The Blackguard Portfolio
The Blackguard Portfolio
CREDITS
Steel Mesh Hippo Publishing is owned by Mark Stanley and the writing, editing, text and
page formatting and cover design of The Blackguard Portfolio was done by Mark Stanley.
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used with permission.
INTRODUCTION
The blackguard is the prototypical bad guy, without remorse, caring not for your thoughts and
feelings; only the will of their divine master is their motivation (as long as they get their cut). Nothing
else matters. The epitome of a walking terror, a blackguard is the bane of anything that is good and
holy.
Although the prestige class is balanced as a whole, some players may want to add new abilities
to their character to set them apart from other blackguards, or the DM may want to spruce up an
NPC blackguard to scare the living “good” out of the players. Maybe blackguards who worship a
particular deity have abilities that are different from blackguards who worship a different deity.
Whatever the reason, the Blackguard’s Portfolio was written to expand upon the antipaladin concept,
to give players and DMs alike something they can sink their teeth into and make their games more
fun and different.
Although all attempts were made to make the game material in this book as balanced as
possible, no considerations were made as to its fairness. Let’s be honest: there is nothing fair about
being a blackguard. What’s fair and right is a matter of perspective. To a blackguard, they are right
and everyone else is wrong. Case closed. A blackguard has no qualms about leveling a village if it kills
the person or creature they were sent to dispatch.
With that said, a lot of words have been written about playing evil characters in D&D, most of
it hysterical hot air. So I must make this one caveat. Whether a DM allows any of the information
outlined in this book into her or his game, or whether the players are allowed to play blackguard
characters, is in direct relation to the maturity level of the players and DM. If they can’t handle the
concept of playing an evil character, don’t use this book. It’s that simple.
If you decide to use any of the information outlined herein, I hope you enjoy it and may it help
liven up the game that you are playing in or running.
CONTACTS
Even the most powerful characters need help. Sometimes you just can’t find that specific piece of
information, or need healing from a botched temple razing. That is why having a contact in the right
place within (or out of) society can be so beneficial.
Described below is one potential contact that a blackguard may find beneficial in getting to
know.
Items marked with a (*) are found in Chapter Two: Magic Items.
Items marked with a (†) are found in Chapter Three: Spells and Incantations.
If asked to fight he will refuse unless it was absolutely necessary. Since taking up this less violent
quest, he has only had to fight a couple of times, and that was only to silence people who starting
asking questions as to what he is really doing.
For you campaign: Zurl provides a way for a blackguard character to meet other blackguards who
have “seen it, done it” and provide help and information when it is most needed. With this said, the
player shouldn’t rely on Zurl to the point of becoming a crutch.
POSSESSIONS OF NOTE
• A copy of the incantation sinister revenge (see Chapter Three: Spells and Incantations). He will
gladly make a copy for any blackguard who doesn’t have one.
• He wears at all times his ring of obfuscation (nondetection, CL 30), and blackguard’s band*. He will
swap the blackguard’s band for his ring of smuggling* when needed.
• He keeps locked in a metal reinforced chest bolted to the floor of the wagon a sinister revenge†
longsword and a suit of profane defense* chainmail +3.
ORGANIZATIONS
Organization can be viewed as another form of contact for the character, providing information,
items and services, usually only to members.
Items marked with a (*) are found in Chapter Three: Spells and Incantations.
THE SLAUGHTERHOUSE
The Slaughterhouse is one of the most exclusive organizations in the Multiverse for blackguards. It is
also one of the easiest organizations to join. All you have to do is show up at the headquarters. The
only problem is getting there.
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The reason for the difficulty is that the Slaughterhouse resides in the City of Mordant. Don’t try
finding it on a map, it doesn’t exist on one. The City of Mordant is actually a demiplane created by
and for the forces of evil and is the reigning bastion of malevolence in the Multiverse. Once you
arrive in Mordant, finding the Slaughterhouse is easy – just ask.
To actually travel to Mordant requires the you use a plane shift spell, accept that it must be cast in
an area that is under the effect of a unhallow spell and you must say “City of Mordant, Demiplane of
Malevolence” in Profanity (new language in this book) as part of the casting. This brings you to the
central square which is surrounded by a gated wall. Anyone traveling to Mordant always arrives here
and anyone leaving must depart from here. Once you have proven you are evil, and have paid the
customary entrance tax, you can then travel the streets freely. Although an oxymoron, this is the only
place in the Multiverse where there is “honor among thieves”.
For you campaign: The details of Mordant have been left vague so that you can create a plane
suited to your evil campaign, even if none of the players are playing blackguard characters. Any
goods and services an evil character may want can be purchased with a 10% markup in price,
regardless of quality, to reflect the fact that trade is somewhat limited.
Upon becoming a member of the Slaughterhouse, and as long as you stay in good standing with
them, you gain the following benefits.
Exalted Bane: Against good aligned creatures and good outsiders, this weapon's effective
enhancement bonus is +2 better than its normal enhancement bonus and deals an extra 2d6 points
of damage.
