Blackguard revisited [Base Class] [Whole new abilities!]


Conversions


Here you go

First: What it doesn't have yet (to get that out of the way)

  • Fluff (but we got the general idea - real bastard working for some evil force etc)
  • Skill stuff
  • Fiendish servant version of profane bond
  • Codex/Associates
  • Spell list.

    But now for the fun stuff. What does this blackguard have?

  • Smite good. Works a bit differently from Smite evil. No extra damage for some types of creature. Instead, you get extra damage if you got him flanked for flat-footed (same conditions sneak attack works in)
  • Reaving touch. Dark version of lay on hands - works against only one target (no channel), but deals damage to target (save for half) and heals blackguard
  • Afflictions: Dark version of mercy: You give someone a single condition - EXCEPT when you're afflicted with something you can afflict. In this case the sucker gets your afflictions (all the ones you have and can afflict) and you get healed. This rides with reaving touch, and the reaving touch save negates these
  • Power over X abilities: Dark version of Auras. Most of the time, these affect targets of weapon attacks and incur a cumulative penalty to something. The penalty lasts until you don't attack the guy for a whole round. Ranged attacks work, but only within 30 feet:
  • Power over Fear: Morale penalty to saves against fear (-1 per hit)
  • Power over Resolve: Morale penalty to crit confirmation rolls (-1 per hit)
  • Power over Life: Expand two uses of reaving touch and let someone else be the beneficiary of your reaving touch/afflictions.
  • Power over Weakness: Decrease DR (1 per hit, or 1/2 for DR/-)
  • Power over Mind: Morale penalty on enchantments (1 per hit)
  • Profane Resilience: DR 5/good
  • Unholy Champion: Anti-Holy Champion: DR 10/evil. Smite good against sneakable targets does 1d4 str or dex damage per hit. Reaving Touch deals/heals max amount.


  • As always, I'm happy for suggestions, feedback, everything.

    Are the abilities too strong? Too weak?

    I think the Power over X penalties might be too much, but have to come up with a different formula yet.

    RPG Superstar 2012 Top 32

    Does the Sneak Attack or whatever only work against the target of a Smite Good? How much sneak attack do they get? 1d6 every 3 levels?

    I think the Power Overs are kind of weak, since they're situational. Also, just to keep the book-keeping easier, you might want to make the Power Over Weakness remove 5 points of DR per hit (1 point if the DR is X/-).

    It might make sense to come up with new Powers Over that affect different things, like a penalty against All Saving Throws (or at least all Will Saves), a penalty to Spell Resistance, maybe (MAYBE) a penalty to Armor, Shield, and/or Natural Armor?

    Are the Afflictions (which are really cool!) going to be actual conditions, like Shaken, Fatigued, etc.? That would be really neat. My only points of contention are Diseased and Poisoned, because there are so many different diseases and poisons. Are you going to treat it like the Cause Disease and Poison spells? Or just have Cause Disease and Poison on its spell list?

    EDIT:

    Unholy Champion should do 2 points of Strength or Dexterity damage. That way, there are fewer dice to roll, so combat goes quicker, and the opponent always takes some kind of penalty.


    SmiloDan wrote:
    Does the Sneak Attack or whatever only work against the target of a Smite Good? How much sneak attack do they get? 1d6 every 3 levels?

    No sneak attack. Instead, they get double smite damage against "stabbable" enemies, the way paladins get double smite damage against evil dragons, outsiders and undead.

    I did it this way because I felt smite was already a very powerful attack option but the sneaky stuff should stay in nonetheless, and before I copy this thing to anti-smite-good and think about what you could do instead of undead, I came up with this.

    SmiloDan wrote:


    I think the Power Overs are kind of weak, since they're situational.

    Actually, I was worried they might be too much. If the party does work together (or the blackguard has the right henchmen), the penalties can be brutal. Be hit a round or two by a blackguard and stuff like fear spells or hold person/monster looks quite nasty.

    SmiloDan wrote:


    Also, just to keep the book-keeping easier, you might want to make the Power Over Weakness remove 5 points of DR per hit (1 point if the DR is X/-).

    Hm... I guess that might not be out of line.

    SmiloDan wrote:


    It might make sense to come up with new Powers Over that affect different things, like a penalty against All Saving Throws (or at least all Will Saves), a penalty to Spell Resistance, maybe (MAYBE) a penalty to Armor, Shield, and/or Natural Armor?

    All saves: could get pretty nasty pretty quickly, all will saves might be okay, but I'm not too sure. But it's not that much of a step beyond weakness to enchantment, so this could be okay.

    Spell resistance: Sounds good. Won't make things too easy, might actually be better than hexing saves.

    AC: I'm not sure, this could get extra nasty extra quick. The ability would practically snowball, and even worse than the DR thing.

    SmiloDan wrote:


    Are the Afflictions (which are really cool!) going to be actual conditions, like Shaken, Fatigued, etc.? That would be really neat.

    Yes, they are - they more or less do mirror Mercy. They're already in the PDF, like everything else (THE VERY FIRST LINE IN THE FIRST POST IS A LINK - I GUESS I SHOULD HAVE POINTED IT OUT MORE)

    SmiloDan wrote:


    My only points of contention are Diseased and Poisoned, because there are so many different diseases and poisons. Are you going to treat it like the Cause Disease and Poison spells? Or just have Cause Disease and Poison on its spell list?

    Well, the basic version works like "anti-mercy": You inflict a single standard condition. For diseased, cursed and poisoned it emulates contagion, bestow curse and poison, respectively.

    The nasty part comes when the blackguard is under some negative condition. If he is, and has chosen those conditions as an affliction (something I might have to rename to avoid confusion with the general set of status called affliction, from the PFRPG glossary), he can cause one standard affliction from his list PLUS all the conditions he currently has and has as affliction. If the victim fails its saves, it gains all the afflictions the blackguard has (at the exact same strength the paladin had them - durations, effects, DCs etc) and the blackguard is cured.

    SmiloDan wrote:


    Unholy Champion should do 2 points of Strength or Dexterity damage. That way, there are fewer dice to roll, so combat goes quicker, and the opponent always takes some kind of penalty.

    Not a bad idea. this is going into the final version.

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