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The Blackguard Portfolio

This document describes contacts and organizations that can assist blackguard characters in their campaigns. It provides details on a contact named Zurl, a retired blackguard who now travels gathering information and providing services to other blackguards, such as healing, knowledge, and transportation assistance. Zurl possesses magic items and spells that help him avoid detection and help blackguards in need.
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0% found this document useful (0 votes)
333 views35 pages

The Blackguard Portfolio

This document describes contacts and organizations that can assist blackguard characters in their campaigns. It provides details on a contact named Zurl, a retired blackguard who now travels gathering information and providing services to other blackguards, such as healing, knowledge, and transportation assistance. Zurl possesses magic items and spells that help him avoid detection and help blackguards in need.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Blackguard Portfolio

Steel Mesh Hippo Publishing


© 2008
Requires the use of the Dungeons & This product utilizes updated material from the
Dragons, Third Edition Core Books, v.3.5 revision and provides additional rules for
published by Wizards of the Coast, Inc. your fantasy d20 System game.
The Blackguard Portfolio 2

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.

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System License version 6.0. A copy of this License
can be found at www.wizards.com/d20.

'd20 System' and the d20 System logo, Dungeons & Dragons and Wizards of the Coast is a
trademark of Wizards of the Coast, Inc. in the United States and other countries and are
used with permission.

© 2008, Steel Mesh Hippo Publishing, All rights Reserved.

You can contact Mark Stanley at marcus323@gmail.com.

DEDICATION AND THANKS


This book is dedicated to Monte Cook, the author of the d20 supplement, The Book of Vile
Darkness. As a proud player of a blackguard character, this book was my bible, as was the
inspiration for The Blackguard Portfolio.
The Blackguard Portfolio 3

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.

Live Vile Evil!


The Blackguard Portfolio 4

CHAPTER ONE: CAMPAIGN


Players need a world to interact in. It is the job of the DM to provide that world. Hopefully, the DM
has done a good job in creating a world that is exciting to play in, that they players will want to come
back the next time and continue playing.
To add another layer to the campaign world that blackguards roam in, provided in this
chapter are contacts and organizations that can give needed assistance to a blackguard.

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.

THE BLACKGUARD ZURL


Most people wouldn’t even realize who he is and what he does if it wasn’t for the fact that he looks
so plain traveling the roads in a non-descript covered wagon. Zurl, a semi-retired antipaladin (fighter
12/blackguard 8), is best known as the one who razed an entire temple, killing all of the clerics, and a
couple of paladins, in the process. To date, no one, specially the forces of good, has been able to find
out who destroyed the temple. It’s as if he didn’t exist.
After almost being killed by a good cleric did he decide to live a more quite, but no less evil life.
To that end, he travels gathering information for blackguards on what good aligned churches and
temples are doing in the area. He pays special interest to clerics and paladins of good deities, keeping
an eye on their whereabouts, trying to fathom their plans.
The reason no one has been able to identify Zurl as the person who razed to temple, is because
he wears a ring that has the spell nondetection cast on it. It was given to him by his patron, a particularly
evil deity, when Zurl proposed the plan, ensuring he would remain undetected after the event. The
ring protects him from any scrying attempt, even from the most powerful mortals. Only deities have
any possible chance of find out where he is, if they knew who to look for.
To throw off suspicion when he travels, he masquerades as a battle scarred adept, using his cure
spells and healing skill on those who need it for a small fee of gold, food, or holy books. The books
that he receives are used in helping to undermine the forces of good at every possible turn. Many
times he will stay at a local good temple, the clerics and paladins none the wiser.
For a blackguard to find Zurl, the blackguard must make a Gather Information check (DC 20)
with the local evil cultists or clerics in the area. At some point, Zurl will stop by to drop off the
books he has collected and will say what town he will be heading to next. Once a blackguard is in the
right town, the only way another blackguard knows who he is, is to look for a covered wagon with a
man who wears only one ring on his left hand (the sinister hand). The only way to make contact with
him is to go to him before he strikes out on the road and say “live vile evil” in Profanity (new
language detailed in this book) and request a ride. This is the agreed upon signal for blackguards to
recognize each other. If a blackguard is unable to use Profanity, she is out of luck. If a blackguard is
able to make successful contact, Zurl will provide as much assistance as possible, so long as it doesn’t
reveal his identity or put him in too much danger.
The Blackguard Portfolio 5

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.

