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Pathfinder 1E Paladin Derivatives

Matthias

Explorer
It makes sense to me that if there can be a paladin class, there should be an anti-paladin class. While it should be exclusive to NPCs outside so-called 'evil campaign', there should be a fully functional class antithetical to the Paladin.

I also believe it is reasonable to have a holy/unholy warrior for every extreme alignment: LG, CG, LE, or CE. (I am not quite sold on the idea of a 'true neutral' holy warrior which strives for balance in all things, because how do you get jazzed up about taking everything in moderation? But YMMV.)

So I referenced Paizo's paladin and antipaladin and WOTC's one-time paladin variants, did some mashing up, and added some extra stuff to make each class a little more unique from its twin. The 'paragon' (LG) and 'crusader' (CG) are both defined as 'paladins' where the standard rules are concerned, and the 'blackguard' (LE) and 'renegade' (CE) are both defined as 'antipaladins'. As well, any game effect associated with, restricted to, or specifically targeting paladins (or antipaladins) will function equally for both unless there is a lawful or chaotic component to the effect--meaning that it may only work for one of the two (anti-)paladins, or that there is a 'lawful' version of the effect as well as a 'chaotic' version of it.

I've tried to be thorough in keying everything as lawful for the paragon and blackguard, and chaotic for the crusader and renegade. If you find any obvious or nonsensical inconsistences, you should mentally insert the correct wording for your own use.

(Class descriptions to appear in replies to this thread.)
 

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RithTheAwakener

First Post
The file appears to be missing! I am very curious to read this; I liked this take in 3.5 with LG/CG/LE/CE "paladins", and I am curious to see what you've added.
 




Matthias

Explorer
As much as I love pretty PDFs, my internet has been unreliable of late and I wanted to share these as promised ASAP, so I will take the easy path and do direct copy and paste with no fancy formatting.

[sblock="Introduction to paladin classes"]
***Paladins: Paragons and Crusaders***


Paladins are holy warriors who struggle for the cause of good and fight evil wherever they find it. Paladins exist as two separate classes: Paragons (who are lawful good) and Crusaders (who are chaotic good). Any spell, feat, class feature, magic item, or other effect which makes a special exception for paladins, is designed specifically for paladins to use, or to which paladins are specifically immune, applies equally to paragons and crusaders unless otherwise noted (such as effects with either the lawful or chaotic descriptor).


Redeemed Antipaladins

Under extraordinary circumstances, an antipaladin (most often a former holy warrior) can be delivered from evil before death finally overtakes the dread servant, and the dark powers claim him for an eternal minion in the lower planes of torment. Rarer still, a warrior trained in the ways of antipaladinhood from a young age might be brought to the light and gifted with a divine innocence never known in childhood.

Unlike the fall of a paladin, the redemption of an antipaladin to the path of good is a harrowing and difficult task, not unlike the exorcism of a well-entrenched possessing spirit. No antipaladin, having freely partaken in every sinful pleasure and worldly delight that evil has to offer, will readily surrender these profane indulgences for a life of abstinence from sin, moderation in all things permissible, compassion and love toward everyone, and selfless service to the powers of good. But when those who are intent upon the goal of rescuing the perishing from doom remain steadfast, vigilant, and with clean hearts, they may yet triumph and deliver the bedeviled creature unto salvation.

Once redemption occurs, the antipaladin trades in all of his antipaladin levels for paladin levels on a 1-for-1 basis (either paragon or crusader, depending on the ex-antipaladin’s new alignment). Then follows a series of formal rituals of deliverance of the antipaladin , cleansing and purification rituals administered by a high-ranking servant of the individual’s newly-adopted deity. (If the individual has not chosen to follow a specific good-aligned deity, any well-respected, good-aligned cleric will suffice.)

The first ritual involves the consecration and utter destruction of the former antipaladin’s bonded weapon (or mount), personal armor and shield, any evil-aligned magic items, other evil regalia, along with any other gear which might bear the taint of evil or carry sentimental or nostalgic value from the individual’s former life. Following this is a spiritual cleansing of the rest of the individual’s personal gear and valuables, along with a substantive donation of much of his remaining worldly wealth set aside to charitable causes. Ultimately, the ritual ends with an act of personal spiritual cleansing by holy water.

Once these tasks are complete, the newborn (or reborn) paragon or crusader is often granted a short period of rest, meditation, and self-reflection, before being sent on a quest of atonement to begin righting the wrongs he once committed for the cause of darkness.
[/sblock]

[sblock="The Paragon (LG paladin class)"]
**Paragon**

Alignment: Lawful good.

Hit Die: d10.

Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Paragon

[Paragon stats by level are identical to those of the paladin from the Core Rulebook, except for the following progression of class features.]

