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Kraven Evilfart's page
Organized Play Member. 67 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.
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Artanthos wrote: Daxter wrote: Well, the problem with synthesists versus the low mental stat fighters, is that the fighters actually had to deal with having low mental stats. Skill points, will saves, etc... Synthesists dumped their physical scores and still got good physical stats when merged. The 7/7/7 synthesist basically gets (assuming biped) another 25 points for free. And that isn't an issue for some of you? How many fighters or barbarians that stat dumped Int and Cha down to 7 actually roleplay a limitation?
And I never mentioned Wis, the min-max crowd does not dump that stat. My All time favorite character was actually a half orc barbarian with an int of 5. Playing a ridiculously strong character with a heart of gold and the intelligence of a 1st grader was fun for me and the whole group.
I would just like to point out, I completely understand the anger and frustration some people feel right now. I was planning on making a vivisectionist to start at Gencon until after looking through the class progression realized how easy it is to become unbalanced. For those complaining about their stats eliminating possibilities for them, remember this. Regardless of if you dumped your physical or mental stats, your base character was built that way. if you have 7 7 10 for physical skills, all of those points went somewhere. The character itself was always a caster, you will just now have to play it like one.
just my .02, currently playing a cleric of Asmodeus because our group had an inquisitor and a summoner who both worshiped him when i joined the group. So by default i have negative channeling. I went with Aasimar as a race, dm allowed is as i went with being a bastard child of a celestial so i turned by back and embraced asmodeus's teachings, I chose trickery and fire. At lvl 7 I have at my disposal:
dc20 will save vs 4d6 dmg 8 times / day
fire bolt 8 times / day for 1d6 +3 dmg
daylight 1 / day
copycat: move action, single mirror image for 7 rounds 8 times / day
2x burning disarm, great spell from a pathfinder companion
2x cure light wounds
face of the devourer, just for fun and flavor
comprehend languages
burning hands
spiritual weapon
2x cure moderate wounds
death knell, just for fun and flavor
invisibility
sand whirlwind, another great spell from a pathfinder companion
cure serious
dispel magic
fireball
air walk
cure critical wounds
fire wall
It turns out for our group, the amount of additional damage i can push out. The few heals i know more than makes up for it.
We had a heal bot in our group, which the dm killed off cause he pissed everyone off which is why i made this guy. And our group loves my new cleric. Especially when i walk into the top floor of a building invisible cause i got fed up with the party moving to slow. See 13 people standing there looking at me waiting in an ambush, so i throw a fireball. Win initiative, and kill off the remainder of the el9 fight at level 5 with a channel negative energy. For the fights we encounter that things aren't set up for me to nuke, i use burning disarm and laugh as they either take damage or drop their weapon.
well for a rogue, your not going to be able to enhance his hands beyond mundane. so once something gains a dr/ your pretty much losing a lot of dmg by not just picking up a weapon instead of continuing to punch for that d4 bleed.
I know if all my players took it, so would all my monsters. It's as simple as that.
Dragon turtles are huge, even if the blade barrier cut a 5 foot path straight through, the dragon turtle wouldn't be able to squeeze through it. It would still be held there by 2 c clamps.
Or as a DM you can do what a lot of DM's i know do. If a party keeps winning fights by using the same trick, they aren't learning anything. All they have learned is what new creature can die to this trick. Don't award them experience for it. See what happens when that level 9 group realizes a little to late that they are fighting a cr 15 or 16 creature that can get around that with out a problem and destroy the pc's because they have been getting lazy and stopped training.
The first time I ever saw it used in 3.5 was when I as a cleric cast blade barrier on a dragon turtle that failed its save. The druid then summoned a wall of thorns making it impossible for the turtle to move off the blade. We weren't sure what was going on inside as we couldn't see through the dense thorns so we waited 10 minutes before dismissing the walls and finding giant chunks of meat just ready for stewing. We never used it again after that, as the DM told us we could continue to use it but we won't get xp for those encounters as we learned that trick already.
Is anything truly outrageous? Our group finely has another session tomorrow since the latest update, until then I'll refrain from saying the class is either to strong or to weak. Although our group seems to think its the latter of the two.
We have a summoner in our group, not only did the player enjoy his summoner, but the rest of the group enjoyed it as well. He has had fun roleplaying it, and even though he gets 3 turns / round to himself. That hasn't bothered the rest of us in the slightest as our group, without optimization, has rarely had a single fight go 3+ rounds in Rise of the Rune Lords. That and the classes that need more time to think, such as rogues for positioning, wizards, and clerics have extra time to figure out what they are gonna do on their turn.