SERVICES PROVIDED BY ZURL


Zurl will provide these services once, unless the blackguard in question is of renown or is in
desperate need.
Healing and Convalescence: Zurl will provide healing and medical care (Heal +10) to a blackguard
in need inside his covered wagon. After treatment, he will appreciate some compensation, unless the
blackguard has no money.
Limited Bardic Knowledge (Ex): Over the decades, Zurl has amassed a considerable amount of
knowledge, equivalent to making a Bardic Knowledge check (bard ability), specifically on good
aligned creatures of prominence and good outsiders, in particular good clerics and paladins that
operate in the area. His blackguard level is equivalent to the bard level when making the check.
He will provide this service more than once, but only when it is safe for him and the blackguard
to sit down and talk.
Traveling Bolt Hold: Zurl will help a blackguard escape if they are on the run, using his ring of
smuggling*. Zurl will cast temporal stasis on the blackguard and then put him or her into a summoned
secret chest. Zurl will then take his time leaving the area so not to arouse suspicion. When he arrives at
a safe location, he will summon the chest, remove the blackguard and cast dispel magic to remove the
temporal stasis. Zurl may ask for compensation if trying to smuggle the blackguard runs some greater
risk than normal.
Zurl will sometimes provide courier services for an evil temple or church by transporting an
item or person for them, sometimes more than once if the person or item is important enough.

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

slaughter (n): a group of blackguard’s.

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.
The Blackguard Portfolio 6

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.

SERVICES PROVIDED BY THE SLAUGHTERHOUSE


Cheaper Hired Help: In the event that you need more muscle, most mercenaries in Mordant will
gladly work for you for reduced rates, knowing you are good for the money. Mercenaries receive 1
gp/character level/month as their base price, first month up front. Mercenaries that you have hired
before will reduce their price to 7 sp/character level/month and will agree to be paid after the
assignment.
Reduced Rates: Members of the Slaughterhouse are treated with deference for the fact that
Mordant was originally created by a group of blackguards as a place to hide out. As a member, you
are not charged the 10% markup on any goods and services, as long as you are making the purchases
for yourself and not others. If caught
abusing this privileges, you will be Slaughterhouse Poison: Injury, Fort DC 14 (DC 18 Good),
excommunicated from the group and Initial and secondary ability damage: 1d4 Con, 1d4 Dex, 1d4
kicked out of Mordant. If you try to Str. Against good creatures, the damage is 1d6 instead of
return, you will be killed on the spot. A 1d4. Price: 500 gp.
blackguard who possesses a blackguard’s
band is given a discount of 10% on all good and services in Mordant.
Slaughterhouse Poison: The Slaughterhouse makes this poison for blackguards and only
blackguards can purchase it. Upon becoming a member, the blackguard receives 1 vial free and 1 free
vial each Mordant year. Made from the largest spiders, scorpions, and centipedes that can be found,
the final product is magically fortified to increases its potency. Although magic was used as part of its
creation, it is not magical and spell resistance does not apply. It is especially virulent against good
aligned creatures and good outsiders.
The Blackguard Portfolio 7

CHAPTER TWO: MAGIC ITEMS


Every player knows that magical items can make the difference between life and death in an RPG
like D&D. Blackguard’s are no exception and probably wouldn’t be a blackguard without at least a
+1 unholy longsword, but that so old hat. Listed below are new magical items and arms and armor
special weapon abilities that are geared for the blackguard to make them unique and more deadly.

ARMS AND ARMOR SPECIAL ABILITIES


WEAPON SPECIAL ABILITIES
Backstabbing: In the hands of a character who can deal sneak attack damage, a backstabbing
weapon deals +1d6 bonus damage on a successful sneak attack. Ranged weapons with this
enchantment bestow the ability on their ammunition.
Faint evocation; CL 5th; Craft Magic Arms and Armor, true strike; Price: +1 bonus.

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.

