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| Arikas12-21-05, 02:32 PM | Okay i cannot understand what Wizards have written from a paladin becoming a blackguard. its been bothering me and i NEED to know the answer, so i thought id come here and ask the forum gods :D it seems so simple... yet it doesnt. Lets take for example: Level 15 paladin. Hes happy, hes cool, then followers of his church deem it necessary to wipe out his city for the "Greater good" because theres a plague or something equally dramatic. naturally the paladin has his fall from grace. Since the paladin is: http://d20srd.org 11 or more A fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in. The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin So YAAAY now that happy do-gooder is a level 10 Blackguard... but 5 paladin? To me that doesnt make much sense. Now refering to the DMG: 3.5 DMG Page 183 Thus a fallen 15 level paladin could become a 10th level blackguard/5th level paladin and gain the first three extra abilities on this chart(i assume the "fallen paladin" list) because of characters remaining five levels of paladin. and of course ends with: smite good 4/day So now would that mean our friend, mr fallen paladin here, is: 10th level blackguard (special abilities, spells, saves, bab, etc) as per the preistege class, and 5th level paladin but ignore the paladin template completely (except for saving throws, HD, and bab) and insert it with the "first 3 abilities" from the "fallen paladin" chart? thus he would attain: 1-2 Smite good 1/day 3-4 Lay on Hands 5-6 and Sneak attack damage increases +1d6 and increases smite to 2/day Interesting... but what about the "11 or more" where it says "smite good 4/day" does that stack with the "smite good 2/day" and then adds on top of the blackguard template THUS giving smite good 9/day?! Jesus im confused.... and this is where i get more confused. where does he level from here? must he abandon the fallen paladin ways and go on to fighter levels ? so lets say hypothetically he gains 2 levels 10 blackguard 5 fallen paladin 2 fighter? or can he continue on with the fallen paladin path and attain the extra abilities: 10 blackguard 7 fallen paladin thus giving him Fiending summoning (and it says double blackgaurd level so that puts him at 20th level caster for that summon). does that make any sense? somebody please clear this all up for me and ill buy you egg nog lol PS one last thing: does a fallen paladin need the pre-reqs to become a blackguard? |
| PhaedrusXY12-21-05, 02:40 PM | 10th level blackguard (special abilities, spells, saves, bab, etc) as per the preistege class, and 5th level paladin but ignore the paladin template completely (except for saving throws, HD, and bab) and insert it with the "first 3 abilities" from the "fallen paladin" chart? thus he would attain: 1-2 Smite good 1/day 3-4 Lay on Hands 5-6 and Sneak attack damage increases +1d6 and increases smite to 2/dayYes. This is all correct (except where you called Palladin a template...). Interesting... but what about the "11 or more" where it says "smite good 4/day" does that stack with the "smite good 2/day" and then adds on top of the blackguard template THUS giving smite good 9/day?!No, this only counts if you keep 11 or more levels as Ex-Palladin levels. If you "cash them in" for Blackguard levels, they no longer exist as Ex-Palladin levels, and so don't count. where does he level from here? must he abandon the fallen paladin ways and go on to fighter levels ? so lets say hypothetically he gains 2 levels <snip> or can he continue on with the fallen paladin path and attain the extra abilities:There really isn't an Ex-Palladin class for him to advance in. So I don't think it is technically legal for him to advance his Ex-Palladin levels. However, it certainly wouldn't be game-breaking to allow it. It is probably weaker than most other classes he could advance in. PS one last thing: does a fallen paladin need the pre-reqs to become a blackguard?Yes. I've heard of people houseruling this away, though. It is a common joke to say "You know you should start worrying when the party Palladin picks the feat Improved Sunder." Blackguard Demonbinder