Faint abjuration; CL 6th; Craft Magic Arms and Armor, protection from good, Price: +2 bonus.
Incisive: When an incisive weapon strikes a creature, the creature keeps bleeding from the extremely
deep and clean cut the weapon has made. For every 1 point of enhancement bonus the weapon has
(minimum of 1), the creature loses an additional hp each round for 10 rounds, starting on the next
round. The damage that is done from multiple hits from an incisive weapon stacks with other
damage that has been done from previous rounds. Only slashing weapons can have this ability.
Example: A +2 incisive longsword strikes a creature and does 1d8 + 2 points of normal damage. On the
next round, the creature is hit again, and takes normal damage, and takes 2 points of incisive damage because of it +2
enhancement. On the third round, if the creature is not hit again, they will take 2 points of incisive damage from the
first round and 2 more from the second hit, for a total of 4 points of damage. On the 10 th round, the creature will only
take 2 points of incisive damage.
Strong transmutation; CL 10th; Craft Magic Arms and Armor, magic weapon; Price: +4 bonus.
ARMS
Reservoir Dagger: A favorite among assassins and blackguards, this non-magical masterwork
dagger is constructed with a thin tube down the center, from the tip of the blade into the handle. The
handle is hollow and is large enough to fit 1 vial of injection type poison inside. The dagger can only
do piercing damage and each time it is used in combat, it injects enough poison into the creature to
require a save as specified in the poison’s statistics. The dagger can be used 4 times before the vial in
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the handle runs out of poison, and only does 1d2 damage, regardless if there is a vial in the handle. It
cannot be used as a throwing weapon.
Price: 450 gp.
ARTIFACTS
Bestowed by deities, artifacts can lend power when needed and give the game a sense of grandeur,
that their actions, at the very least, are being watched and scrutinized. Below are two artifacts
specifically for the blackguard that can be viewed as the ultimate achievement in their career.
create armies of undead to help in the fight. Some blackguards are given one piece of the habiliment
to fulfill a specific mission that is deemed important. The only time a blackguard can be equipped
with all of the pieces of the habiliment is when the state of evil is at risk, or a malevolent deity
decides to strike the forces of good in a major way. Just having one item is considered a major
development in the blackguard’s career. Once the conflict is over, the item or items will be reclaimed
by the deity.
In addition to the magical abilities the pieces possess, when two or more pieces of the set are
worn, the specific pieces synergy abilities are unlocked. When all of the pieces are worn, the
habiliment gains a set of general synergy abilities on top of the specific abilities from each piece.
Each item is considered an artifact and cannot be made or bought, except for sinister revenge. They
must be given to the blackguard by a deity. The caster level of each item is 20, if applicable.
MONOCLE (VISOR)
Appearing as if the blackguard has one long eye, monocle gives the blackguard sight unlike any
creature, protecting them from the harmful visual abilities and effects from those who are good.
WHORL (RING)
Created from metal mined on the elemental plane of earth and corrupted by the malevolent energies
of unbridled hatred, whorl bolsters a blackguard where they need it most, providing extra life and the
ability to take life from creatures unfortunate to cross them in combat.
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RINGS
Ring of Profane Protection: This gold ring gives the wearer DN 10 (Good), read as “Damage
Negation 10, specifically Good”. Damage Negation stops only one type of damage, in this case good
damage, at the expense of all others.
Moderate evocation; CL 1st; Forge Ring; protection from good, creator must be evil; Price: 2,000 gp.
Ring of Smuggling: This ring has the spells, dispel magic, secret chest and temporal stasis, each cast 1/day.
Strong transmutation; CL 16th; Forge Ring, dispel magic, secret chest, temporal stasis; Price: 300,000 gp.
WONDROUS ITEMS
A page from the book of vile darkness: One of the most prized possession of anyone who
considers themselves evil, owning a complete and original copy of the book of vile darkness (DMG) can
be a life long pursuit (and in most cases, a short one). Although reading the book itself can give the
reader vast amounts of power, just one page gives the bearer malevolent knowledge when possessed.
When the page is first received, roll 1d4 (1d3 if the Torture skill is not being used). Anyone who
keeps a page from the book of vile darkness on their person gains a +4 bonus to the corresponding skill:
A character can have only one page from the book of vile darkness on their person at any time but
may possess several pages. Neither can a page be bought and is considered too valuable for a
blackguard to sell.
Overwhelming transmutation; CL 20th; Price: cannot be purchased
Blackguard Ioun Stone (DMG): Black, Prism, +1 to Str, Wis, and Cha, and to all saves against
spells, spell-like, and supernatural abilities from good aligned creature or good outsiders. The user of
this Ioun Stone must be a blackguard.
Moderate transmutation; CL 12th; Craft Wondrous Item, creator must be 12th level; Price: 25,000 gp.
Nightmare Tack: This saddle and bridle is made for a blackguard’s fiendish servant horse or pony.
When applied, it bestows the special attack and qualities of a Nightmare (see MM).