ARMOR/SHIELD SPECIAL ABILITIES


Profane Defense: This armor or shield enhancement protects its wearer better from attacks made
by good aligned creatures and good outsiders. Profane Defense armor and shields protect the wearer
as if its enhancement bonus was two higher against attacks by good creatures. For example, +3 armor
defends its wearer from a good creature’s attack as if it was +5 armor.
Faint abjuration; CL 6th; Craft Magic Arms and Armor, protection from good, Price: +2 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
The Blackguard Portfolio 8

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.

THE BLACKGUARD’S BAND (MINOR ARTIFACT)


Given to blackguards by evil deities for outstanding service, the blackguard’s band is one of the most
coveted items a blackguard can gain but it can easily be taken away from poor performance.
The blackguard’s band is a type of magical item called a “growth item”. This means that as the
character gains levels of experience, new abilities are unlocked. For the character to gain the effects
of the growth item, it must be worn for 24 hours, upon which the character gains all of the abilities
as indicated by their level.

The Blackguard’s Band


Hit &
Blackguard Dam AC DN (Good)
Level Bonus Bonus Bonus Special
+1 to existing blackguard
1st – 5th +2 +1 Con modifier
spell casting level.
+1 to existing blackguard
6th – 10th +4 +2 Con modifier +3
spell casting level.
+1 to existing blackguard
11th – 15th +6 +4 Con modifier +6
spell casting level.
+1 to existing blackguard
16th - 20th +8 +8 Con modifier +9
spell casting level.

Hit & Dam Bonus: Benefits are not cumulative.


AC Bonus: This is a deflection bonus and benefits are not cumulative.
DN (Good): 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 and doesn’t incur a level adjustment. The Constitution
modifier must be positive (minimum of 1) to have any benefit. Benefits are not cumulative.
Special: When a new level of the blackguard ring is gained, the blackguard gains new spells per day as
if she had also gained a level in the blackguard prestige class. She does not, however, gain any other
benefits a blackguard would have gained. This essentially means that she adds the level from the
blackguard band to her blackguard level, and then determines spells per day and caster level
accordingly.
Strong transmutation; CL 20th; cannot be bought or sold.

THE BLACKGUARD’S HABILIMENT (MAJOR ARTIFAC)


Of all that is good and holy… beware!
The Blackguard’s Habiliment turns any blackguard into a walking arsenal of pure sadistic
destruction, able to stand toe-to-toe with the most powerful forces of good, while being able to
The Blackguard Portfolio 9

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.

SINISTER REVENGE (SWORD)


If used as a piece of the Blackguard’s Habiliment, sinister revenge retains all special abilities and gains
the synergy ability, Deadly Strike. If not, the general synergy abilities (see below) are unlocked when
all of the other pieces are worn.

Sinister Revenge Synergy Ability


Deadly Strike (Su): Each day, you gain a pool of bonus points to hit, totaling +20. These bonus
points can be used in any amount, over several attacks, as a free action, until all 20 points have been
used up. One use of the extra points does not apply to all attacks if made with a full attack action, but
applied to one specific attack.
Example: a blackguard uses their full attack action to gain three attacks. He decides to use 4 points from the pool.
The extra +4 to hit is applied to one of the three attacks, not to all three.

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.

Monocle General Abilities


Visual Immunity (Su): You are immune to the effects of being dazzled, blinded, and immune to the
gaze attacks of good aligned creatures and good outsiders only.
Infernal Vision (Su): The range of detect good is increased to 120 feet and is always active. You also
gain the ability to see how much life a good aligned creature or good outsider has, as per the
deathwatch spell.

Monocle Synergy Ability


Turn or Command Good (Su): The blackguard 3 + Cha modifier times/day, can turn or command
good aligned creatures or good outsiders. The blackguard takes a standard action to specify a target
creature within 60 feet, of 10 + blackguard level + Cha modifier HD/levels or lower. On a failed
Will save (DC 10 + Blackguard level + Cha modifier), the good creature is turned and cowers in fear.
If the Will saves fails by 10 or more, the creature is commanded, and will obey the blackguard to the
best of their ability, even if commanded to commit an act that would go against their nature, such as
killing a party member, or committing suicide. The duration of both effects last 10 rounds. The
blackguard must maintain mental control of the creature, but can relinquish control as a free action.