Fighter1/FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword1/EK5 BAB+19, Caster level 10 BG (4th level spells), 17ND (8th level spells), -10% ASF (Alternatively, FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword5/ArcaneTrickster2 might be better, but you need to get Mage Hand somehow. I think this is the same as SangDrax's build.) Hit Dice: 12d10+7d6+1d8+100 (184) 224 raging Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: AC 23/21rage (10+8armor+1nat+4dex), touch 14, flat-footed 19 AC 27/25 w/Unholy Aura Base Attack/Grapple: +19/+25(27rage) Attack: Using Smite Good, Divine Might, Arcane Strike(8th), Spellstoring (Inflict Serious Wounds), and Power Attack(-19): +28 (17-20/x2) Damage: 1d10+72+2d6unholy+2d6bane+8d4+3d8+10+1Co n, Avg 135/145, +3d6 if they're flatfooted or flanked. Full Attack: + 30/25/20/15 (17-20/x2)(1d10+15+2d6unholy+2d6bane+1Con, Avg 35/45) raging vs. good and bane Space/Reach: 5 ft./5 ft. Special Attacks: +3d6 Sneak Attack, Succubus can use Sp abilities from inside sword, Demon Trap Will DC 26 & SR 30ft, Smite Good 4xday (+9att, +10dmg) Caster Levels: BG 10, ND 17 Saves: Fort +30, Refl +15, Will +20; partial progression: Fort +25, Refl +17, Will +22; F34,Refl19,W24, SR 25 & 1d6 Str Defensive w/UnholyAura, SR spell 29 Abilities: Str 22/26, Dex 18, Con 20/24, Int 10, Wis 14, Cha 28 Skills: Concentration +20, Hide +8, Know(Rel) +2, Know(Planes)+10, Intimidate +5, Sense Motive +2, Ride +25 Feats: Education, Power Attack, Cleave, Improved Sunder, Iron Will, Spell Focus: Conj., Divine Might, Arcane Strike, Leadership, Alertness (familiar), Mounted Combat Challenge Rating: 20 Alignment: Lawful Evil Details, equipment, etc. Progression 1 Education, Power Attack, Cleave 3 Improved Sunder 6 Iron Will 9 Spell Focus: Conjuration 12 Convert 10 Palladin levels to Blackguard levels, Take Divine Might 13 NarD1 Inimical Casting 14 Spellsword1 15 NarD2 Arcane Strike, Iron Sign 16 EK1 Mounted Combat 18 EK3 Leadership Stats: Str 22/26raging (17+1lvl+4item) Dex 18 (12+4item+2inherent) Con 20/24raging (14+4item+2inherent) Int 10 Wis 14 cha 28 (18+4lvl+4item+2inherent) Gear Adamantium Katana is normally +1 Keen, Unholy, Wounding, Spellstoring, Bane (vs. whatever he's fighting, if in doubt Magebane). If opponent's type is unknown, last ability will be some elemental damage. +3 Glamored Twilight Mithril Chainmail (ASF10%, ACP-1, Max Dex +6, Price?), Belt of Giant Str +4 (16,000), Gloves of Dexterity +4 (16,000), Amulet of Health +4 (16,000), Cloak of Charisma +4 (16,000), Tome of Cha +2 (55,000), Gut Worm (+2inhCon, Rage at will, cure pois 1xday), Fiendish Skin (55k, +1NA, +2 inh Dex, Darkv 60ft., Poison 1xday DC27), Fiendish Familiar (source of spell knowledge, stats 2 higher for bonus spells), Hat of Disguise, Adamantium Katana, Silver Wakazashi He has learned different spells that are not on the Nar Demonbinder list from his Fiendish Famliar. (and because of how I let sorcerers choose from any list) Nar Demonbinder Spells: 4th(6): Fly, Summon Undead IV, Dismissal, Haste 5th(6): Improved Blink, Flame Wave (see custom spells), Plane Shift, True Seeing 6th(5): Greater Dispelling, Heal, Fiendform (Horse->Deinoch, Imp-->Barbezu) 7th(3): Blasphemy, Power Word: Blind (200 HP, no save, SR applies) 8th(2): Unholy Aura (+4 Defl&Saves, SR 25vs. good, good take 1d6 Str dmg per attack on BG, 1rnd/lvl, 1creature/lvl) Commonly prepared Blackguard Spells: 1st:(3) 3xCorrupt Weapon (1min/lvl, autocrit vs. good) 2nd:(3) 2xBull's Strength, Shatter 3rd:(2) Protection from Elements, Inflict Serious Wounds 4th:(1) Cure Critical Wounds Cohort, Familiar, Mount, and Summoned Elite Succubus/Fiend of Possesion 6 Medium Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 6d8+6d6+24 (72) Initiative: +3 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 19 (+9 natural), touch 10, flat-footed 19 23 w/UhAura Base Attack/Grapple: +9/+9 Attack: Claw +7 melee (1d6) Full Attack: 2 claws +9 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Energy drain, spell-like abilities, summon demon Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues; vs Good: SR 25 +1d6 Str defense w/UnholyAura Saves: Fort +11, Ref +10, Will +15; F15,R14,W19 w/UhAura Abilities: Str 10, Dex 10, Con 12, Int 20, Wis 20, Cha 32 