Moderate transmutation; CL 8th; Craft Wondrous Item, polymorph; Price: 48,000 gp
Strand of Prayer Beads (see DMG for details) – Blackguard Variant: affliction, cursing, karma,
smiting (unholy blight) and summons (evil creatures only).
New Bead – Affliction: The wearer can cast his choice of inflict serious wounds, blindness/deafness, or
cause disease.
New Bead – Cursing: The wearer can cast the spell curse.
A lesser strand of prayer beads has a bead of cursing and a bead of affliction. A strand of prayer
beads has a bead of affliction, a bead of cursing, a bead of karma and a bead of smiting. A greater
strand of prayer beads has a bead of affliction, a bead of cursing, a bead of karma, a bead of smiting
and a bead of summons.
Prices: 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater)
Umbral Grenade: A darkness spell has been placed into an opaque glass bead the size of a walnut.
When thrown as a weapon at a 5-foot square, the spell is cast.
Faint conjuration; CL 4th; Craft Wondrous Item, darkness; Price: 400 gp
Vile Water: Created from water being exposed to the corrupting forces of evil, Vile Water is at heart
unholy water with the benefit of acid incorporated into it. Vile Water is treated like holy water for the
purposes of throwing it as a splash weapon, but does 3d6 points of damage (half unholy and half acid
for the purposes of Damage Reduction or Damage Negation) to the target of square. It costs 100 gp
and weighs 1 lb.
Faint necromancy; CL 1st; Craft Wondrous Item, curse water; Price: 50 gp
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SPELLS
Some of the spells listed in this section use a modified save DC formula. Instead of using ½ the
caster level, the spell uses the blackguard’s full caster level. The reason for this is that the caster level
of a blackguard is in practice half of the caster level in comparison with clerics or wizards. It is
advisable that if your game has paladins, they should use the above formula to keep the character
balanced in relation to their spell casting abilities.
DEUCE
Conjuration (Creation) [Evil]
Level: Blackguard 4
Components: V, S, M
Casting Time: 1 standard action
Target: You
Effect: A duplicate of the caster
Duration: 1 minute/level (D)
Deuce creates a less than perfect duplicate of the caster from shadow, powered by the caster’s evil life
energy. The only purpose of the duplicate is to fight and will attack each round, if able. The duplicate
cannot be commanded to do anything except to be told whom it should attack.
It is an independent creature with Str, Dex, Con, Int and Wis ability scores 3 points lower than
the caster and saving throw scores 4 points lower than the caster. The duplicate has half of the
maximum hp of the caster and an AC of 10 + caster’s size modifier + the caster’s Dex modifier, if
positive. It cannot be healed and when it reaches 0 hp, it ceases to exist. Because the duplicate is
made from the caster life essence, it is considered having an evil alignment, but is not undead.
The duplicate has 1 attack per round and an attack bonus half of the caster’s highest attack
bonus, and is equipped with a sword that does 1d6 points of damage + the caster’s Str modifier, if
positive. Each time the duplicate successfully hits, a Fort save (DC 10 + caster level + Wis modifier,
if positive) must be made. If successful, damage is halved. The sword is considered a masterwork
weapon when resolving object hardness and evil for determining Damage Reduction. The weapon
cannot be dropped.
For the duration of the spell, the character is considered 2 caster levels lower when determining
spell effects other than deuce.
HEALING DAMAGE
Necromancy [Evil]
Level: Blackguard 3
Components: V, S, M
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The enchanted creature is enveloped in a faint red aura, connected to the caster by an ethereal tether.
For every 2 points of damage (regardless of type) the blackguard does in 1 round of combat to the
enchanted creature, the blackguard is healed 1 hp up to the blackguard’s maximum. Any hp gained
that exceeds the blackguard’s maximum last until the beginning of blackguard’s next turn.
INIQUITY SHROUD
Evocation [Light]
Level: Blackguard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./caster level)
Area: Good creatures within a 10-ft. burst radius
Duration: 1 minute/caster level.
Saving Throw: Will Negates
Spell Resistance: Yes
This beneficial spell covers only good aligned creatures and good outsiders, even when invisible, with
a sickly green aura that can be seen in daylight. Outlined creatures do not benefit from the
concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect
functions normally), blur, displacement, invisibility, or similar effects. The green aura also sloughs off
as the creature or creatures move about, lasting 1 minute on the ground, providing a +6 bonus to
Survival checks when tracking the creature.
MORDANT SPIT
Transmutation
Level: Blackguard 2
Component: V, S, M
Casting Time: 1 standard action
Target: You
Effect: Caster’s saliva is turned into acid.
Duration: Instantaneous/3 rounds (see text)
Saving Throw: Fort negates (see text)
Saving Throw: No
Not so much an offensive weapon, this spell turns the caster’s saliva into a corrosive fluid that does
1d6 + Con modifier points of acid damage for 4 rounds to non-magical, non-living material. Enough
corrosive saliva is produced to fill 1 vial and the corrosive nature of the saliva lasts 3 rounds once it
leaves the caster’s mouth. 1 vial is enough to cover 1 hinge, door knob or similar sized object. It can
be poured into a non-magical lock which destroys it in 4 rounds.
