Imperial Blackguard (Zoroaster)

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Lvl BAB Fort Save Ref Save Will Save Special 1 2 3 4
1 +1 +2 +0 +0 Detect good, poison use, smite good 1/day - - - -
2 +2 +3 +0 +0 Aura of despair, dark blessing - - - -
3 +3 +3 +1 +1 Sneak attack +1d6 - - - -
4 +4 +4 +1 +1 Asura shape 1/day, Darkness of the Asura 0 - - -
5 +5 +4 +1 +1 Smite good 2/day 0 - - -
6 +6/+1 +5 +2 +2 Sneak attack +2d6 1 - - -
7 +7/+2 +5 +2 +2 1 - - -
8 +8/+3 +6 +2 +2 Asura shape 2/day 1 0 - -
9 +9/+4 +6 +3 +3 Sneak attack +3d6, Darkness of the Asura 1 0 - -
10 +10/+5 +7 +3 +3 Smite good 3/day 1 1 - -
11 +11/+6/+1 +7 +3 +3 1 1 0 -
12 +12/+7/+2 +8 +4 +4 Asura shape 3/day, Sneak attack +4d6 1 1 1 -
13 +13/+8/+3 +8 +4 +4 1 1 1 -
14 +14/+9/+4 +9 +4 +4 Darkness of the Asura 2 1 1 0
15 +15/+10/+5 +9 +5 +5 Sneak attack +5d6, smite good 4/day 2 1 1 1
16 +16/+11/+6/+1 +10 +5 +5 Asura shape 3/day 2 2 1 1
17 +17/+12/+7/+2 +10 +5 +5 2 2 2 1
18 +18/+13/+8/+3 +11 +6 +6 Sneak attack +6d6 3 2 2 1
19 +19/+14/+9/+4 +11 +6 +6 Darkness of the Asura 3 3 3 2
20 +20/+15/+10/+5 +12 +6 +6 Asura shape 4/day, Smite good 5/day 3 3 3 3

A blackguard has been chosen to be a champion of the forces of darkness, the Asura. Some achieve this only after a long life of dark deeds and villainy; others are chosen even before they are born and strive mightily but furtively to escape their dark fate. But ultimately, they are all slaves to their dark gods.

Hit Die: d10.

Requirements: Deva 0, Asura 1

Class Skills: The blackguard's class skills (and the key ability for each skill) are Battle (Wis), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility & royalty, religion, ) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skill points per level: 4

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

Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good.

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

Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws.

Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells).

Blackguards choose their spells from the following list: 1st level - cause fear, corrupt weapon, cure light wounds, curse water, detect poison, detect undead. divine favor, doom, endure elements, inflict light wounds, magic weapon, misdirection, protection from good, read magic, summon monster I .

2nd level - bull's strength, darkness, death knell, eagle's splendor, hold person, resist energy, shatter, owl's wisdom, summon monster II*, undetectable alignment .

3rd level - bestow curse, contagion, cure moderate wounds, deeper darkness, dispel magic, inflict moderate wounds, magic circle against good, magic weapon, greater, prayer, protection from elements, summon monster III*, .

4th level - break enchantment, cure serious wounds, dispel good, freedom of movement, inflict serious wounds, mark of justice, poison, summon monster IV, unholy sword .

Asterixed (*) spells are all evil. Summon monster spells summon only evil creatures. Corrupt weapon and unholy sword are similar to bless weapon and holy sword respectively, but offer benefits against good creatures instead of evil ones.

Smite Good: Once a day, a blackguard may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability.

At 5th level and every five levels thereafter, the blackguard may smite good one additional time per day, as indicated in the table above, to a maximum of five times per day at level 20.

Aura of Despair: Beginning at 3rd level, the blackguard emanates a malign aura that causes enemies within 10 feet per level to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability.

Asura Shape: At 4th level, a blackguard gains the ability to turn himself into a chosen Medium or Large animal and back again once a day. He must chose this animal at the time he gains this ability, and his options for the form include all creatures with the animal type that are Medium or Large. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per blackguard level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. A blackguard can use this ability more times per day at 8th, 12th, 16th and 20th level, as noted on Table: The Blackguard.

Darkness of the Asura: The blackguard gains the bonus feat Depths of the Void, only gaining Asura through this bonus feat. This bonus feat is gained at 4th, 9th, 14th and 19th level.

Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not) or when the blackguard flanks the target, the blackguard's gains a damage bonus depending on level. Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks.

If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.