Blackguard

Hit Die: d10.
Requirements
To qualify to become a blackguard, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6.
Skills: Bluff 1 rank ranks, Knowledge (religion) 1 rank, Stealth 2 ranks
Feats: Any 3 combat feats.
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else, or must have slain a creature with the [Good] creature subtype.

Class Skills
The blackguard’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex) and Stealth (Dex).

Skill Ranks at Each Level: 4 + Int modifier

Class Features
All of the following are Class Features of the blackguard prestige class.

Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus levels in other classes that have an evil aura (such as evil clerics). In addition he gains the Evil subtype.

Profane Power (Ex): A blackguard counts one half of his class levels or hit dice as blackguard levels for the purposes of determining the strength of some blackguard abilities. Any class that also possesses an Aura of Evil counts twice for these purposes.

Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell. The caster level of this ability is equal to the blackguard's level plus half his levels in other classes or hit dice.

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

Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Charisma score of at least 10 + the spell’s level, so a blackguard with a Charisma of 10 or lower cannot cast these spells.

Blackguard bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Charisma modifier. A blackguard casts spells spontaneously like a sorcerer and automatically knows all blackguard spells on his spell list. A blackguard's caster level is equal to his blackguard level plus one half his levels in other classes or hit dice.

Smite Good (Su): Once per day, a blackguard can call out to the dark powers to crush the forces of good. As a swift action, the blackguard chooses one target within sight to smite. If this target is good, the blackguard adds his Charisma bonus (if any) on his attack rolls and adds his blackguard level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the blackguard possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the blackguard gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the blackguard targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the blackguard rests and regains his uses of this ability.

At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every 3 levels (1st, 4th, 7th, and 10th). If a blackguard gets a sneak attack bonus from another source, the bonuses on damage stack.

Dark Blessing (Su): Beginning at 2nd level, a blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws. This bonus does not stack with similar abilities such as Divine Grace.

Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. If the blackguard possesses an Aura of Despair from another class, the auras overlap (do not stack).

Command Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to channel negative energy as a cleric of a level equal to his blackguard level plus one half his levels in other classes or hit dice. In addition, he receives the Command Undead feat as a bonus feat.

Fiendish Servant (Su): When a blackguard reaches 5th level, he gains the ability to call a fiendish servant as if by a summon monster spell. The level of the summon monster spell is equal to one half the blackguard's level plus one half his levels in other classes or hit dice (rounded down) to a maximum of summon monster IX at 18th level. The blackguard may only summon evil creatures or creatures with the Fiendish template using this ability. The duration of this summoning is instantaneous and cannot be dispelled and is considered called (so the creature does not wink out when in an area of antimagic).

Finally, the special bond between a blackguard and his fiendish cohort binds the servant to the same plane as the blackguard, preventing the fiendish servant from being affected by spells or effects that force extraplanar creatures back to their home plane (such as dismissal or banishment).

A blackguard can have only a single fiendish servant at a time. If the fiendish servant is dismissed or slain, he must wait 24 hours before calling another servant. The blackguard's fiendish servant benefits from the Augment Summoning feat if the blackguard possesses it.

Blackguard Spell List
Blackguards know all the spells on their spell list.

1st Level: cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, resist energy, shatter, summon monster II*.
3rd Level: animate dead, contagion, cure serious wounds, deeper darkness, greater magic weapon, inflict serious wounds, protection from energy, summon monster III*.
4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*, unholy sword.

*: Evil creatures only.

Ex-Blackguards: A blackguard that ceases to be evil loses the ability to smite good, call a fiendish cohort, or cast blackguard spells. The blackguard must seek atonement to return to his evil ways before he regains these class features.

Level Base Attack Fortitude Reflex Will Special 1st Level 2nd Level 3rd Level 4th Level
1 +1 +1 +0 +1 Aura of Evil, Detect Good, Profane Power, Smite Good 1/day, Sneak Attack +1d6 1
2 +2 +2 +0 +2 Dark Blessing 1
3 +3 +2 +1 +2 Aura of Despair, Command Undead 2 1
4 +4 +3 +1 +3 Sneak Attack +2d6 2 1
5 +5 +3 +1 +3 Fiendish Servant, Smite Good 2/day 3 2 1
6 +6 +4 +2 +4 3 2 1
7 +7 +4 +2 +4 Sneak Attack +3d6 4 3 2 1
8 +8 +5 +2 +5 4 3 2 1
9 +9 +5 +3 +5 5 4 3 2
10 +10 +6 +3 +6 Smite Good 3/day, Sneak Attack +4d6 5 4 3 2

Fallen Heroes: Many blackguards were formally good-aligned heroes before falling to the corruption of evil, or losing their faith and turning against all they once believed in. These fallen heroes often make for the most ferocious blackguards, and draw on an evil power only comprehendable by those who walked the path of goodness.

If a blackguard has levels in a class that granted an Aura of Good (such as Paladin or Good-aligned Cleric) he counts each level of that class when determining the power of his fiendish companion and caster level for his spells instead of only half the levels as he would with other classes.

Additionally, if the blackguard has 11 or more class levels upon becoming a blackguard, he my immediate trade out levels in his former classes for blackguard levels. He loses all the benefits, class features, and any effects related to class (including losing skill points) and replaces them with abilities appropriate to his new blackguard levels.

Risen Champions: Rarer than heroes that have fallen to become blackguards, a blackguard who has tasted evil in its truest essence and returns to the light is a miracle to behold and a testament to the power of good. These rare redeemed blackguards are known as Risen Champions or Redeemed Guardians. To qualify the Blackguard must become an ex-blackguard, losing all the appropriate class features. Afterwords, the blackguard must seek an atonement spell to restore his broken soul, possibly undertaking a quest to prove he has turned away from the evil that has long corrupted him. Once this occurs, the Blackguard gains the following class features in the place of the ones he has lost.

Aura of Good (Su): The blackguard replaces his aura of evil class feature with an aura of good.

Smite Evil (Su): The blackguard replaces his smite good ability with smite evil as a paladin of his blackguard level. He can use this ability as often as he could have used smite good.

Celestial Servant (Su): This ability functions as the blackguard's fiendish servant ability except it now calls only good creatures and creatures with the celestial template. It is otherwise unchanged.

Risen Champion Spells: The blackguard regains his ability to cast spells, but may only summon good and celestial creatures using his summon monster spells, loses access to the unholy sword spell but adds holy sword to his 4th level spells known list.

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