Blackguard

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For all the beauty, wonder, and awe that faith can bring, all the devotion and piety it can inspire and the good it can do, faith can also be a source of dark intention and malice. Goodness is a construction of mortals seeking to embrace something that can drive away what mortal minds can only desperately flee from, something that is gropingly, vaguely alluded to as dark, and evil. It is in this mortal desperation to put some manner of sense to all that cannot be understood, or that is fled from when realization begins to dawn, that some choose to embrace what they find. Just, if not more devoted to their understanding of their Overseer, these so labeled Blackguards understand that which goodly minds refuse to consider, reconciling horrors and deeds that others shudder to think of, and embracing a world of deeds and thoughts that would sicken even the staunchest of goodly defenders.

Blackguards are strengthened and empowered not only by their willful descent into evil, and the power and opportunities it offers, but by the realization that faith, the much heralded stand-fast of goodness, plays no favorites, and takes no sides. Blackguards are as champions and priests are to the Overseers, mortals devoted fully to the means they feel will best please the Overseers, delving into willing submission to power in pursuit of their heart's desire; only the Blackguard is far more upfront and willing to confess, and embrace, just what he is willing, able, and eager to do to have such power, and fulfill such divine will.

While almost all Overseers have blackguards, they are most commonly seen in followers of Scorsheth, Senescia and Faergol, their conflicts and search for power and favor leading them to evil in pursuit of power and dominance through slayings, corruption, and attrition. Such blackguards often seek out and destroy evil, although their methods are often as twisted and evil as those they fight, and their motives are more akin to removing competition and embodying the nature of their Overseer.


Blackguards must choose from one of two paths, martial or spellcasting when the Blackguard class is selected.


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Requirements:

Alignment: Any Evil
Skills: Intimidate 5 ranks, Knowledge: Religion 5 ranks
Feats: Power Attack, Cleave
Base Attack Bonus: +6


Class Features:

Hit Die: d10
Base Attack Bonus: High
High Saves: Fortitude
Weapon Proficiencies: Simple and martial weapon proficiencies.
Armor Proficiencies: All armor and shield proficiencies except tower shield.
Skill Points: 4 + Int Modifier.
Class Skills: Bluff, Diplomacy, Heal, Intimidate, Knowledge: Religion, Parry, Spellcraft and Taunt


General Blackguard Abilities:

Regardless of which path the Blackguard takes, he will obtain the following abilities.

Obscure Intent (Sp): What people generally do not understand about Blackguards is that they are servants of the Divine. Many Blackguards see themselves as akin to knightly Clerics who approach terrible but Overseers-sanctioned duties. There would, after all, be no Divine Connection if the Overseers disapproved of a Blackguard's actions. People, even the devout, often reject the aspects of Overseers that Blackguards represent. For these reasons, Blackguards have been granted power to deceive and misdirect that puts them on par with practiced experts.

Bluff: The Blackguard gains a +10 bonus to Bluff for one minute per Blackguard class level. This ability may be used up to three times a day.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su): Beginning at second level, a blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Aura of Despair (Su): Beginning at third level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Turn Undead (Su): At 1st level, the blackguard gains the ability to rebuke or destroy undead as would an cleric of two levels lower.

Sneak Attack (Ex): This ability, gained at fourth level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.

Mount (Sp): At fifth level, a blackguard may make a supplication to their appropriate Overseer once per day as a request to be aided in their sacred duty. This request is granted in the form of a Realm-Borne steed that stands side by side with the character in their hallowed steps.


The Blackguard must select one of the following paths to follow.

Spellcasting Path:

Spells per Day/Spells Known: When a Blackguard gains an even-numbered level, he gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This divine spellcasting class is chosen from any spellcasting classes you have when you first become a Blackguard, and all Blackguard levels only improve spells per day progression in that one class. ***See below for alternate path instead of spellcasting!***


Martial Path:

Smite Enemy (Su): At 2nd level, the blackguard gains the ability to smite any target he deems an enemy. For the duration of one round, he adds his Charisma modifier to his attack roll, and the sum of his Blackguard and Divine Champion levels to the damage roll. This ability has a cooldown of fifteen minutes, which shortens to ten minutes at 5th level, and five minutes at 10th level.

Divine Might (Su): At 4th level, the blackguard gains the Divine Might feat for free, regardless of whether he meets the requirements or not.

Divine Shield (Su): At 6th level, the blackguard gains the Divine Shield feat for free, regardless of whether he meets the requirements or not.

Blood Bond (Su): At 8th level, if the blackguard is harmed in combat, the blackguard's Aura of Despair is modified to also give a +2 bonus to attack rolls and saving throws to all of the blackguard's allies within the aura's area of effect. This effect lasts for three rounds after the blackguard is harmed. Repeated injuries renew the effect, but it does not stack with itself.

Profane Strength (Su): At 10th level, once per day, the blackguard may call upon his patron to grant him a +8 bonus to Strength for 10 minutes.

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