All Robert Young has pointed out is some people can be impatient and a class that can slow down combat shouldn't be used in a group of such players, OR you can have a summoner with quick cards for all of his summons so he can slam them out without thumbing through any books. Roll attack dice with damage dice, ect... or in other words. All the things you can be doing to make your turn go quicker anyway.
No, i meant to post it here. Oils and elixirs use the craft wondrous item feat and not brew potion. While potions and oils are similar, they decided to not included them both into one feat. Brew potion specifically only creates potions. I've seen a thread with someone from paizo posting about how potions makes an item usable by any class and thats why the feat does less than wondrous items or arms and armor which are more versatile.
I'll try to find the thread and post a link.
Edit: it was Sean R. here potion creation thread
I thought oils were covered under wondrous items and not brew potion.
Kyranor wrote: 1. eidolons need to be at least as powerful, if not more powerful than a druid's animal companion. considering a druid is by far more useful than a summoner is, the summoners pet should equally be better than the druids. Especially when you consider that the druid has the option to not even take a companion and is still a viable class. If you take away the Eidolon he is just a really crappy bard.
Brew Potion - You can create a potion of any 3rd-level or lower spell that YOU KNOW and that targets one or more creatures. So he would actually have to know the spell still.
Brew Potion (Ex): At 1st level, alchemists receive Brew
Potion as a bonus feat. An alchemist can brew potions of
any formulae he knows (up to 3rd level), using his alchemist
level as his caster level.
So we have a look at the feat, and a look at the APG rule under alchemist. So it still has to be on your formulae list that he specifically knows.
- The summoner can no longer use or even wield weapons of any kind as he must maintain concentration on the Eidolon.
- When ever the Eidolon rolls a 1 on an attack role, he becomes "sulky" and is considered dazed for 1 round.
- If the summoner attempts to cast any spells or use a SLA, he must succeed on a concentration check = 20 + Eidolon's HD + Spell Level + Number of creatures within a 40' radius, or lose the spell and the Eidolon is dismissed.
I was bored.
My group rotates who dm's between Adventure Paths. A few of the players think that shatter should still break all the potions on a character or destroy an alchemist and if you have a problem with it, don't play an alchemist. One even goes so far to say that if an alchemist falls into a pit, he is making the alchemist make reflex saves or start breaking catalysts, extracts, and mutagens.
Myself on the other hand, am cool with making shatter a nearly useless spell by not letting it effect characters gear unless you target 1 item / casting. Hey, i don't want some monster (which all of them in RotRL has shatter up to the point we are in) casting it to break our potions. The DM just hasn't used the spell because he feels its a D**K move.
BTW if you use shatter on an alchemist as is, they won't get their gear back till they buy all new equipment in town. And spend the while making new catalysts. So it will definitely stop his progression through a dungeon.
RAW, even the prepared extracts arn't as the container holding them is still glass, clay, ect. Unless you specifically go out and say your vials/what not are all metal. Your pretty much boned.
Without knowing the diety your inquisitor took it will be hard to say specifically for that one, but there are actually quite a bit of good domains.
War, its designed to work with all your attacks and give you a few options.
Trickery, since you try to get what you need by any means necessary its great for subtlety and information gathering.
Sun if your diety is about fighting undead.
Strength, another great one if your going with melee weapons.
Runes, fun if you want to make crude traps for creatures. They become more effective later on when you can add additional spells to the blast runes.
Nobility is good if your planning on being a leader, which is what an inquisitor is. He isn't one to follow a group around like a lackey.
Magic, lets throw my greatsword at my enemies several times / day instead of having to use a ranged weapon. You also gain several ways to dispel or defend against magic.
Luck is alright, it could be applied to melee or ranged combat types.
Liberation is good for roleplaying, hey my god wants me to get my job done and allows me to ignore the effects of others trying to stop me. The spells are all decent as well.
Law is great if you plan on fighting the powers of chaos.
Knowledge is another great one for roleplaying, and is usefull in keeping with the flavor of the inquisitor. You learn more tools to extract information.
Good is great if you plan on fighting the powers of evil.
Glory, yay another way to fight the undead.
Fire is great if you want additional ways to burn your foes.