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.
The Blackguard Portfolio 10

Whorl General Abilities


Extra Life (Su): The blackguard gains a number of extra hp, equal to twice her blackguard level.
These hp are used up first in combat and are replenished at the beginning of the next day (or night).
Replenish Life (Su): The blackguard can use, at will, death knell, as per the spell and the extra hp
gained stacks with Extra Life (see above).

Whorl Synergy Ability


Steal Vitality (Su): For every 10 points of damage the blackguard successfully deals in an attack
(minimum of 10 points), the opponent must make a Fort save (DC 15 + blackguard level). Any one
failure permanently reduces the opponent’s maximum hp by 1 and the blackguard permanently gains
1 hp. To figure the opponents new life total on a failed save roll, first permanently subtract 1 hp and
then subtract normal combat damage.

SKIN (ARMOR): +5 HEAVY FORTIFICATION SPIKED PLATE MAIL


Able to resize itself to fit the stature of any blackguard, skin creates a striking and menacing figure
covered in plates of spiked metal. Skin is also able to resist sneak attack attempts with ease.

Skin General Abilities


Quickness (Su): The blackguard’s movement rate increases by +30 feet and gains a partial action
during combat. The partial action cannot duplicate an action that has already been performed by the
blackguard in the same combat round.
Unholy Defense (Su): The blackguard gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves specifically against attacks made, or effects created, by good aligned creatures and
good outsiders.

Skin Synergy Ability


Negate Good Damage (Su): You have DN 10 (Good), read as “Damage Negation 10, 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.

WARD (SHIELD) +5 (FOR SPECIAL ABILITIES, SEE DESCRIPTION BELOW)


A truly amazing magical item, ward can transform into one of two different shields depending on the
situation, providing different abilities when done.

Ward General Abilities


Transform (Sp): As an immediate action each round, Ward can turn into a heavy steel shield or into
a wood tower shield. Whichever special abilities and bonus to AC are in effect depends on which
shield is being used.
Heavy Shield Special Abilities (+2 Shield Bonus to AC)
Improved Arrow Deflection (Su): The blackguard can make a Reflex save (DC 20) as a free action, instead
of once per round, when struck by a range weapon to deflect it.
Improved Bashing (Su): You gain a +4 to hit, and do 1d10 + Str modifier in damage when you use the
shield as a standard attack to bash an opponent.
Tower Shield Special Abilities (+4 Shield Bonus to AC)
Improved Bull Rush (Su): You receive a +4 on your Str checks when performing a bull rush attack and
push the target back 10 feet instead of 5. You do not provoke an attack of opportunity when you do.
Stand Your Ground (Su): You gain a +4 bonus on Str checks to resist a bull rush attack.
The Blackguard Portfolio 11

Ward Synergy Ability


Force Field (Sp): As an immediate action, 3 + Cha modifier times/day, you can create a hemisphere
of force that radiates out from you, out to 10 feet, pushing back anyone within the area, and lasts
your blackguard level + Cha modifier in rounds. The field moves with you, but cannot be used as an
attack. While the force field is in effect, your movement rate is reduced to 5 feet a round, but any
creature in your path of travel is pushed aside (no check required).

GENERAL SYNERGY ABILITIES (ALL ITEMS)


Profane Aura (Su): You generate an aura similar the unholy blight spell, except the effects is constant,
centered on you, out to a 50 foot radius. Also, the Will save base DC is 20 instead of 10.
Raise Army (Sp): 6 + Cha modifier (if positive) times/day, you can create a wave of unholy energy
in a 200 foot radius, animating 10d2 corpses as skeletons, whose total HD are no greater than your
CL (20) + your Cha modifier. The skeletons that are raised are under your direct control and have
maximum hp. If raised while on a battlefield, they possess the weapons and armor that they had
when they were killed. The skeletons will obey your commands to the best of their ability, even to the
point of suicide, and you can order any number of skeletons to follow a specific order. You do not
have to maintain mental control over the skeletons after an order has been given. Once a skeleton
that you have raised has been destroyed, it crumbles into a pile of dust.
Undead Mastery (Su): Any unintelligent undead that comes within 100 feet of you automatically
come under control, regardless of their creator. For someone to retake control of any undead, they
must make a rebuke or turn undead attempt, except the undead are considered a number of HD
higher equal to your Cha modifier (minimum Cha modifier of 1). Any intelligent undead who fail a
Will save (DC 20 + Cha modifier, if positive) come under your control and will obey you to the best
of their ability, even if it means their destruction.
Overwhelming transmutation and necromancy; CL 20th.