The fumes produced by the acid when it burns are considered inhalation poison, doing 1 point
of Constitution damage on the round and 1 minute after if both Fort saves fail (DC 10 + Con
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modifier). The caster is immune to the acid damage, but not the poisonous fumes, of her or his
saliva.
Material Component: A drop of acid on the caster’s tongue, which is consumed in the casting.
NEGATIVITY SPHERE
Evocation
Level: Blackguard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
By tapping into the negative energy plane, you are able to create a sphere of death and degradation.
A sphere of negative energy envelops all those in the area of effect and deals 1d6 points of negative
energy damage per caster level (maximum 10d6) to every creature within the area. A successful Fort
save (DC 10 + caster level + Wis modifier) reduces the damage by half. Unattended objects also take
this damage. Undead in the area of effect instead are healed the same amount.
The negativity sphere is not blocked by intervening matter so it can be used against creatures that
are on the other side of a wall or door making it useful as a way of killing off creatures that you
cannot get to easily. Multiple castings of the spell can destroy walls, door and the ground in the area
of effect if the characters way is impeded. Although multiple spells would be needed to completely
destroy a door or section of wall, one casting may be enough to weaken the object to allow combat
damage to finally destroy the item.
PAIN WEB
Enchantment [Evil, Mind Affecting]
Level: Blackguard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./caster level)
Area: 10ft. square/caster level (S), with at least 2 creatures in the area of effect.
Duration: 2 round/caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Intricate webs of red ethereal tethers are connected to the heads of everyone affected by the spell, forcing all those who are
connected to feel the pain of everyone else.
Each creature in the area of effect who fails a Will save (DC 10 + caster level + Wis modifier)
become linked with each other and form a pain web. At least 2 creatures must fail their saving throw
for the spell to succeed and at least 2 creatures must be in the potential area of effect for the spell to
be cast.
Pain web allows everyone to feel every excruciating moment of pain inflicted upon someone else
connected. This causes all involved (with the exception of the individual that was actually hurt) to
take half the damage inflicted as subdual damage.
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If any individual dies while connected to the pain web, all involved in the spell must roll another
successful Will save or go unconscious for 1d6 minutes. A successful area use of dispel magic on those
who are in the dispel magic’s area of effect will release those affected by the pain web.
Material Component: The caster tightly grasping a caltrop, which disintegrates after the spell is cast.
RESTRAINING DARKNESS
Conjuration (Creation) [Darkness]
Level: Blackguard 1
Components: V, S, Location
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 caster levels)
Target: One 5-foot square
Duration: 1 round /caster level
Saving Throw: Reflex (see text)
Spell Resistance: No
This spell creates an enveloping darkness that covers the targeted square and engulfs the feet of any
creature that is standing in it. On a failed Reflex save, the creature is considered grappled and looses
their Dex modifier. On the next and subsequent rounds, the creature can take a standard action to
make a Str check (1d20 + Str modifier + special size modifier [PHB]) against a DC of 10 + caster
level + Cha modifier to break free of the grappling darkness.
Location Component: The spell can only be cast at night or in an area where shadows cover a minimum
of 5 square feet.
WALL OF SUFFERING
Evocation [Evil]
Level: Blackguard 1
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft/2 levels)
Area: 5ft. + 5ft. /2 levels (S)
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
Wall of suffering creates an invisible and intangible wall of unholy energy. The wall is not intended to
stop creature from passing through it. Instead, any creature that passes through the wall takes
damage. The damage that is done is based on the level difference between the caster and the creature
that passes through the wall.
The Fort save DC is 10 + caster level + Cha modifier.
INCANTATION
Incantations (Wizard of the Coast, Unearthed Arcana) allow a character to gain a specific magical effect
at the cost of speed, and in some cases, safety. Incantations are not like spells in that only certain
people can use them. Anyone who can read the incantation can cast it, giving characters access to
magic that they ordinarily wouldn’t have.
Featured below is the incantation sinister revenge, an incantation that allows the blackguard to
transform a paladin’s holy avenger sword into a weapon of malice against others that are good.
Sinister Revenge
Transmutation
Effective Level: 8th
Skill Check: Knowledge (religion) DC 25, DC 21 for blackguard, 6 successes.
Failure: Attack
Components: Verbal, Somantic, Material, Focus (holy avenger), XP, Backlash, Time
Range: Touch
Target: Object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This incantation was discovered by the Blackguard Zurl while rummaging through the library of a
good cleric that he was sent to kill. Why a good cleric had such an incantation is still speculation
among blackguards. A boon upon its discovery, it is now freely distributed among blackguards, and a
copy is usually kept in any evil temple of prominence.
This incantation allows a blackguard to corrupt a paladin’s holy avenger sword, turning it into a
twisted and malevolent version of the original called sinister revenge (see this section below). It is can
also be used as a test for a would-be blackguard. Any creature able to successfully cast the incantation
is worthy of being called an antipaladin.