Yeah, i don't care to continue but you should be able to see my point by now. There are ALOT of domains that are effective in their own way. Just find one that either works for your combat style or roleplaying concept.
Oh, and i almost didn't even read this thread because of the name.
yeah, I have always pictured it as a glass vial with stopper that you infuse through the glass. I'm trying to come off less aggressive on the forums, thats why i didn't respond it says nothing about mixing just creating.
Ah, i read it as you make the catalyst which is the bomb, at any time before hand since the catalyst remains usable for years. Then infuse it with magic to actually make it active therefor you would only require one hand.
Guess your right, there does need to be a ruling.
playtest wrote: An eidolon has the same alignment as the summoner that calls it. So that would make it lawful/chaotic and good/evil outsider depending on the summoner.
dedwrekka wrote: One handed or two handed doesn't seem to matter much. it does if you don't have quickdraw and decide not to throw bombs in the second round and unleash multiple arrows instead since you don't have to draw the bow.
Another thought, bombs do more damage than arrows. That would be one reason not to allow rapid shot or multi-shot to allow more bombs being thrown.
the great paizo wrote: The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with ranged weapon. This states IF his base attack bonus is high enough to grant him extra attacks, not if he has more than one attack through feats or other abilities.
But i would still assume right now it takes 1 hand, so you can hold a bow or other weapon in the other hand while charging and lobbing bombs.
Except your looking at 2 standards and a free action before doing anything. So sure if you knew when a fight was coming up it would be great, otherwise you are spending the first 2 rounds quaffing potions.
"If this ability is used again, any existing summon monster or gate immediately ends."
RAW you can have as many spell summons up as you want, while only maintaining 1 SLA summon at a time.
RAW it looks like the first 1d6 + int can crit, but the extra damage gained at every other level does not. so if you crit you gain an extra d6+int mod nothing really worth taking a feat for.
Ice Titan wrote: Bombs that have effects that occur 1 round later instead have those effects occur 2 rounds later. that would actually suggest you can stack it with other discoveries as how else would there be an effect that would occur 1 round later.
Ice Titan wrote: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. this just states the alchemist can now make bombs faster, not that the bombs are easier to make. so RAW it would appear this all stacks.
DizzyDev wrote: ...or make there monsters immune/resistant to fire... Yeah, but if a DM has to go that far the class should have been looked at closer to make it so doing things that require DM intervention are not as possible. If i want to play a mad bomber and the DM is cool with the idea, then why ruin the fun by using monsters specifically to ruin my character.
All I'm trying to say is this needs to be looked at as someone playing a pathfinder scenario could do this.
On another side note, why not use an elixir of cat's grace instead of the mutagen. With the elixir you don't have the wis penalty and still have the same attack bonus, leaving you to make a str mutagen for when you run out of bombs and want to use a mighty composite longbow.
I do believe i'll stop being this bush as I'm sure other people have things they want to post about the class as well good or bad.
Sorry, thought it was actually a change to the edilon since they reduced the overall HD it gets over the course of lvl 20.
Ah you are right, i was just looking at caster levels which he does have.
I'm just playing devils advocate here as I do believe with a change to sticky bombs and/or fast bombs this class will be more balanced and a great class to play.
and on another side note
Quote: A wizard 10 can do 180 in 3 rounds with 3 maximized fireballs to everything within 20ft. Easily achieved with a rod of lesser maximize. Using up just three 3rd level slots. That would actually be 3 level 6 spell slots and he doesn't even get 1 slot till level 11. And unlike fireball, evasion doesn't work against the bombs.
Don't forget i have listed only 3 feats of his 6 total. He already has point blank shot so why not add deadly aim, arcane strike, vital strike as the other 3 and you now have a heavy crossbow wielding alchemist. you can now do +13 to attack for 2d10 + (3 arcane strike) + (4 deadly aim) + (1 pointblank shot) for 2d10 + 8. Not great but hey, this is a normal heavy crossbow, and once again with no other gear.
Talomyr wrote: As long as the alchemist is 2nd level or higher, he/she can work a lot of poison attacks into what he/she does in combat and still be very effective, particularly when combined with the mutagen to get an extra to hit bonus. i repeated this statement as it also applies here.
My groups summoner pointed out not only does the edilon have reduced health, but he now also more susceptible to spells since he has fewer HD. Examples are lvl 7 wiz/sorc power word blind, and lvl 7 cleric dictum would have better effects.