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:

1d4 Roll Skill Bonus


1 Knowledge (religion)
2 Knowledge (the planes)
3 Knowledge (outsiders)
The Blackguard Portfolio 12

4 Torture checks when torturing someone.

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
The Blackguard Portfolio 13

CHAPTER THREE: SPELLS AND


INCANTATIONS
What would D&D be without magic spells? What would a blackguard be without her spells is a
better questions? Interesting to play would be a good answer but not as fun. In this chapter are eight
new spells and one new incantation that can only be used by blackguards.

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.

Material Component: A vial of the caster’s blood.

HEALING DAMAGE
Necromancy [Evil]
Level: Blackguard 3
Components: V, S, M
The Blackguard Portfolio 14

Casting Time: 1 standard action


Range: Short (25 ft. + 5 ft./2 caster level)
Targets: 1 creature and You
Duration: 2 rounds/caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

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.

Material Component: A drop of the caster’s blood.

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
The Blackguard Portfolio 15

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.
The Blackguard Portfolio 16

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

Shadows twist and stretch to grasp the unfortunate person.

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.

Creature Level Difference Damage


Same or greater None
-1 1d6
-2 2d6
-4 3d6
-8 or less 4d6
The Blackguard Portfolio 17

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
The Blackguard Portfolio 18

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
The Blackguard Portfolio 19

CHAPTER FOUR: ALTERNATE RULES


The great thing about d20 is that it is so modular. It is easy to take remove one aspect of a character
and replace it with another to give it “character” or just make it different. In the following chapter,
new rules were created to give a campaign that features blackguards as the enemy, or a prestige class
that is open for player, more options for the DM or player to have a bit more fun and too add flavor
to the game.

ALTERNATE BLACKGUARD PRESTIGE CLASSES


To distinguish the two alternate prestige classes outlined in this section, the blackguard prestige class
in the DMG will be referred to as the militant blackguard.

THE MILITANT BLACKGUARD


The militant blackguard is the embodiment of the mortal fiend, an antipaladin who purpose is to
make the world submit to the will of evil. Listed below are a few suggestions as to making the
blackguard in your campaign different and unique.

Alternate Skill Requirements


Replace Heal with Intimidate 4 Ranks.

Alternate Spell List


This variant spell list for the militant blackguard removed two spells and replaced them with more
practical ones.
The spell cause fear was replaced with deathwatch. Cause fear can only affect creatures of 6
HD or less and becomes useless as the blackguard takes on more powerful creatures. Deathwatch
was chosen because it allows the blackguard to know how hurt their target is so they can plan
accordantly. The spell deeper darkness is considered redundant with the darkness spell and is
replaced with invisibility purge so that the blackguard can level the playing field against invisible
opponents.

Militant Blackguard Spell List


Leve Spells
l
corrupt weapon, cure light wounds, deathwatch, doom, inflict light wounds, magic weapon, summon
1st
monster I*.
bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate
2nd
wounds, shatter, summon monster II*.
contagion, cure serious wounds, inflict serious wounds, invisibility purge, protection from elements,
3rd
summon monster III*.
4th cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
* Evil creatures only.
The Blackguard Portfolio 20

THE SNIPER BLACKGUARD


Whereas the militant blackguard focuses on melee combat, the sniper blackguard uses range combat
to best effect. If done right, the target never knows the blackguard was there, which is just the way
they like it. Often pairing up with a militant blackguard to lend range support, the two can be an
extremely effective combination taking down the most challenging of opponents.
The Fiendish Servant and Fallen Paladin features from the militant blackguard prestige class are
the same with the sniper blackguard prestige class and are not printed in this writing.

