Source - http://dndtools.pw/classes/blackguard/
(PRESTIGE CLASS)
A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to Blackguards as anti-paladins due to their completely evil nature. No one class makes the best Blackguard, all that is required is a willingness to serve the forces of darkness.
- Hit Die: d10.
- Proficiencies: All simple and martial weapons, all types of armor, and shields.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Alignment: Any evil.
Base Attack Bonus: +6
Skills: Hide 5 ranks.
Feats: Cleave.
ABILITIES:
Level
1: Use Poison - Automatic success when coating a weapon with poison.
May summon an Armored Nightmare as a mount.
Detect Good - Unlimited uses per day
2: Smite Good - Add Charisma modifier to attack roll.
Dark Blessing - Add Charisma modifier to saving throws.
Any of these spells may be cast, up to 1/day: Cause Fear, Cure Light Wounds, Doom, Inflict Light Wounds, Corrupt Weapon
3: Turn Undead - Command undead as would an evil cleric of two levels lower.
4: Sneak Attack +1d6.
Any of these spells may be cast, up to 1/day: Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Inflict Moderate Wounds
5: Summon Fiend - Summon a random Tanar'ri (Demon) or Baatezu (Devil) 1 to 3 Hit Dice below the Blackguard's character level
6: Any of these spells may be cast, up to 1/day: Contagion, Cure Serious Wounds, Inflict Serious Wounds
7: Sneak Attack +2d6.
8: Any of these spells may be cast, up to 1/day: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison
9: The Blackguard's eyes will glow with a red, evil malevolence
10: Sneak Attack +3d6.
Blackguards are one of only two classes that can handle poison without risk of accidentally poisoning themselves.
(PRESTIGE CLASS)
A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to Blackguards as anti-paladins due to their completely evil nature. No one class makes the best Blackguard, all that is required is a willingness to serve the forces of darkness.
- Hit Die: d10.
- Proficiencies: All simple and martial weapons, all types of armor, and shields.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Alignment: Any evil.
Base Attack Bonus: +6
Skills: Hide 5 ranks.
Feats: Cleave.
ABILITIES:
Level
1: Use Poison - Automatic success when coating a weapon with poison.
May summon an Armored Nightmare as a mount.
Detect Good - Unlimited uses per day
2: Smite Good - Add Charisma modifier to attack roll.
Dark Blessing - Add Charisma modifier to saving throws.
Any of these spells may be cast, up to 1/day: Cause Fear, Cure Light Wounds, Doom, Inflict Light Wounds, Corrupt Weapon
3: Turn Undead - Command undead as would an evil cleric of two levels lower.
4: Sneak Attack +1d6.
Any of these spells may be cast, up to 1/day: Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Inflict Moderate Wounds
5: Summon Fiend - Summon a random Tanar'ri (Demon) or Baatezu (Devil) 1 to 3 Hit Dice below the Blackguard's character level
6: Any of these spells may be cast, up to 1/day: Contagion, Cure Serious Wounds, Inflict Serious Wounds
7: Sneak Attack +2d6.
8: Any of these spells may be cast, up to 1/day: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison
9: The Blackguard's eyes will glow with a red, evil malevolence
10: Sneak Attack +3d6.
Blackguards are one of only two classes that can handle poison without risk of accidentally poisoning themselves.