Just my observation.
the target of a direct hit gets no reflex save, yes a wizard could easily beat you but with improved initiative as the other level 1 feat you now go on +8, +10 if you drink your mutagen before combat.
Yes, my argument to the group was well its all fire damage it could be resisted or something could be immune to it.
So your telling me, you need a wizard or a monster specifically set to handle him (by this i mean finding monsters with a damage reduction to fire, in all the adventure paths I've played there has only been one where there was more than 1 creature with a resistance to fire). While everyone else is screwed.
But hey, at least its still a magical effect :)
oh and fear doesn't effect creatures higher that 5hd
lvl 10 human alchemist lvl 1 and 3 feats are point blank shot and weapon focus(bomb) leaving you with a few undetermined feats.
18 dex (start at 16 +2 from lvls 4 and 8) 18 int 10 every other stat. drink a dex mutagen taking my dex to 22 so i have a +15/+10 to attack with a bomb. Dex with a penalty to wisdom? seriously who needs it when you stand in the back throwing bombs.
All discoveries are 3 potent bombs + fast bombs + sticky bombs.
14 times / day you can throw 2 bombs / round if you just stand still with a +15/+10 attack bonus that deals 16d6 dmg each, each lasts an extra round. so if you get to throw again round 2, thats possibly 16d6 damage continuing from last round and a new 16d6 damage this round. making it 32d6 damage on round 2 with another 16d6 set up for round 3. So IF you hit, that means 4 bombs have done 64d6 damage, which leaves you with another 10 bombs for the day.
My dm has already stated he will never allow this class as is in our sessions anymore. The rest of the group agreed.
The only hope i see here is the one line that reads, "Unless otherwise noted, discoveries that modify bombs do not stack. Only one such discovery can be applied to an indvidual bomb."
sticky bomb reads, "Creatures that take a direct hit from a sticky bomb take the damage again 1 round later. Bombs that have effects that occur 1 round later instead have those effects occur 2 rounds later." suggesting its effects stack with other discoveries.
If you can do this, you have finally made a class that is better than a wizard and the barbarian. considering this doesn't look at anything it can craft, brew, or its elixirs.
sorry forgot to add the int modifier to damage. which adds 4 damage to each attack.
I'm only posting this as what i believe caused this to be possible is a combination of posts saying they want greater specialization capabilities, and more damage potential so that you can rival fighters or wizards depending on what role you choose through specialization.
ProfessorCirno wrote: Hell, D&D states that the vast majority of people are literate, and doesn't even have the invention of the printing press. Actually, if you read the Pathfinder Chronicles Campaign Setting(pccs), you will see that the printing press is indeed in the game as well as firearms. Firearms are just considered extremely rare and magical, for cost not properties.
"Firearms remain rare on Golarion thanks to greater power and reliability of magic" (pg211 pccs).
"the appearance of a firearm suggests at once an outrageous expenditure of gold, a sorrowful impotence of limb, and an immediate threat of dishonorable violence" (pg237 pccs).
But all that being said, firearms do exist so making alchemy mundane wouldn't make guns popular or common place. It just breaks the mechanics of the game unless there is a complete new set of rules written for this 1 class.
first off, i would have put this in community content not advanced players guide but reguardless.
so you trade improved speed, wis mod to ac, extra attacks later on through flurry of blows, and some other cool but nonessential features, to gain spells that you can cast in conjunction with normal attacks, AND you use your str score as your casting ability score.
All that leaves me with 1 question, why play a normal monk?
Playing a goblin rogue, our party stumbled upon an alter in a temple underneath a goblin village. I had to relieve myself and finding the place empty except for my companions, I dropped my pants and relieved myself on the alter which had some desecrated ashes upon it. What i failed to notice was the 2 yeth hounds on the ceiling that dropped on me and attacked, taking me from 19 hp (max) to 3hp. They beat my initiative and took me from 3 to -17 before anyone could react.
For combat teamwork, the new feats at the end of the inquisitor playtest look very promising. Myself as a rogue, and one other player as an inquisitor are begging to take them together since we both like to flank the same targets :)
The 4e skill challenges was their attempt at giving xp for roleplaying, and it was a terrible job.
cool concept, reminds me a lot of a class i found in a demonologist book from mongoose publishing. You would summon demons and trade part of your soul to gain abilities from them.
But if he uses his body as a gateway, then why give him the SM sla.
And lastly, does the summoner always look like what form he evolves into, or does he have to do something to become it.