Hit Die: d10.

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.

The Sniper Blackguard Variant Prestige Class


Base Spells Per Day
Attack Fort Ref Will
Level Bonus Save Save Save Special 1st 2nd 3rd 4th
Ambush, Aura of Evil,
st
1 +1 +0 +2 +0 Dark Protection, 0 — — —
detect good
Dark Blessing, Smite
2nd +2 +0 +3 +0 1 — — —
Good 1/day
Command Undead,
3rd +3 +1 +3 +1 1 0 — —
Sneak Attack +1d6
Increased Sneak
4th +4 +1 +4 +1 1 1 — —
Attack Range
Fiendish Servant,
5th +5 +1 +4 +1 Smite Good 2/day, 1 1 0 —
Sneak Attack +2d6
6th +6 +2 +5 +2 1 1 1 —
7th +7 +2 +5 +2 Sneak Attack +3d6 2 1 1 0
th
8 +8 +2 +6 +2 2 1 1 1
9th +9 +3 +6 +3 Sneak Attack +4d6 2 2 1 1
th
10 +10 +3 +7 +3 Smite Good 3/day 2 2 2 1
The Blackguard Portfolio 21

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.

Sniper Blackguard Spell List


Leve Spells
l
corrupt weapon, cure light wounds, deathwatch, doom, magic stone, magic weapon, sanctuary,
1st
summon monster I*.
The Blackguard Portfolio 22

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.

ALTERNATIVE BLACKGUARD TESTS


If the DM or player is not interested in, or is unable, to summon an evil outsider to fulfill the
requirements in becoming a blackguard, then these alternate test may be more in keeping with you
campaign.

• 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

Adaptive Smite [Blackguard]


Prerequisites: Smite Good
Benefit: Once per day, you can use your Smite Good ability on any type of creature, not just good
aligned creatures or good outsiders. As a swift action, you must designate the creature you are using
your Adaptive Smite on and make a normal Smite Good attack. If the attack fails, you must wait 1
day to make another Adaptive Smite. This counts as 1 use of your daily number of Smite Good
attempts.

Cruel [General]
You enjoy other people’s misery.
Benefit: You gain a +2 bonus to the Intimidate and Use Rope skill.

Danger Sense [General]


Benefit: You may use your Wis modifier in place of your Dex modifier on Reflex saves.

Enhanced Demoralize Opponent [General]


Prerequisites: Cha 15, Improved Demoralize Opponent
Benefit: The Intimidation check on Demoralize Opponents rolls is more potent. If you succeed, the
character takes a -4 penalty on attack rolls, ability checks, and saving throws for a number of rounds
equal to your Blackguard level, instead of -2.

Exalted Enemy [Blackguard]


You are especially knowledgeable at fighting good creatures.
Benefits: You gain the ranger Favored Enemy special ability against good aligned creatures and good
outsiders. How you determine the alignment of a creature is left to the blackguard.

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.

Hardy Brawler [General]


You know how to take a punch.
Prerequisite: Toughness
Benefit: You gain a Damage Reduction (Con modifier [minimum of 1])/lethal damage, or if you are
using Damage Negation, DN (Con modifier [minimum of 1]) (subdual). Both apply only to subdual
damage.
Special: This feat cannot be used against magical weapons or attacks.
Special: A fighter may take this feat as a fighter bonus feat.

Improved Demoralize Opponent [General]


Prerequisites: Cha 13, Intimidation 6 Ranks
Benefit: The Intimidation check on Demoralize Opponent rolls is more effective. If you succeed,
the opponent is shaken a number of rounds equal to your Blackguard level.

Improved Play Dead [Special]


Benefit: You do not provoke an attack of opportunity when you use the Bluff skill to play dead.
The Blackguard Portfolio 24

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.

Improved Sniping [General]


Prerequisites: Hide 8 Ranks
Benefit: When using the Hide skill for sniping, you only take a -10 to Hide after you attack, and can
make a range attack at least 20 feet away.
Special: The sniper blackguard gains this feat as an extraordinary ability at 1st level.