Skills: Bluff +28, Concentration +10, Diplomacy +15, Disguise +26* (+28 acting), Escape Artist +9, Hide +15(20), Intimidate +22, Knowledge (arcana) +14, Listen +22, Move Silently +9, Search +14, Spot +22, Sense Motive +20, Spellcraft +14, Survival +5 (+7 following tracks), Use Rope +0 (+2 with bindings) Feats: Improved Toughness, Persuasive, Craft Magic Arms and Armor, Craft Wonderous Item, Forge Ring Environment: A chaotic evil-aligned plane Organization: Solitary Challenge Rating: 13 Treasure: Standard Alignment: Always chaotic evil A succubus is 6 feet tall in its natural form and weighs about 125 pounds. Combat Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon. A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 24 Will save to negate the effect of the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based. Spell-Like Abilities: At will—charm monster (DC 25), detect good, detect thoughts (DC 23), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 24), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based. Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals. Skills: Succubi have a +8 racial bonus on Listen and Spot checks. *While using her alter self ability, a succubus gains a +10 circumstance bonus on Disguise checks. Abilities added from Fiend of Possesion: Ethereal Form (Su): At will, CL = HD Hide Presence (Ex): Can "hide" magically from spells that affect evil outsiders or try to detect her presence inside a possessed creature or object. Use Int mod instead of Dex mod on this check (same for this char). Add +4 if the fiend is not controlling the object or creature at the time. DC is as normal for the spell. Possess Object (Su): See FF pg. 205 for details. Will save DC 26. Can sense surroundings as normal up to 60 ft., or 120 ft. as a full round action. Can use any inate abilities that are purely mental (includes Spell-like). This includes non-continuous objects like a puddle of water, a wall, etc. The objects can be anywhere from Tiny to Collossal. Curse (Su): Can make an object Cursed as the Bestow Curse spell. Will DC 26. Magic Item (Su): Can enhance an item with a bonus equal to levels in FoP class. May be enhancements or special abilities. If the fiend tries possessing the item wielder, the DC increases for 1 per day the wielder has the item, to a max of +10. Control Object, Animate Object (Su): See Fiend Folio pg. 206. Possess Creature (Su): Will DC 26 to resist. Automatically knows surface thoughts and can probe memories (Will save DC 26). Can communicate telepathically with possessed creature. Ally or Enemy (Su): Can grant +4 profane boost to an ability score or -4 profane penalty to an ability score of creature she is possessing as a free action. Control Creature (Su): Can exert direct control on a possessed creature as a Standard Action. Will save DC 26. Fiend can do this at will. Control lasts 17rnds + 1per time the fiend has controlled this host, unless the fiend decides to relinquish control sooner. The fiend has access to all abilities of the host including spells, feats, skills, etc, but still uses it's own mental ability scores, and can choose whether the host remains aware of what's going on or blacks out. Fiendish Heavy Warhorse Companion Large Magical Beast (Extraplanar, Evil) Hit Dice: 12d8+48 (145) 169 raging Initiative: +1 Speed: 50ft. Armor Class: 27/25rage (+4AC, –1 size, +3 Dex, +11 natural), touch 12, flat-footed 20 AC 31/29 w/UnholyAura Base Attack/Grapple: +9/+19 (+21 grapple w/rage) Attack: Hoof raging +18 melee (1d6+8) +20 if BG threatened Full Attack: 2 hooves +20 melee (1d6+10) and bite +20 melee (1d4+5) Space/Reach: 10 ft./5 ft. Special Attacks: Smite good 1/day +12 damage Special Qualities: Low-light vision, scent, Darkvision 60 ft., 10 Resist Cold&Fire, SR 25, Imp. Evasion, Share Spells, Empathic Link, Bloodbond, Speak with Master, Share Saves, DR 10/magic, Gutworm (+2 Con, Rage at will,NeutPois1xday)vs Good: SR 25 +1d6 Str defense w/UnholyAura Saves: Fort +31/33, Ref +11, Will +14/16; F35/37, R15,W18/20 UnholyAura Abilities: Str 26/30, Dex 16, Con 22/24, Int 9, Wis 16, Cha 6 Skills: Spellcraft +2, Spot +5 Feats: Multiattack, Improved Multiattack, Combat Reflexes, Spellcasting Harrier, Improved