I love how you misunderstand my point. We can't an exception to make an exception when it will unbalance the whole system. To balance out non-spell like abilities with spell-like abilities as R_chance stated is you have to build a whole new system for it to balance. And to build a new system just to balance 1 class is ridiculous when they could use the existing system and the players could simply understand yes, it requires a bit of magic for the finished products to work and therefore are subject to spell limitations.
Lets look at real world alchemists, the most famous examples of what they tried doing was converting lead into gold and make an elixir of life. Now neither one has ever worked, but with a bit of magical help you can now have a class that can succeed.
In game items, alchemists fire is exactly what you are throwing when you throw a bomb(fire with a splash). The only difference is that you infuse yours with magic to do a bit bigger explosion.
please if you want to continue this argument take it to the alchemist - what changes would you like to see thread as this has nothing to do with the playtest of either class.
I see your point after reading what an immediate action is but the rules for swift action is
" You can take a swift action anytime you would normally be allowed to take a free action."
I could be wrong, but i thought you could essentially take free actions any time as long as your DM allowed it and you didn't try to do anything ridiculous.
No, its more the fact that you want to simulate spell like abilities with an EX, thus bypassing all the mechanics in place for spells. IE spell resistance, immunities, anti-magic fields, ect. By making spell like effects that circumvent all these you have to make a whole new system for them.
Or take the easy route and just say, hey its a spell like ability.
you can cast a quickened spell as a swift action, a swift action can be taken any time you can take a free action.
I would say it depends on what people think about talking while someone is casting a spell. If you can do that then you can cast a quickened dispel while they are casting and not have to even ready it.
northbrb wrote: if i am not mistaken Greater weapon focus requires you to be an 8th level fighter. that it does.
But don't forget this also deals double the normal damage, so you would hit them once with this then move onto other attacks and let the bleed work its magic.
A paladin is shackled to his code of conduct because he values justice and righteousness above all else. Why would a blackguard shackle himself to anything other than what he enjoys and gaining power.
And with that, a blackguard should be any evil, not just lawful evil.
And to many times has someone in a quest been like, i'm here, i'm evil and you'd better get used to it. And the party of players quickly kills him. Apparently your method is not very effective if you ask me.
But please, continue looking over the rest of the thread, i will make no further comments on his undetectable alignment. I see your points, and will consider it when making my final draft for a future campaign.
Except alchemy in the form of chemistry simple does not work, you can't make lead into gold. You can't make an elixir of immortality when the planets align just right every millenia. The alchemist play test directly states he infuses the mixtures with a little bit of his magical essence to actually make them work.
What your suggesting is taking a class, who relies on magic to function, and allow them to work in areas where magic simple doesn't function. And your suggestion would also make dispel magic not function on them.
not all evil creatures scream to everyone, hey i'm evil. some like it the old school way and just work in the dark and pull the strings. until finally things are set up just right for you to make your move.
Take a rogue that won't steal without a reason. He might do jobs to steal or assassinate people, but he isn't going to just walk around publishing what he does. He could just be an every day schmoe working an alchemical goods shop, and by word of mouth get jobs. The man is still clearly evil, but you might never know it unless you knew him really well.
That and oracles and inquisitor's do not have auras and they are divine casters.
The current oath's seem more like placeholders and examples of what you can make with your dm's approval, then actual ones someone would use.
after changing aura of good, and detect evil to their polar opposites my friend pointed out. Why would you walk around showing off your "evilness". And detect good is pretty useless, so why not just make it so they can hide their aura which would be a lot more useful.
changing lay on hands to just deal damage would be really hard to balance, essentially makeing inflict light wounds a class feature without breaking the uses per day and damage output would be hard to balance. So we decided to make it a debuff instead which led me to have the target shaken upon a successful hit. Essentially the blackguard is casting doom through his weapon, but since he can use it so many times and there is no save the duration is alot shorter. even at lvl 10 its 5 + 6(just a guess of 22 cha) uses / day with a duration of 10 rounds isn't that over powered.
Auras and blackguards, to me a blackguard is a self centered being who only spreads his faith so that his diety gives him more power. Now why would he be granting bonuses to his "allies". With that said i decided to remove all aura effects and instead buff the bonus he gets.