Low Blow [General]


Prerequisites: Dex 13
Benefit: As a standard action, you may make an attack to kick or punch a creature’s genitals to cause
extreme pain. Because a creature’s genitals are much more protected, the creature’s genitals gain a +2
to AC. The creature must be the same size category as you, have at least 2 legs, and you must be
square with the creature and strike from either the front or the back. Creatures with 4 legs or more
must be struck from behind, if applicable. If the strike is successful, the creature takes 1d6 + Str
modifier of damage and must make a Fort save (DC 10 + damage). If the save succeeds, the creature
is stunned for 1d4 rounds. If the save fails, the creature is rendered unconscious and helpless for 1d4
minutes. Females are not immune to this attack. Constructs, oozes, plants and vermin are immune to
this attack.
Normal: This attack is considered a called shot that imposes a -4 to hit.
Special: A fighter may take this feat as a fighter bonus feat.

Maiming Strike [General]


Prerequisites: Base Attack Bonus +4, Str 15
Benefit: As a full round action, you may make a maiming strike against a creature. If you hit, the
victim must make a Fort save (DC 10 + ½ character level + Str modifier). On a failed save, the
creature suffers a -2 penalty to hit and loses 5 feet from their movement rate. If the save is successful,
the strike does normal damage. The effect of multiple maiming strikes stack and last until the
creature receives mundane or magical healing (DC 15 for the Heal check on each maiming strike
received). You may perform a maiming strike 1/day for every 3 character levels.
Special: A fighter may choose this feat as a fighter bonus feat.

Mass Demoralize Opponent [General]


Prerequisite: Cha 15, Enhanced Demoralize Opponent
Benefit: You can make an Intimidate check on Demoralize Opponent rolls against several creatures
at once. You can target a number of creatures in your field of view equal to your Blackguard level,
out to a range of 30 feet. If you succeed, the creatures are shaken a number of rounds equal to your
Blackguard level.
Special: This feat cannot be combined with the extraordinary ability of the same name outlined in
this book.

No Rest For The Wicked [Blackguard]


You become a raging fury of spite and malice when reduced to -1 or less hp.
Prerequisites: Diehard, Endurance
Benefit: Because of your connection to the forces of evil, upon reaching -1 hp or less (but not -10),
you receive a number of temporary hp equal to (3 x Blackguard level) + Con modifier, and a bonus
to AC, Strength, Initiative, and Saving Throws equal to you 1 + Cha modifier (minimum of 1), and
your attacks are considered evil for the purposes of Damage Reduction (or Damage Negation, see
this book). These benefits last a number of rounds equal to your Blackguard level starting on the next
The Blackguard Portfolio 25

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.

Precise Strike [General]


Prerequisites: Dex 15
Benefit: When making a called shot to the head, you only receive a –5 to hit and only a –1 to hit
when making a general called shot.

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.

Thick Skin [General]


Your skin has because scarred from battle, making it easier to resist pain and harder to be hit.
Prerequisites: Must have lost at least 100 hp from physical combat or magical damage.
Benefit: You gain a +2 natural armor bonus to AC, and a +2 bonus to Concentration checks and to
saving throws when involving pain.

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.

MASTERWORK WEAPON ABILITY


Serrated: This weapon ability can be added to masterwork quality weapons that only do slashing
damage. The edges of the blade is given hundreds of razor sharp teeth, much like a saw, designed to
viciously rip and cut through the flesh of a creature. The serrated ability reduces the die type of the
The Blackguard Portfolio 26

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.

NEW AND ALTERNATIVE CLASS ABILITIES


Players may like the blackguard concept but may find some aspects not to their liking. Below are
examples of new and alternate class abilities that can be added or substituted with permission from
the DM. These abilities can also be added as effects to magical items if the DM does not want to
make them class abilities.

New Special Ability


Domain Granted Power (Su or Sp): If the evil outsider that was contacted was a deity, the
blackguard gains access to a granted power from one of the deity’s domains. If they already have
access to domains through another class, this domain granted power is new and additional to their
prior repertoire.

Alternative Spell-like Abilities


Aura of Defilement (Sp): As a standard action, you create a burst of foul energy similar to unholy
blight, but centered on you, a number of times/day, equal to 1 + your Cha modifier (minimum 1),
lasting 1 round/blackguard level.