To provide safety from any failure of the incantation, a blackguard usually performs the
incantation in a temple as part of the ritual, surrounded by clerics, cultists, worshipers, and other
blackguards. Because of the time constraint as to when the incantation can be cast, several
blackguards and blackguard initiates cast the incantation sometimes as group but each must complete
the incantation themselves.
Failure: If the caster fails two consecutive Knowledge (religion) checks, the caster must face
one-on-one combat with a champion of light sent by a good deity on the next round. This champion
of light is equivalent to a paladin whose level is equal to the blackguard’s character level (use NPC
Paladin from the DMG). The blackguard must fight the champion while exhausted from the backlash
of casting the incantation.
Material Component: Surrounded by wafting clouds of rare pungent incense, bathed in a trough
of unholy water, enveloped in darkness spells and the evil emanations from a darkskull (total
equivalent to 25,000 gp).
Focus: One intact holy avenger longsword.
XP Component: 1,000 XP.
Backlash: The character becomes exhausted whether on success or failure.
Time: Sinister Revenge can only be cast at night during the thirteenth full moon (blue moon) of
the year.
Campaign Use: This incantation provides a blackguard, or a sufficient evil character,
something that they can call their own, having to earn it along the way. Because the incantation is
dependent on having a holy avenger sword, and the high material component cost, the potential for
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abuse is negated. The acquisition of a sinister revenge sword could be part of the campaign specific for a
blackguard character. If the blackguard was to seek out help, they should be the one to take the holy
avenger sword from the paladin, regardless of how it is done.
Sinister Revenge (Longsword): Once corrupted, a paladin’s holy avenger becomes +5 unholy cold iron
longsword. It provides Spell Resistance to the blackguard of 10 + blackguard level against good spells
or spell-like abilities. The sword also adds +10 damage to the blackguard’s Smite Good ability.
Strong abjuration; CL 18th; Incantation caster must be evil; Price: Cannot be bought
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Requirements
To qualify to become a sniper blackguard, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6.
Skills: Hide 6 ranks, Knowledge (religion) 2 ranks.
Feats: Far Shot, Point Blank Shot, Precise Shot
Special: The character must have made peaceful contact with an evil outsider who was summoned
by him or someone else.
Class Skills
The sniper blackguard’s class skills (and the key ability for each skill) are Concentration (Con), Craft
(Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge
(religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Abilities
All of the following are class abilities of the sniper blackguard prestige class.
Weapon and Armor Proficiency: Sniper blackguards are proficient with all simple weapons and
range martial weapons, with light armor, and with no shields.
Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard
spell, a 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 per
day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom
score for that spell 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 as a cleric. A blackguard prepares and
casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).
Ambush (Ex): At 1st level, a blackguard sniper can set an ambush to surprise their target. The
blackguard making the ambush rolls a Hide check adding their blackguard level to the roll against the
target’s spot check. If the roll is successful, the blackguard gets a free attack and automatically hits
the target doing normal damage. The target is considered flat-footed and sneak attack damage
applies. Only one ambush can be performed against a target each day, and only one target can be
designated for each ambush. If more than one sniper is participating in the ambush, each sniper must
make separate Hide rolls, and if there is more than one target, each target gets to make a spot check
against each blackguard trying to ambush them.
Aura of Evil (Ex): At 1st level, the power of as sniper blackguard’s aura of evil (see the detect evil
spell) is equal to his class level plus his cleric level, if any.
Dark Protection (Su): At 1st level, the sniper blackguard adds their Wis modifier as a deflection
bonus to their AC.
Detect Good (Sp): At 1st level, at will, as a standard action, a sniper blackguard can use detect good as a
spell-like ability, duplicating the effect of the detect good spell, except the range is increased to 120 feet
Dark Blessing (Su): At 2nd level, a sniper blackguard applies his Cha modifier (if positive) as a
bonus on all saving throws.
Smite Good (Su): Once a day, beginning at 2nd level, a sniper blackguard may attempt to smite good
with one normal melee attack. He adds his Cha modifier (if positive) to his attack roll and deals 1
extra point of damage per class level. If a blackguard accidentally smites a creature that is not good,
the smite has no effect but it is still used up for that day. At 5th level, and again at 10th level, a
blackguard may smite good one additional time per day.
Command Undead (Su): When a sniper blackguard reaches 3rd level, he gains the supernatural
ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Sneak Attack (Ex): This ability, gained at 3rd level, is like the rogue ability of the same name. The
extra damage increases by +1d6 every second level beyond 3rd (5th, 7th and 9th). If a blackguard gets a
sneak attack bonus from another source, the bonuses on damage stack.
Increased Sneak Attack Range (Su): You can make a sneak attack with a range weapon from 60
feet, instead of 30 feet.
cat’s grace, cure moderate wounds, darkness, eagle’s splendor, hold person, shatter, silence, summon
2nd
monster II*.