Dark strike, so why would a blackguard expend 2 uses of his smite good so that allies could do it as well. He wouldn't, living for himself he would find some better use for it. So instead he can make a death attack like an assassin without the 3 rounds of study. He still has to meet the same conditions of getting a sneak attack, but with only 2 uses / day at lvl 11 and a max of 3 uses / day at lvl 16 this doesn't seem like something a blackguard would be useing to often. especially when if he misses, or the victim saves he loses the 2 uses of smite good for the day.
dark champion, now lvl 20 to me has always been like Hey, your awesome! and thats what i wanted this to be without breaking it. So by giving them the abilities of devil's they are now what they have now gained as much power as their human bodies will allow. immunities, resistances, darkvision, and an aura of fear.
spells: the progression chart is the same as the paladin's, i just didn't feel like typing that all here without being able to use tables :(
With all this being said, please give me any feedback you have be it good or bad.
Thanks,
Kraven
after seeing a couple awesome looking mini's from dark heaven i decided to convert the blackguard to pathfinder. My first statement is the blackguard has always been weak and just not as cool as he could have been, but i definitely wanted to keep it balanced with the paladin so i built it off the paladin. Here it is, after i will post why i did certain things.
Blackguard by Kraven Evilfart, with suggestions / ideas from raestlin!!! note: some info has been copied and pasted from www.d20pfsrd.com, which means it was typed and thought of by other people.
Alignment: Lawful Evil
Hit Die: d10
Class Skills
bluff(Cha), Disguise(Cha), Intimidate (Cha), Knowledge( nobility)(Int), Knowledge( religion)(Int), Ride(Dex), Sense Motive(Wis), Stealth(Dex), and Spellcraft(Int)
Skill Ranks per Level: 2 + int modifier
lvl| BAB|fort|ref|will| special
1 |+1 | 2 | 0 | 2 | Undetectable Alignment, Smite Good 1/day
2 |+2 |3|0|3|Dark Blessing, Energy Drain, Poison Use
3 |+3 |3|1|3|Dark Gifts, Sneak Attack 1d6
4 |+4 |4|1|4|Channel negative energy, smite good 2/day
5 |+5 |4|1|4|Dark Pact
6 |+6/+1 |5|2|5|Sneak Attack 2d6
7 |+7/+2 |5|2|5|Smite Good 3/day
8 |+8/+3 |6|2|6|
9 |+9/+4 |6|3|6|Sneak Attack 3d6|
10 |+10/+5 |7|3|7|Smite Good 4/day
11 |+11/+6/+1 |7|3|7|Dark Strike
12 |+12/+7/+2 |8|4|8|Sneak Attack 4d6
13 |+13/+8/+3 |8|4|8|Smite Good 5/day
14 |+14/+9/+4 |9|4|9|
15 |+15/+10/+5 |9|5|9|Sneak Attack 5d6
16 |+16/+11/+6/+1 |10|5|10|Smite Good 6/day
17 |+17/+12/+7/+2 |10|5|10|
18 |+18/+13/+8/+3 |11|6|11|Sneak Attack 6d7
19 |+19/+14/+9/+4 |11|6|11|Smite Good 7/day
20 |+20/+15/+10/+5 |12|6|12|Dark Champion
Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Undetectable Alignment (Ex)
The alignment of the Blackguard is hidden at all times as if she were using the spell Undetectable Alignment.
Smite Good (Su)
Once per day, a paladin can call out to the powers of evil to aid her in her struggle against good. As a swift action, the paladin chooses one target within sight to smite. If this target is good, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her Blackguard level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the good subtype, a good-aligned dragon the bonus to damage increases to 2 points of damage per level the paladin 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 paladin gains a deflection bonus equal to her charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin 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 paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite good one additional time per day, as indicated on Table: Blackguard, to a maximum of seven times per day at 19th level.
Dark Blessing (Su)
A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Energy Drain (Su)
As a swift action, the Blackguard can infuse their next attack with negative energy. Each day she can use this ability a number of times equal to ½ her blackguard level plus her charisma modifier. With one use of this ability the blackguard can cause the creature of her next attack to be shaken. Regardless of if the attack hits or misses the charge is spent. On a successful hit the creature is shaken for one round / level of blackguard.
Poison Use
Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).
Dark Gifts (Ex)
At 3rd level, a blackguard is immune to fear and all poisons.
At 8th level, a blackguard is immune to all diseases, including supernatural and magical diseases, and charm spells and spell-like abilities.
At 14th level, a blackguard’s weapons are treated as evil-aligned for the purposes of overcoming Damage Reduction.