Toughness Alignment: Lawful Evil These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds. (Alot more for this one, especially if it's raging.) Fiendish Deinonychus form (buffed) (may redo for Nightmare form) Large Animal (Extraplanar) Hit Dice: 12d8+48 (145) 169 raging Initiative: +2 Speed: 60 ft. (12 squares) 90 hasted but Imp only 70 hasted Armor Class: 28/26 (+4AC, –1 size, +2 Dex, +13 natural), touch 11, flat-footed 27 AC 33/31 w/buffs Base Attack/Grapple: +9/19 (21 raging) Attack: Talons +18 raging (2d6+8) +20 w/BG threatened Full Attack: Talons +20/20 melee (2d6+10, Avg 17) and 2 foreclaws +20 melee (1d3+5, Avg 7) and bite +20 melee (2d4+5, Avg 10) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, Smite good 1/day +12 damage Special Qualities: Low-light vision, scent, Darkvision 60 ft., 10 Resist Cold&Fire, SR 25, Imp. Evasion, Share Spells, Empathic Link, Bloodbond, Speak with Master, Share Saves, DR 10/magic, Gutworm (+2 Con, Rage at will,NeutPois1xday);vs Good: SR 25 +1d6 Str defense w/UnholyAura Saves: Fort +30/32, Ref +10, Will +14/16; F34/36,R14,W18/20 UnAura Abilities: Str 27/31, Dex 15, Con 21/25, Int 9, Wis 16, Cha 8 Skills: Spellcraft +2, Spot +5 Feats: Multiattack, Improved Multiattack, Combat Reflexes, Spellcasting Harrier, Improved Toughness Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does. Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability. Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have. Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast). Speak with Blackguard (Ex): If the blackguard’s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Blood Bond (Ex): If the blackguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent. Spell Resistance (Ex): If the blackguard’s character level is 19th or higher, the servant gains spell resistance equal to the blackguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance. IMP fiendish familiar Tiny Outsider (Evil, Extraplanar, Lawful) Hit Dice: 20d8 (92/112) Initiative: +3 Speed: 20 ft. (4 squares), fly 50 ft. (perfect) Armor Class: 24 (+2 size, +4AC, +3 Dex, +6 natural), touch 15, flat-footed 21 Base Attack/Grapple: +19/+11 Attack: Sting +24 melee (1d4 plus poison) Full Attack: Sting +24 melee (1d4 plus poison) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5, Improved Evasion, Empathic Link, Share Spells Saves: Fort +21, Ref +19, Will +10 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 16 Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) Feats: Dodge, Weapon Finesse In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds. Combat Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively. An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus. Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 16). Caster level 6th. The save DC is Charisma-based. Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar. BEARDED DEVIL (BARBAZU) form (Imp via Fiendform) Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 20d8 (92/112) Initiative: +2 Speed: 40 ft. (8 squares) 70 hasted Armor Class: 29/27 (+2 Dex, +4Defl, +4AC, +8 natural+1haste) touch 17, flat-footed 22 Base Attack/Grapple: +19/+21(23/25) Attack: Glaive +23 raging or buffed (1d10+6 plus infernal wound) or claw +23 melee (1d6+4) Full Attack: Glaive +23/23/18/13/8 raging&buffed (1d10+9 plus infernal wound, Avg 14) or 2 claws +23 melee (1d6+6, Avg 9) Space/Reach: 5 ft./5 ft. (10 ft. with glaive) Special Attacks: Infernal wound, beard, battle frenzy, summon devil Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, fast healing 2, spell resistance 17, telepathy 100 ft.; vs Good: SR 25 +1d6 Str defense w/UnholyAura Saves: Fort +24/26, Ref +19, Will +10; F28/30,R23,W14 Abilities: Str 15/23, Dex 15, Con 17/21, Int 10, Wis 12, Cha 16 Skills: Feats: Dodge, Weapon Finesse Every bearded devil carries a sawtoothed glaive. A bearded devil stands 6 feet tall and weighs about 225 pounds. Combat Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes. A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will— greater teleport (self plus 50 pounds of objects only). Caster level 12th. Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16/18 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16/18 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based. Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16/18 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based. Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward. Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell. Tactics, and Roleplay Background Tactics PreCombat Buffs: (s=shared w/mount&imp) Fly (s), Improved Blink (s), True Seeing (s), Fiendform (Horse->Deinoch, Imp-->Barbezu), Freedom of Movement (s), Protection from Elements (s)-only if he has an idea of what element, Bull's Str on Imp&Horse, Haste (all), Unholy Aura (all) 1) Scout enemy. Imp may do this in alternate form. Succubus could also go Ethereal and scout very well. 2) Succubus possesses BG 3) Buff, except summoning spell 4) All teleport to enemy on surprize round 5) BG is on mount and flanks with Imp. They go after obvious spellcasters first, and try to stay within 5' of each other if at all possible. Imp & succubus have telepathy and use it to coordinate attacks. The Blackguard uses his massive super smite on the first round of combat, trying to thin the enemy numbers. 6) Succubus uses Suggestion every round to suggest an enemy to flee, unless she needs to change the weapon's enhancements around. She targets the enemy that she thinks will have the weakest will save. 7) If Blackguard thinks they'll help, he summons skeletal cloud giants (casting Defensively), but not usually until they drop one enemy or it flees. They continue attacking the same enemy until it dies. Blackguard uses Heal via Share Spells if they need it. 8) Since they are all blinking, they attack as Invisible (deny Dex to AC, +2 to hit) and also get another +2 to hit from flanking. 9) If things go bad, succubus possesses BG and they all teleport away via Share Spells. Personality Driving Motivations and Personality Quirks- Pride, National Pride, Protectiveness, a bit of Shame, Revenge, extreme Discipline and respect for it, Impatience, Quick-tempered A tall man, standing six foot two and powerfully built. He always stands erect, and walks as if marching at the head of a line of proud soldiers, even though his current crew is a motley thrown together band of humanoids not far removed from banditry. He has blond hair, blue eyes, and an attractive face, but for the ugly brand in the middle of his forehead. A perceptive individual will also notice a few dark scales on his neck and arms, normally barely hidden by his armor. He could have had the brand removed by now, but has chosen not to and makes no effort to conceal it. He still wears the armor of his old order, the Army of the Lion, a beautiful suit of mithril chainmail. The lionhead crest on the chestpiece is still visible. He wears a regal red cloak and keeps his equipment well polished and impecably maintained. His katana and wakizashi hang at his side in the style of a Daisho. If unclothed, the small evil face of his demonic familiar can be seen peering out where his navel should be. It is round and pudgy like that of a human infant, but covered in red scales, with serpentine eyes and a mouthful of needle-like teeth. Lord Durak Tharanas (Durak the Black) was once a proud and fierce champion of goodness and member of the Army of the Lion (centered in Emmech, Aglarond), but became disgusted with what he saw as the foolishness and lack of courage of the common folk, and even many of his fellow soldiers. He felt like many of the wrongs he helped to right could have been easily avoided, if the people had been stronger themselves, or had a firmer ruler to guide them. He dislikes the Symbul's methods and her long periods of absence, often leaving the actual ruling of the country in the hands of "lessers", and thinks the country should be more active about preparing for the inevitable war with Thay. His methods became more callous and cruel, and eventually he was kicked out of his order and exiled after brutally beating a young soldier to death who'd abandoned his post in the middle of the night to sneak off with a lover. For his crimes, he was branded with the mark of a criminal and banished upon pain of death from his homeland. He wandered aimlessly for a while throughout Faerun, and eventually met a swordsmen