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.

Alternative Supernatural Abilities


Option: Aura Suppression
As a blackguard, you may not want to have an aura or supernatural ability constantly “on”.
With the permission from the DM, your character can turn any supernatural ability on or off
as an immediate action each round.

Alternate Smite Good


Some players may feel that the paladin has an unfair advantage when it comes to their Smite Evil
ability. A paladin gets a potential of 20 extra points of damage whereas a blackguard only gets a
potential of 10. To help balance the blackguard against the paladin, increase the amount of Smite
Good damage the blackguard can do.
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 2
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.

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

PROFANITY: THE BLACKGUARD SECRET


LANGUAGE
Upon becoming a blackguard, you acquire the language called Profanity. Profanity is a secret lingua
franca, or universal language, of blackguards, just like Druidic is the secret language of druids. It is
both a written and spoken language meant to convey information quickly.
When spoken, Profanity sounds extremely guttural and harsh. If someone was to hear two
blackguards speaking Profanity, they would here gibberish. In written form, it is used as a way to
inform other blackguards as to possible dangers or targets, using script made of simple geometric
symbols. Some blackguards even go so far as to write Profanity with the arcane mark spell to hide the
writing, with other blackguards wearing magical items that allows them to use read magic so they can
read it.
Anyone, other than blackguards, trying to read Profanity must make a Decipher Script check,
DC 40, to understand what is trying to be conveyed. Even if they succeed, they may not understand
the general context in which the information is being used in.

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.

Making the Roll


For this skill to be used, the creature must be helpless, conscious, be able to communicate with the
torturer and posses an intelligence score of at least 10. Before the roll is made, the player must state a
question to which they want they answer to; the more specific, the better. The player doing the
torture rolls their Torture skill at DC 20.

Torture Roll Results


If the torture roll succeeds, the creature being tortured makes a saving throw as described below. If
the roll fails, the creature is not swayed by the pain and fear. Regardless of the roll result, the creature
being tortured takes 1d10 points of damage.

Torture Creature Saving Throw


Add the tortured creatures Fort and Will saving throw modifiers together. For every 2 points, the
creature gets a +1 to their Torture saving throw (DC 15 + Torture skill modifier).

Saving Throw Results


On a successful saving throw, the creature provides no information to the torturer. If the save failed,
the creature gives the torturer the information they asked. If the save fails by more than 10, the
creature dies providing no information.

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

Expanded Use of Skills


Bluff – Play Dead: After an attack has been made against you (whether successful or not), you may
collapse to a prone position and pretend to be dead. A Spot check (DC 10 + ½ your character level
+ Bluff modifier) is required to notice you are faking.
Alternatively, you can pretend to be dead when someone comes upon you if given at least 1
minute to prepare. The base DC for the Spot check (see above) is 15 instead of 10.
Playing dead provokes an attack of opportunity from either use.
The deathwatch spell negates any benefits gained from the specific use of this skill.

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.

Sadistic Creature Template


You had a cruel and violent upbringing that has left you with a much different outlook on life. You
are not squeamish when it comes to violence, and have no reservations in being violent to make
people do what you want, and generally getting your own way.

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.

VARIANT FIENDISH SERVANTS


Name a blackguard who doesn’t want a Nightmare for a fiendish servant. There smart, their
powerful and they can provide transportation. The only problem is that they refuse to have anyone
ride them, unless you are the most evil and vile creature on the Material Plane. To most Nightmares,
even the most despicable blackguard doesn’t even rate their service.
Not to worry. Below is a list of creatures from the Monster Manual that can provide an
alternative to the standard fiendish servant list in the DMG.

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

CHAPTER FIVE: DIRTY TACTICS


AND SNEAKY TRICKS
“No.”
~ The response given by the Blackguard Zurl while standing over the dead body of a paladin who asked if he was
going to fight honorably.

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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15. COPYRIGHT NOTICE


Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
d20 System Reference Document Copyright 2000-2005, Wizards of the Coast, Inc.; authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave
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The Blackguard Portfolio © 2008, Mark Stanley
The Blackguard Portfolio 35

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