At 17th level, a blackguard gains DR 10/good and immunity to compulsion spells and spell-like abilities.
Sneak Attack
At 3rd level, a blackguard has the ability to catch an opponent off guard by using a dirty trick. This feature works exactly like a rogues sneak attack except the bonus damage does not increase as quickly as a rogues.
Channel Negative Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel negative energy like an evil cleric. Using this ability consumes two uses of her energy drain ability. A paladin uses her level as her effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spells
Beginning at 4th level, a blackguard gains the ability to cast a small number of divine spells which are drawn from the blackguard's spell list. A blackguard must choose and prepare her spells in advance.
To prepare or cast a spell, a blackguard must have a charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blackguard's spell is 10 + the spell level + the blackguard's charisma modifier.
Like other spellcasters, a blackguard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table:Blackguard. In addition, she receives bonus spells per day if she has a high charisma score. When Table:Blackguard indicates that the blackguard gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her charisma score for that spell level.
A blackguard must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A blackguard may prepare and cast any spell on the blackguard spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a blackguard has no caster level. At 4th level and higher, her caster level is equal to her blackguard level – 3.
Dark Pact (Sp)
Upon reaching 5th level, a Blackguard forms a dark pact with her god. This pact can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of pact allows the blackguard to enhance her weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per blackguard level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy,disruption,flaming, flaming burst, frost, icy burst, keen, speed, unholy, vicious, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the blackguard but resumes giving bonuses if returned to the blackguard. These bonuses apply to only one end of a double weapon. A blackguard can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a fiendish spirit is destroyed, the blackguard loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the blackguard takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a blackguard to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against good. This mount is usually a heavy horse (for a Medium blackguard) or a pony (for a Small blackguard), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the blackguard's level as her effective druid level. Bonded mounts have an intelligence of at least 6.
Once per day, as a full-round action, a blackguard may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the blackguard's level. The mount immediately appears adjacent to the blackguard. A blackguard can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the fiendish creature advanced simple template, and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a blackguard's mount gains spell resistance equal to the blackguard's level + 11.
Should the blackguard's mount die, the blackguard may not summon another mount for 30 days or until she gains a blackguard level, whichever comes first. During this 30-day period, the blackguard takes a –1 penalty on attack and weapon damage rolls.
Dark Strike (Su)
At 11th level, a blackguard can expend two uses of her smite good ability to make a death attack as a full round action. If the blackguard makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (blackguard's choice). If the victim of such a death attack fails a Fortitude save (DC 10 + ½ the death guards levels + the blackguard's wisdom modifier) against the kill effect she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per ½ level of the blackguard. If the victim's saving throw succeeds, the attack is just a normal sneak attack.
The smite good uses are spent regardless if the attack hits/misses/or the victim succeeds at the saving throw.
Dark Champion (Su)
At 20th level, a blackguard becomes the incarnation of evil. She is forevermore treated as an outsider rather than as a humanoid for purpose of spells and magical effects. Additionally, she gains immunity to fire. Resistance to acid 10, cold 10, and electricity 10. She gains darkvision 60', if she already has darkvision then it is increased by 30' and may see perfectly in darkness of any kind, even that created by a deeper darkness spell. The blackguard also gains an aura of fear with a 30' radius with a dc equal to 20 + the blackguard's charisma modifier.
Blackguard Spell List
1-
Bane
Cause Fear
Command
Curse Water
Divine Favor
Doom
inflict light wounds
Magic Weapon
Protection from good
read magic
resistance
restoration, lesser
2-
Bull's Strength
darkness
Death Knell
Desecrate
Eagle's Splendor
Hold Person
Resist Energy
Silence
Wolf's Wisdom
3-
bestow curse
blindness/deafness
contagion
dispel magic
heal mount
inflict moderate wounds
magic circle against good
magic weapon, greater
4-
death ward
dispel good
inflict serious wounds
invisibility
poison
restoration
unholy blight
the bone oracle in our group was just creepy and would talk to the dead so we could question them after they killed themselves, or we killed them whichever came first. He had a great time roleplaying him and was actually pretty effective as a character outside of combat.
What does a barbarian do outside of combat, one of my most memorable characters was a half-orc barbarian with an int of 5 in 3rd edition. He would generally try to do good but since he was so stupid, and ugly, most people would take him for a crazed monster when he kicked a door in to yell a monster was coming by just yelling, "MONSTER!" I had a great time roleplaying him though.
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