from the east who impressed him greatly. This man taught him the Way of the sword, but his heart had already turned bitter and cruel. He came to see westerners as weak and unfit to govern themselves, and to see himself as a self-appointed conquerer who could govern them and keep them in check. In his quest for power and domination of others, he learned to summon and bind demons to his will using ancient secrets of the Nars. He sees them as tools to be used to further his own power and agendas. He is cruel and not opposed to grinding his enemies to dust, or even assassinating those he feels are not worthy of a direct fight. After all, if a man is not wise enough to be ready to defend himself at all times, then he is not worthy of keeping his life. He has become convinced that the only way to "save" the people of his homeland is to conquer them himself and rule them with an iron fist. He is willing to use whatever means necessary to increase his personal power in order to realize this dream. He has become so corrupt that it is possible he might be convinced to ally with the undead, if he thinks he could use them to hasten his plan to place himself on the throne of Aglarond. It is also possible that he could be convinced to aid the heroes in saving the land from the undead, but he himself is as brutal and thorougly evil as the undead themselves are. 2 Cloud Giant Skeletons (there are better choices for summoning, but these are decent for core. 12 headed pyrohydra skeletons are nice too.) Huge Undead 17d12 (110 hp) +6 50 ft. (10 squares) 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 +8/+28 Gargantuan morningstar +18 melee (4d6+18, Avg 32) or claw +18 melee (1d8+12, Avg 16) or rock +8 ranged (2d8+12, Avg 21) Gargantuan morningstar +18/13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12) 15 ft./15 ft. Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits Fort +5, Ref +7, Will +10 Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1 Edit: Best version so far I think: HumanParagon3/FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword1/EldritchKnight3 Levels 1-12: Palladin 1-11 with one level of Human Paragon stuck in there somewhere (probably at 2nd level). Then turn Blackguard. Progression 1 Power Attack, Cleave 3 Improved Sunder 6 Iron Will 9 Spell Focus: Conjuration 12 Divine Might 13 NarD1 14 HP2 Arcane Disciple (or Mother Cyst) (b) 15 HP3 Arcane Strike* (or Practiced Spellcaster) 16 Spellsword1 17 EK1 Mounted Combat* (b) 18 NarD2 Leadership The Human Paragon levels let you avoid taking the Education feat, and also net you another bonus feat, a +2 to one stat, and let you customize your skill list. Apply Adaptive Learning to Use Magic Device, and give your Imp familiar some staves, and he can just stay out of combat and blast people, or heal you, or whatever else you need. Use staves to be more effective at buffing yourself and your allies, also. You can pick any domain you want for the Arcane Disciple feat. Its primary purpose is to grant the character 2nd and 3rd level Arcane spells so that it legally qualifies for Spellsword and Eldritch Knight. If you go with Practiced Spellcaster, and get a Karma bead, and the DM lets it apply to your Arcane spells (according to RAW this works), then your Nar Demonbinder CL would be 24, making for some nasty Blasphemy spells. You lose a point of BAB with this build, but I think gaining a feat and UMD as a class skill make up for it. Your saves are a bit better overall, also. *Good alternative feats would be Improved Buckler Defense, Resounding Blow, Improved Critical, and Combat Brute. |
| Arikas12-21-05, 02:54 PM | Phaedrus you've always come to my rescue when ive needed advice/help hahah thanks man! :) edit: also where can i find the demonbinder prc? |
| PhaedrusXY12-21-05, 03:04 PM | You're welcome. :) Nar Demonbinder is in the Unapproachable East book. It is 7 levels long, and gets 4th-8th level arcane spells with Charisma based spontaneous casting. It has a very limited spell list and very few spellslots per day, however. I think it works ok for this character, though, and other characters where it is an easy addition to an already decent character base. |