3rd blindness/deafness, cure serious wounds, glyph of warding, invisibility purge, summon monster III*.
4th air walk, cure critical wounds, dimensional anchor, freedom of movement, summon monster IV*.
* Evil creatures only.
• Kill a paladin whose CR is at least one-half your level or a good cleric whose CR is at least
one-quarter your level.
• Find, subdue, and then kill a unicorn with their severed horn. You may have help in finding
and subduing the unicorn but must kill the creature yourself.
• Corrupt a paladin’s holy avenger sword by using the sinister revenge incantation (see Chapter
Three). The sword is now yours to use. How you obtain the sword is of no concern.
• Drink a flask of holy water, treating it like poison, and live. Initial and secondary Constitution
damage: 1d10, no save. You must have at least 1 point of Constitution left to succeed. Note:
The player should not be forced to do this test.
DRAMATIC EFFECTS
These rules provide ways to make a blackguard character seem more menacing without throwing the
balance of the game off.
• The blackguard radiates an aura of dirtiness. This aura deposits a thin layer of dirt and grime
where he goes that disappears in 1 round. This provides no benefits to a Survival check
when Tracking.
• The blackguard gives off a faint smell of sulfur or rotting flesh when anyone is within 5 ft. of
the blackguard.
• The blackguards urine and feces is especially rank. Anyone who smells the blackguard’s
bodily waste must make a Fort save (DC 15) or be sickened for as long as they stay in the area.
The blackguard is immune to the smell of her own waste. The DM might allow you to make
a range touch attack to urinate on the target to impose the effect.
• No matter how often the blackguard washes and grooms, they always look dirty and
disheveled. This could impose a -2 to all Charisma based skill checks.
• Your skin always looks pale, or you have a pallor look as if you have been sick for a long
time. This could impose a -2 to all Charisma based skill checks.
FEATS
Some feats listed below can only be taken by blackguards, as specified by the descriptor
[Blackguard]. These feats either improve or bestow a new ability that is appropriate only to
blackguards and should not be allowed to be taken by other characters.
The Blackguard Portfolio 23
Cruel [General]
You enjoy other people’s misery.
Benefit: You gain a +2 bonus to the Intimidate and Use Rope skill.
Fearless [General]
You don’t scare easily.
Benefit: You are immune to intimidation and gain a +4 bonus on all saves involving extraordinary
fear effects and torture.
Special: You can only take this feat if the new expanded use of the Bluff skill, Play Dead, is allow in
the campaign you are playing.
round. You can only attack the creature that did damage to you to bring you to negative hp. If you
wish to strike a different creature, you must make a Will save (DC 20). When you are finally reduced
to -10 hp, when the creature you are attacking dies, or upon the expiration of the ability, you finally
die.
Resiliency [General]
Benefit: You gain -5 hp. Instead of dying at -10, you instead die at -15.
Special: You can take this feat multiple times and its effects stack.
Ribroast [General]
Benefit: Your unarmed damage is considered maximized and you can choose to do lethal or non-
lethal damage on a particular attack.
Sadistic [Special]
You are completely inhumane and have no conscience when it comes to making other people suffer.
Benefit: You gain a +2 bonus to the Torture and Use Rope skills.
Special: This feat is only available if the Torture skill (new skill in this book) is being used in your
campaign.
Sidestep [General]
You are quick when it comes to protecting the family jewels.
Prerequisites: Dex 13
Benefit: You receive a +4 circumstance bonus on Ref saves to avoid being kicked in the genitals
from the use of the Low Blow feat.
Toughness [General]
Benefit: You gain +5 hp.
Special: This feat can be taken multiple times and its effects stack.
Zealot [General]
You are a religious fanatic.
Benefit: You gain a +2 bonus to the Bluff and Knowledge (religion) skills.
weapon by one, but increases the number of damage dice by one. Example: A normal longsword does 1d8
damage. A serrated longsword does 2d6 damage.
Prerequisites: Craft (weaponsmith) 10 Ranks, Price: 1,000 gp + price of masterwork weapon.
Curse (Sp): You have the ability to curse your foes. As a standard action, make a melee touch attack.
If successful, your target makes a Will save (DC 10 + Blackguard level + Cha modifier). If the save
fails, you bestow one of the following curses: blinded, confused, fatigued or sickened. You can cast Curse 1
+ Cha modifier (minimum of 1) times/week and can choose different curses for each use. The curse
is permanent until a remove curse spell is cast on the creature.
Infernal Combatant (Sp): As a swift action, you call upon the powers of the infernal realms to
become a hellacious fighter, 1 + Cha modifier (minimum of 1) times/day, lasting a number of rounds
equal to your Blackguard level + Cha modifier (minimum Cha modifier of 0). When you do, you gain
a Hit, Damage, and deflection bonus to AC and touch AC equal to your Wis modifier (minimum of
1), DN* 3 + Con modifier (minimum of 3) (Good), and cannot be flanked or sneak attacked even if
you loose your Dex modifier (you are subject to all other effects when you loose your Dex modifier).
