan! >.>
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    Quote Originally Posted by Acanous View Post
    Love how one of the ability capstones is "Dominus". Turns a blackguard into a Deegan! >.>
    I've honestly not read that comic in years.

    His name is Dominic too, isn't it?

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    Quote Originally Posted by Sho View Post
    I've honestly not read that comic in years.

    His name is Dominic too, isn't it?
    The comic has a large amount of hatedom and critics to it. They refer to Dominic as Lord Dominius or something like that due to his overlord and somewhat morally dubious attempts at solving problems.

    On the actual class though I love it! I will be using it for a future campaign.

    Comments though:
    Why the weird hp? 15+Con at first level? Is this a pathfinder thing I am not aware of?

    Isn't the dark hero specialization a bit weaker than the other two? Having a summon monster creature at your side is nice but if it dies you can't have it for a month and take a penalty to attack rolls... Seems a bit harsh. I would reduce it to a day or make getting a new one the same as a druid's animal companion.

    Is cursed smite a standard action or does it just modify one attack in a full attack.
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    Quote Originally Posted by Silva Stormrage View Post
    On the actual class though I love it! I will be using it for a future campaign.
    I'm thrilled you like it so much.

    I'm hateful and envious, because you may well use it before I do in a campaign.

    Quote Originally Posted by Silva Stormrage View Post
    Why the weird hp? 15+Con at first level? Is this a pathfinder thing I am not aware of?
    It's really a 4e thing.

    See this:
    It's a variant thing I simply did not remove when I posted the class here. In most games I play, the DMs set flat rates similar to 4e (with the same progressions or using Max HD per class level). The normal HD is noted below the Hit Point progression.
    Quote Originally Posted by Silva Stormrage View Post
    Isn't the dark hero specialization a bit weaker than the other two? Having a summon monster creature at your side is nice but if it dies you can't have it for a month and take a penalty to attack rolls... Seems a bit harsh. I would reduce it to a day or make getting a new one the same as a druid's animal companion.
    Dark Hero was originally named the Overlord specialization, due to gaining a Fiendish Servant. I have an Overlord class I'm reworking, so I changed the name of the specialization to something I still thought revered or touched with leadership quality.

    It gains more invocations than the other specializations, netting it increased utility as well, and coupled with the menagerie of creatures it can summon with its Fiendish Pact feature, Dark Hero can do a few things earlier than the other two specializations.

    I may go with the duration lessened to one day with the addendum that the Fiendish Servant's hit points and health only recover after 24 hours while dismissed.

    Quote Originally Posted by Silva Stormrage View Post
    Is cursed smite a standard action or does it just modify one attack in a full attack.
    It modifies one attack in a full attack, so it's essentially a free action.
    Last edited by Sho; 2013-02-17 at 04:22 PM.

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    Bumping it up.

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    Bumping it up again.

    Considering making changes to the Dark Hero specialization. I'll have them posted later today, perhaps.

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    It's a strong, flavorful, balanced, class, with lots of interesting abilities. But, I feel like it might have too many interesting abilities. It just feels a little... big? I guess? For a base class. There's too much class here for just one class.

    Like, the Dark Specialization abilities, are all granted on levels when you already have good, strong abilities. You really lose almost nothing - including much power - by cutting that entire class feature.

    Or then there's the smaller, flavor-oriented things:
    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.
    Nifty and flavorful, but you spend a paragraph on an ability that only needs a sentence. It's so much simpler just to say "A blackguard radiates an Aura of Evil with a power equal to her class level." Or even add, "In any round that she uses a blackguard class feature..." to the beginning, because that is a noteworthy in-game effect. But the bonuses to Diplomacy and Intimidate just aren't worth the words spent on them.

    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.
    The Detect Magic and Read magic effects are clever, but almost entirely flavor abilities - which, to my philosophy, don't really belong in a base class.

    Moreover, because of the sheer number of class features you grant, you don't get to fully develop some of them. Like Plague Bringer - that's a great class feature, that could easily be expanded to at least one spell-like or supernatural disease-inflicting ability, or to force immediate disease saves, or other disease-based attacks. Or, more obviously, the Dark Specialization features - each of which could be expanded to entire prestige classes on their own.

    I think what I would recommend is cutting Plague Bringer, Dark Specialization (or all the Cursed Smite abilities, but I'd recommend Dark Specialization), Sacrilege, and the bonus feats, and strengthening the things that remain. Then turn the things you cut into alternate class features and/or prestige classes. It'll streamline the class, and give it more of a focus. It's good for base classes to be broad, but this is more scattered.

    I get the impression you have so many abilities that are so widely varied out of your attempt to hit tier 3, so I would encourage you to embrace tier 4. I know tier 3 tends to get touted as the ideal balance point, but tier 4 is just as good, maybe better for some situations (and classes). It's the natural trade between versatility (tier 3) and power (tier 4); because tier 4 classes are more focused, they can be more powerful and still be balanced. And to me, that's kind of what this class needs. I'm not the guy making the class, though, so it's your call.

    I don't want to give the impression, though, that I don't like your class, or even that I don't think it's balanced; I think it's great and balanced. I don't spend this much time critiquing something I don't like. I just think it could be simpler, and remain balanced.
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    Been a long while, thought I'd bump for possible further discussion.

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    Default Re: The Rebalanced Blackguard (3.5e/PF) - PEACH

    I am informing this thread that the invocations therein will be stolen and used soooo hard. Thank you; that is all.
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    Default Re: The Rebalanced Blackguard (3.5e/PF) - PEACH

    As stated in his signature, The Demented One doesn't mind other people using his work- with the clarification that you need to credit him. So when you use all his invocations it's probably a good idea to add a little note somewhere saying where they came from.

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    Quote Originally Posted by AmberVael View Post
    As stated in his signature, The Demented One doesn't mind other people using his work- with the clarification that you need to credit him. So when you use all his invocations it's probably a good idea to add a little note somewhere saying where they came from.
    Oh snap. Would you believe someone else had given those to me in a note file? You're right though. Sorry Demented. D:

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