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Mut'Aspet Patvirel

(BlackGuard)

 

 

BlackGuards are militant religious warriors of the God, Nanqa. They are guardsmen, of city, town and watchtower. Their military standing is above the living, standing as their own order. They are known for their black and gold uniform like the above.  To become a BlackGuard you must first willingly give your life to the Empire upon your own blade, the Vogdashnen. The Emperor will then bring you back as a sentient undead who will then be trained in the BlackGuard. 

"Lord Nanqa, we are yours now and in our deaths, our lives and unlives are yours and yours alone. To serve is our purpose and in honor do we serve now and forever."

BlackGuards are known as a form of judge and jury in the smaller towns where ministers ask them to over see trials. They are known for their grim resolve, ability to discern lies and for having the Dark Lord's Charisma.  Their great stature, inability to feel pain and grim training begins to give them the ability to make others feel sudden apprehension. This fear will grow with their training, to become at last, a constant presence of terror for any and all who would engage the BlackGuard in combat.

 

Race Requirement: Undead.

Alignment:  Lawful Evil

Religion:  Lord Nanqa

 

Abilities:     


Class Features

 

Skill points:  (2 + Intelligence modifier) x 4

                     2 + Intelligence modifier per level.

Weapon proficiency: Proficient with all simple and martial weapons, 

Armor: Medium, and Light Armor.

Known Skills: Climb (Str), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion), Listen (Wis)Search (Int), and Sense Motive (Wis) Spot (Wis)

Hit Die: D12

 

 

            Spells Per Day

Lvl

Base Attack

Fort

Ref

Will

Special

1st 2nd 3rd 4th

1

1

2

0

2

Aura of Evil, Stern Gaze

- - - -

2

2

3

0

3

Fervor 1d6

- - - -

3

3

3

1

3

Grim Resolve, Dark Charisma +1

- - - -

4

4

4

1

4

discern lies

0 - - -

5

5

4

1

4

Dark Charisma +2, Fervor 2d6

1 - - -

6

6/1

5

2

5

Bonus Feat

1 - - -

7

7/2

5

2

5

Dark Charisma +3

1 0 - -

8

8/3

6

2

6

Fervor 3d6

1 1 - -

9

9/4

6

3

6

Cause Fear

2 1 - -

10

10/5

7

3

7

Bonus Feat

2 1 0 -

11

11/6/1

7

3

7

 Fervor 4d6

2 1 1 -

12

12/7/2

8

4

8

Bonus Feat

2 2 1 -

13

13/8/3

8

4

8

 Zone of Fear

3 2 1 0

14

14/9/4

9

4

9

 Fervor 5d6

3  2 1 1

15

15/10/5

9

5

9

Aura of Despair

3 2 2 1

16

16/11/6/1

10

5

10

Evil authority

3 3 2 1

17

17/12/7/2

10

5

10

Fervor 6d6

4 3 2 1

18

18/13/8/3

11

6

11

Bonus Feat

4 3 2 2

19

19/14/9/4

11

6

11

Zone of Terror

4 3 3 2

20

20/15/10/5

12

6

12

Dread might, Fervor 7d6

4 4 3 3

 

Aura of Evil (Ex): The power of an BlackGuard’s aura of evil (see the detect evil spell) is equal to his BlackGuard level. A BlackGuard who uses smite evil on an a BlackGuard deals 2 points of damage per BlackGuard level on his first successful attack.cts that allow you to add your Charisma bonus to saves (such as Grim Resolve).

 

Stern Gaze (Ex): BlackGuard are skilled at sensing deception and intimidating their foes. An i BlackGuard receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her BlackGuard level (minimum +1).

 

Fervor: At 2nd level, a BlackGuard can draw upon the power of his faith to heal wounds or harm foes.This ability can be used a number of times per day equal to 1/2 his BlackGuard level + his Wisdom modifier. By expending one use of this ability, an BlackGuard can use this ability todeal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

 

Grim Resolve (Ex): Starting at 3rd level, you gain a bonus equal to your Charisma bonus (if any) on all saving throws. This benefit does not stack with other effects that allow you to add your Charisma bonus to saves (such as divine grace).

 

Dark Charisma(Ex): At 3rd level, a thrall of Graz'zt can add an enhancement bonus on certain Charisma-based skill checks. The bonus is +1 at 3rd level, +2 at 5th level, and +3 at 7th level. The bonus improves Animal Empathy, Diplomacy, Bluff, Gather Information, Handle Animal, and Perform checks when dealing with evil creatures.

 

Discern Lies (Sp): At 4th level, an BlackGuard can discern lies, as per the spell, for a number of rounds per day equal to her BlackGuard level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

 

Bonus Feats: At 1st level, a BlackGuard gets a bonus combat-oriented feat. The BlackGuard gains an additional bonus feat at 6th level and every six BlackGuard levels thereafter (6th, 12th, 18th). The BlackGuard must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats must be drawn from the following list: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Endurance, Exotic Weapon Proficiency, Greater Fortitude, Improved Critical, Improved Disarm, Improved Initiative, Improved Shield Bash, Iron Will, Leadership, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Quick Draw, Weapon Focus, Greater Weapon Focus, Power Critical, Weapon Specialization (BlackGuard level 2), Greater Weapon Specialization, Shield Slam and Shield Charge.

 

Cause Fear: You have the ability to Cause Fear, as per the spell of that name, you cast as if you were a spell caster of the equivalent level. You may use this ability, as many times per day as you have levels in BlackGuard.

 

Zone of Fear: Once per day while engaged in combat a BlackGuard can set up a Zone of Fear with a 15 ft radius. All foes within that area of effect are affected as if a caster equivalent to the BlackGuards level had cast a Cause Fear spell on them. The duration of the Zone of Fear is equivalent to the BlackGuard's level. This Zone of Fear does not ever affect the BlackGuard's allies.

 

Aura of Despair (Su): At 15th level, enemies within 10 feet of an BlackGuard take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.

This ability functions only while the BlackGuard is conscious, not if he is unconscious or dead.

 

Evil Authority (Sp): Once per day, at the command of a disciple of Asmodeus of 6th level or higher, all evil-aligned creatures within 50 feet that have fewer Hit Dice than the disciple must succeed at a Will saving throw (DC 10 + disciple's class level + disciple's Cha bonus) or recognize the disciple as their superior. Affected creatures do not attack the disciple of Asmodeus and do as he commands as though affected by a mass suggestion spell. This mind-affecting ability lasts for 24 hours.

 

Zone of Terror: At level 20, the BlackGuard may once per day while engaged in combat set up a Zone of Fear with a 30ft radius. All foes within that range must make a DC 10+1 per BlackGuard level above the victim. The victim may add his will modifier to his DC. Anyone within range who fails his DC falls, trembling to the ground helpless. Enemies can make advantageous attacks against helpless foes, or even deliver a coup de grace. The duration of the Zone of Terror is the equivalent of the BlackGuard's level. This Zone of Fear does not ever affect the BlackGuard's allies.

 

Dread Might (Ex): Drawing some of Nanqa's power into himself, the BlackGuard gains a permanent +2 divine bonus to Armor Class and on saving throws and attack rolls.

 

All Original names and references to the story they are from are Copyright of Nathanial Davidson.

Picture is not my own.