| Arikas12-21-05, 03:10 PM | when a paladin becomes a blackguard, do you essentially re-do all their skills? oh yes and how did you get 3 feats at 1st level? (where do i snag education? ;) ) and where might i find these: Gut Worm (+2inhCon, Rage at will, cure pois 1xday), Fiendish Skin (55k, +1NA, +2 inh Dex, Darkv 60ft., Poison 1xday DC27), you're build is amazing hahaha EDIT: ONE LAST THING how does a lawful evil blackguard befriend a chaotic evil succubus? live ive always heard "opposites attract" but i need something better to throw at my dm than that haha |
| PhaedrusXY12-21-05, 03:38 PM | when a paladin becomes a blackguard, do you essentially re-do all their skills?Hmm... good question. I'm not sure. I don't know if this is covered by the rules at all. If I were DMing, I'd say no. how did you get 3 feats at 1st level? (where do i snag education? ;) )I think Education is from the Forgotten Realms Campaign Setting book. It was probably reprinted in the newer PGtF, but I don't own that. He gets 3 feats at first level because he's a human and his first level is Fighter. and where might i find these: Gut Worm (+2inhCon, Rage at will, cure pois 1xday), Fiendish Skin (55k, +1NA, +2 inh Dex, Darkv 60ft., Poison 1xday DC27),Fiend Folio, in the back. you're build is amazing hahahaThanks. :D It's not 100% legal, as it was an NPC and I used some of my houserules on it, and just overlooked other stuff. I allow sorcerers to pick spells from any list, and so allowed him to do so for his Demonbinder casting. And he doesn't technically qualify for Eldritch Knight or Spellsword, as he doesn't have 2nd and 3rd level Arcane spells (only 4th-8th). Taking the feat Arcane Disciple would solve the second problem, and help with the first, however. how does a lawful evil blackguard befriend a chaotic evil succubus? live ive always heard "opposites attract" but i need something better to throw at my dm than that hahaWell, I don't see that as a huge deal. He is not a devil, and I see demons favoring the Evil part of their alignment more than the Chaotic part. You could always change the blackguard's alignment, if it is a big deal. |
| Arikas12-21-05, 03:58 PM | well it technically could be allowed (spell sword/edlrich knight) because blackguard gives you spellcasting up to forth level (after all, summon monster iv IS a arcane spell haha) :) Anyways, do you mind if i make a list of questions and shoot them off to you in pm (or in here) about the build? its basically THE BUILD ive been looking for for a blackguard :D |
| PhaedrusXY12-21-05, 04:12 PM | well it technically could be allowed (spell sword/edlrich knight) because blackguard gives you spellcasting up to forth level (after all, summon monster iv IS a arcane spell haha) :) Anyways, do you mind if i make a list of questions and shoot them off to you in pm (or in here) about the build? its basically THE BUILD ive been looking for for a blackguard :DEh, I just figure that when a PrC requires X level arcane spells they really mean at least X level arcane spells. I know again that that is not technically legal, but I was the DM for the game I used this guy in, and so it was legal as far as I was concerned. :P Go ahead and post the questions here. I might just stick the build into the first of my posts in this thread and change my link for it to point here. That way questions about it now and in the future can be posted here, too. Also, SangDrax has a very similiar build on here somewhere, except he uses a few levels of Arcane Trickster, and no levels of Eldritch Knight. I think it is a bit better, but requires you to burn a feat to get Mage Hand or something. |