You cannot make the benefits of this class ability permanent.
* You have Damage Negation X (Good), read as “Damage Negation X, specifically Good”. Damage Negation stops
only a specific type of damage, in this case good damage, at the expense of all others, unlike Damage Reduction, which
stops all forms of damage except a specific kind. DN is a low power alternative to DR.
Overpowering Stench (Sp): All creatures in a 10 foot radius around the blackguard become
nauseated on a failed Fort save (DC 10 + Blackguard level + Cha modifier). This ability can be
activated as a swift action, and used a number of times/day equal to your Blackguard level + Cha
modifier (minimum of 1). It lasts a number of rounds equal to 1 + Cha modifier (minimum of 1). If a
creature leaves the area of effect and returns, the creature must make a new saving throw.
Ray of Corruption (Sp): As a standard action, you can make a range touch attack at close range (no
range penalty), a number of times/day equal to 1 + Cha modifier (minimum of 1). If the target fails a
Fort save (DC 10 + Blackguard level + Cha modifier), they take 1d6 points of damage for every 2
The Blackguard Portfolio 27
Blackguard levels (maximum of 5d6). This damage is treated as unholy for the purposes of Damage
Reduction, and Spell Resistance applies.
Aura of Displacement (Su): Attackers gain a 20% miss chance against you, as per the blur spell.
Aura of Unsteadiness (Su): Creatures within a 10 foot radius of you lose their Dex modifier and
are considered flat-footed for the purposes of flanking and sneak attacks. Character and creatures
with the Uncanny Dodge or Improved Uncanny Dodge class ability are not immune to this effect.
Corrupting Touch (Su): A blackguard can inflict wounds by their touch. Each day she can deal a
total number of hit points of damage equal to her blackguard level x her Charisma bonus. A
blackguard may choose to divide the damage among multiple recipients, and she doesn’t have to use
it all at once. Using corrupting touch is a standard action.
Alternatively, a blackguard can use any or all of this damaging power to heal undead creatures.
Using corrupting touch in this way requires a successful melee touch attack and doesn’t provoke an
attack of opportunity. The blackguard decides how many of her daily allotment of points to use as
healing after successfully touching an undead creature.
Dark Protection (Su): The blackguard adds their Wis modifier (if positive) to their AC, as a
deflection bonus.
Enhanced Aura of Despair (Su): Your Aura of Despair increases in strength and range, to -4 and
to 20 feet, respectfully.
Overwhelming Evil (Su): All good aligned creatures and good outsiders in a 10 feet radius,
centered on you, become confused and fatigued.
The Blackguard Portfolio 28
SKILLS
New Skill: Torture
Torture (Int): Torture is used to gain information from people against their will. Torture saves are
made for each question posed to the creature being tortured. You also gain a +2 synergy bonus if
you have 5 or more ranks in Heal or Intimidation each.
Retries
A torture roll can only be made once every hour per creature tortured for as long as the creature is
alive.
The Blackguard Portfolio 29
Heal – Synergy Bonus to Torture: If you have 5 or more ranks in Heal, you gain a +2 synergy
bonus to Torture.
Hide: You can take a –10 penalty on Hide checks when moving at your base movement rate.
Intimidate – Demoralize Opponent: If your Intimidate check succeeds by 10 or more, the target
becomes shaken for a number of rounds equal to your Blackguard level. Note: this expanded use of the
Intimidate skill should not be used with the Enhanced or Improved versions of the Demoralize Opponent feats
described in this book. Also, until the end of combat, you gain a +4 circumstance bonus when you
attempt to demoralize an opponent after a successful sundering check on that opponent.
Intimidate – Synergy Bonus to Torture: If you have 5 or more ranks in Intimidate, you gain a +2
bonus to Torture.
“SADISTIC” TEMPLATE
“Sadistic” is an inherited template that can be added to any corporeal dragon, fey, giant, humanoid,
magical beast, or monstrous humanoid of any non-good alignment (referred to hereafter as the base
creature). This template is nice if you want to add to a NPC or give a player character a sense of
depravity in the game without unbalancing the creature.
A sadistic creature uses all the base creature’s statistics and abilities except as noted here.
Ability Scores
+2 Wisdom, -2 Charisma.
Special Attacks
The sadistic creature retains all the special attacks of the base creature and also gains the following
special attack.
Opportunistic (Ex): When someone lets down their guard you can make multiple attacks of
opportunity as per the Combat Reflexes feat, and you are considered to possess this feat for purposes
of prerequisites and rules adjudication.
Special Qualities
A sadistic creature retains all the special qualities of the base creature and also gains the following
special qualities.
The Blackguard Portfolio 30
Depraved Indifference (Ex): You are skilled at making other people suffer. The Intimidation and
Use Rope skills are considered class skills regardless of the base creature’s current or future classes.
The base creature also gains the feats Skill Focus (Intimidate) and Skill Focus (Use Rope) (only when
binding a character).
