Blackguard
Blackguard
Description: A blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to blackguards as Anti-Paladins due to their completely evil nature. No one class makes the best blackguard, all that is required is a willingness to serve the forces of darkness.
Hit Dice: 1d10
Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
Skill Points: 2 + Int mod
Class Skills: Concentration, Craft armor, Craft trap, Craft weapon, Discipline, Heal, Intimidate, Lore, Parry, Persuade, Taunt
Primary Saving Throw(s): Fortitude
Base Attack Bonus: +1/level
Requirements
Alignment: Evil
Base Attack Bonus: + 6
Classes: None
Factions: All except The Circle and Northern Coalition
Race: Any
Skills: Hide 5
Spellcasting: None
Special Abilities and Feats
Epic Blackguard
Epic Feat Progression: 3
Epic Feats: Armor Skin, Devastating Critical, Epic Fiendish Servant, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Sneak Attack, Overwhelming Critical, Perfect Health, and Planar Turning.
Notes
- Blackguard requires the player to be Evil which is not allowed in The Circle or the Northern Coalition.
- Blackguard Summons Altered, see the Summons Guide.
- Blackguard's Sneak Attack increases by +1d6 every three levels after 10th.
- Divine Shield and Divine Might duration is doubled at Blackguard level 20.
- Shared Dark Blessing: Summon receives a bonus to all saves equal to the Blackguard's Charisma modifier.
- Corrupt Weapon: Blackguards have access to a special spell, Corrupt Weapon, which is the opposing counterpart of the Paladin spell Holy Sword. Instead of improving a weapon’s effectiveness against evil foes Corrupt Weapon makes a weapon more effective against good foes. Corrupt Weapon is gained with 15 Blackguard levels. When the Corrupt Weapon token is activated, the currently equipped (melee, or thrown) weapon receives a divine damage bonus that scales with Blackguard level: 15 Blackguard levels: 1d4 divine damage vs. good, 20 Blackguard levels: 1d6 divine damage vs. non-evil, 25 Blackguard levels: 2d4 divine damage vs. non-evil, 30 Blackguard levels: 2d6 divine damage vs. non-evil
- Contagion: Now applies a curse to target if they fail a will save. DC is Blackguard level + Blackguard's Charisma modifier. Curse is a penalty to all six abilities scores equal to half the Blackguard's Charisma modifier.