| Arikas12-21-05, 04:26 PM | This is your initial build: Fighter1/FallenPalladin1/Blackguard10/NarDemonbinder2/Spellsword1/EK5 BAB+19, Caster level 10 BG (4th level spells), 17ND (8th level spells), -10% ASF Works amazing because you have the feats laid out here: Progression 1 Education, Power Attack, Cleave 3 Improved Sunder 6 Iron Will 9 Spell Focus: Conjuration 12 Convert 10 Palladin levels to Blackguard levels, Take Divine Might 13 NarD1 Inimical Casting 14 Spellsword1 15 NarD2 Arcane Strike, Iron Sign 16 EK1 Mounted Combat 18 EK3 Leadership But then you post: Should rearrange to FalPal1/BG10/ND2/SS5/ArcTrickster2 which clearly works with Attack: Using Smite Good, Divine Might, Arcane Strike(8th), Spellstoring (Inflict Serious Wounds), and Power Attack(-19): +28 (17-20/x2) Damage: 1d10+72+2d6unholy+2d6bane+8d4+3d8+10+1Co n, Avg 135/145, +3d6 if they're flatfooted or flanked. because otherwise with the first build you can't do the spellstoring inflict serious wounds (due to only 1 level of spell sword) What is "BG" for succubus. i dunno if its my mono which is making me extremely tired but i couldnt find it :( also fiendform, how do you get this for the imp and the warhorse? (also how do you get a fiendish warhorse without a feat?) Thats all i can think of right now, and dug out my fiendish folio haha havnet looked at this in almost forever! had to wipe away the dust on it ;) thanks for the pointers! |
| PhaedrusXY12-21-05, 04:42 PM | But then you post: Should rearrange to FalPal1/BG10/ND2/SS5/ArcTrickster2 which clearly works with Attack: Using Smite Good, Divine Might, Arcane Strike(8th), Spellstoring (Inflict Serious Wounds), and Power Attack(-19): +28 (17-20/x2) Damage: 1d10+72+2d6unholy+2d6bane+8d4+3d8+10+1Co n, Avg 135/145, +3d6 if they're flatfooted or flanked. because otherwise with the first build you can't do the spellstoring inflict serious wounds (due to only 1 level of spell sword)His sword has the Spellstoring ability (via the Fiend of Possession). I wasn't talking about the Spellsword's Channel Spell ability here. The Fiend of Possession stays inside his sword, and alters its magical properties according to what kind of enemy he is fighting. Spellstoring is one of the ones she grants it by default. The second build doesn't work without flaws, because you can't squeeze the feats in (at least that I've seen). I used the first one (Ftr1/Pal1/BG10/Nar2/SS1/EK5). What is "BG" for succubus. i dunno if its my mono which is making me extremely tired but i couldnt find it :(BG probably refers to Blackguard (as in the Blackguard character here). I'm not sure where the part you're asking about is. also fiendform, how do you get this for the imp and the warhorse? (also how do you get a fiendish warhorse without a feat?)The Blackguard gets a Fiendish Servant at 5th level, and one of the choices is a horse. He can share spells with both the Imp and Fiendish Warhorse, and so that's how they both get Fiendform cast on them. |
| Arikas12-21-05, 04:49 PM | Ah cool, a lot of these i probably could have figured out myself but im sooo damn tired haha. BG i was referring to was: 9) If things go bad, succubus possesses BG and they all teleport away via Share Spells. (9th step in the combat log) Also you use Katana, im making a build with bastard sword, so quite similar. I assume you always use the weapon 2 handed since theres no profecieny? Thanks in advance once again bud :D One last stupid question: fiend of possession, where can i find this? (I assume fiend folio lol) - Answered this one, yup ;) (I assume the Succubus would need to travel with me to attain this xp? bah ill just tell my DM im giving her 10-15% of my experience to get levels heh) |
| PhaedrusXY12-21-05, 05:11 PM | I used the katana because it fit better for the campaign. Just about any weapon would work fine. Yeah, he uses it two-handed, but I consider it a free action to go from 2-handed to 1-handed, and also back to 2-handed. So he can cast spells with somatic components with no problem, even when wielding his sword. I'm pretty sure this is the way things should work, but there was a Sage advice "recommending" otherwise, once. The Succubus can Greater Teleport at will. So letting her possess his body and teleport them away is the Blackguard's escape/travel method. Also, I'm not sure if she'd be able to share this Teleport with the Imp and Fiendish Horse via the Blackguard's Share Spells ability. If not, she could teleport back and forth and possess/teleport them all 1 at a time for mundane travel. Fiendform could be used to grant them their own Teleport ability if necessary also, as it gives you all of the abilities of the form you assume, including Spell-like and Supernatural ones. The Blackguard could use this to buff himself, but the forms available aren't as good as his own form in general. |