If the base creature possess the Torture skill (new skill in this book), add Torture to the base
creature’s class skills and the feat Skill Focus (Torture).
Don’t Scare Easily (Ex): You grew up surrounded by violence and fear. You are immune to
Intimidation (as per the skill), and gain a +4 to all saves involving extraordinary fear effects and
torture.
Show of Force (Ex): You let your size do the talking, allowing you to use your Str modifier (if
positive) as a circumstance bonus to Intimidation checks.
Challenge Rating
Same as the base creature +0.
Alignment
Always evil (any).
Level Adjustment
Same as the base creature +0.
Animals
All of these animals can have the fiendish template from the Monster Manual added without causing
too much imbalance to the campaign.
Fiendish Giant Wasp: For blackguards who want to fly, a fiendish giant wasp is the perfect choice.
If one can be taken, add the monster feat Hover (listed in the MM) to the giant wasp’s feat list.
Fiendish Monstrous Scorpion, Spider, Viper (All Tiny): All of these creatures are small and
quiet, and can deliver poison on a successful attack, making them perfect as assassins or as a way to
soften up the competition during combat.
Monsters
The monsters listed below should not have the fiendish template add, except where noted, and do
not progress as a normal fiendish servant as the blackguard becomes more powerful.
Choker: If you like to wait in ambush or just like to stalk your prey, then a choker may be what you
are looking for. A choker can be a potential liability if someone tries to bribe one, although if you pay
them enough, they will faithfully serve you.
Homonculus: Who says wizards are the only people who can have a homunculus? The perfect
servant, a homunculus is always loyal and will gladly do what you want of it, simply because they are
an extension of you.
The Blackguard Portfolio 31
Imp/Quasit: Whether you are lawful or chaotic, an imp or quasit, respectfully, may be the servant
that you are looking for. With their shape changing and invisibility ability, they can make great spies
but can be hard to control if you are not dominant in the relationship.
Mephit (Any): Flighty and capricious at times, a mephit with an evil bent could be a “good” servant
to you. There is no single breath weapon that is more powerful than the others and they have decent
enough intelligence to be able to think for themselves.
Trixie (Fiendish Pixie): Pixies. Just the name makes any blackguard shudder from the connotation
of its supposedly inherent (and sickening) goodness. A trixie is a fiendish version on a pixie,
corrupted by some malevolent force. Just add the fiendish template from the Monster Manual to a
pixie and you have one vicious servant at your disposal.
Vargoille: Although nothing more than a floating head, a vargoille can make a decent addition to
combat by using their shriek and kiss special ability against a creature. They can also make good spies
by flying ahead and reporting what they find. The only problem is that one of you will have to learn
the others language to be able to communicate.
The Blackguard Portfolio 32
Who would a blackguard be if he or she didn’t have a few dirty tricks up their sleeve? Below are a
few choice tactics and tricks that a thoroughly evil blackguard could use in the course of an
adventure. Many of these suggestions could be used as a way of generating extra experience points
for the blackguard if they were successfully enacted, subject to the DM’s approval.
• Use gentle repose on a dead body and throw the body into the town well. When the spell wears
off, the body will start to decay and poison the water. You may have to use knock if the well
has a locked cover. Sovereign glue or arcane lock the cover to the well shut after depositing the
body.
• Get any symbol spell cast onto a coin. To ensure success, have the spell cast on both sides.
Have it trigger when it is touched. Because you are immune to the effect, you can pick it up
at any time. One use of the ensorcelled coined is to leave it in the offering box of a good
church or temple, or on the ground for someone to find and pick up.
• Have the symbol of death spell placed on your sword so that if you die, anyone who picks up
the sword is killed. Also, place a symbol of weakness or symbol of pain on your shield or armor
and have it activate when someone looks at it.
• If DM doesn’t allow torture, place the creature in a box (coffin) with the spell zone of truth
cast in it and ask away. With the use of your Dark Blessing ability, their Will save will be
more difficult to make.
• Before fighting a paladin, cast antimagic field on yourself. Neither of you will be able to use
magic items, and spell-like and supernatural abilities, but it should be more of a “fair” fight.
• Kill the paladin’s mount and take anything of value.
• Use illusionary script or arcane mark with the Profanity language to leave secret messages for
other blackguards. The read magic spell must be used to read the magical writings.
• Use the spells temporal stasis and secret chest to smuggle someone from place to place. Use dispel
magic to end the temporal stasis spell. Place these spells into a ring that can cast each once a
day.
• Use shrink item on a boulder 5 feet in diameter and reduce it to the size of a pebble. Make
someone swallow it. When the spell expires, it kills the person. It can also be used to block a
passage or a door.
• Cast any summon monster spell to soften up an opponent before you go in for the kill. You can
also use any monster you summon to act as a buffer if you need to escape.
• Raze a good church or temple to the ground. Alternatively, systematically kill off each
member of a good church or temple by starting with the lowest level members and work
your way up. Either way, never let anyone find out it was you.
The Blackguard Portfolio 33
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