1st: Aura of good, detect evil, smite evil 1/day
2nd: Divine grace, lay on hands
3rd: Aura of courage, divine health, mercy
4th: Channel positive energy, smite evil 2/day
5th: Aura of truth, divine bond
6th: Mercy (2)
7th: Smite evil 3/day
8th: Aura of resolve
9th: Mercy (3)
10th: Smite evil 4/day
11th: Convicting smite
12th: Mercy (4)
13th: Smite evil 5/day
14th: Aura of faith
15th: Mercy (5)
16th: Smite evil 6/day
17th: Aura of righteousness
18th: Mercy (6)
19th: Smite evil 7/day
20th: Holy champion


Class Features

All of the following are class features of the paragon. A paragon of the appropriate level can suppress or activate an aura at any time as a free action.


Weapon and Armor Proficiency: Paragons are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Aura of Good (Ex): The power of a paragon's aura of good (see the detect good spell) is equal to her paragon level. A blackguard or renegade who uses smite good on a paragon deals 2 points of damage per blackguard/renegade level on his first successful attack.


Detect Evil (Sp): At will, a paragon can use detect evil, as the spell. A paragon can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paragon does not detect evil in any other object or individual within range.


Smite Evil (Su): Once per day, a paragon can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paragon chooses one target within sight to smite. If this target is evil, the paragon adds her Charisma bonus (if any) to her attack rolls and adds her paragon level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, an undead creature, or an evil creature with levels of cleric, blackguard, or renegade, the bonus to damage on the first successful attack increases to 2 points of damage per level the paragon possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paragon gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paragon targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paragon rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paragon may smite evil one additional time per day, as indicated on Table: Paragon, to a maximum of seven times per day at 19th level.


Divine Grace (Su): At 2nd level, a paragon gains a bonus equal to her Charisma bonus (if any) on all saving throws.


Lay On Hands (Su): Beginning at 2nd level, a paragon can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paragon level plus her Charisma modifier. With one use of this ability, a paragon can heal 1d6 hit points of damage for every two paragon levels she possesses. Using this ability is a standard action, unless the paragon targets herself, in which case it is a swift action. Despite the name of this ability, a paragon only needs one free hand to use this ability.

Alternatively, a paragon can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paragon possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


Aura of Courage (Su): At 3rd level, a paragon is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paragon is conscious, not if she is unconscious or dead.


Divine Health (Ex): At 3rd level, a paragon is immune to all diseases, including supernatural and magical diseases, including mummy rot.


Mercy (Su): At 3rd level, and every three levels thereafter, a paragon can select one mercy. Each mercy adds an effect to the paragon's lay on hands ability. Whenever the paragon uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paragon. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paragon can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.

At 6th level, a paragon adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The paragon's lay on hands ability also acts as remove disease, using the paragon's level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paragon adds the following mercies to the list of those that can be selected.
• Cursed: The paragon's lay on hands ability also acts as remove curse, using the paragon's level as the caster level.
• Exhausted: The target is no longer exhausted. The paragon must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The paragon must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The paragon must have the sickened mercy before selecting this mercy.
• Poisoned: The paragon's lay on hands ability also acts as neutralize poison, using the paragon's level as the caster level.

At 12th level, a paragon adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paragon's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.


Channel Positive Energy (Su): When a paragon reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paragon uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.


Spells: Beginning at 4th level, a paragon gains the ability to cast a small number of divine spells which are drawn from the paragon/crusader spell list presented below. A paragon must choose and prepare her spells in advance.

To prepare or cast a spell, a paragon must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paragon's spell is 10 + the spell level + the paragon's Charisma modifier.

Like other spellcasters, a paragon can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paragon. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells in the Core Rulebook). When Table: Paragon indicates that the paragon gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paragon must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paragon may prepare and cast any spell on the paragon spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paragon has no caster level. At 4th level and higher, her caster level is equal to her paragon level – 3.


Aura of Truth (Su): At 5th level, a paragon radiates an aura of gentle but relentless conscientious pull toward honest and sincere behavior. This aura causes all enemies within 10 feet to take a –2 penalty to Bluff skill checks. This is a mind-affecting compulsion ability. It functions only while the paragon remains conscious, not if she is unconscious or dead.


Divine Bond (Sp): Upon reaching 5th level, a paragon forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paragon to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paragon level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paragon but resumes giving bonuses if returned to the paragon. These bonuses apply to only one end of a double weapon. A paragon can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paragon loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paragon takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paragon to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paragon) or a pony (for a Small paragon), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paragon's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paragon may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paragon's level. The mount immediately appears adjacent to the paragon. A paragon can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paragon's mount gains spell resistance equal to the paragon's level + 11.

Should the paragon's mount die, the paragon may not summon another mount for 30 days or until she gains a paragon level, whichever comes first. During this 30-day period, the paragon takes a –1 penalty on attack and weapon damage rolls.


Aura of Resolve (Su): At 8th level, a paragon is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paragon is conscious, not if she is unconscious or dead.


Convicting Smite (Su): At 11th level, a paragon can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paragon's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures, and creatures that are chaotic gain no benefit from this ability.


Aura of Faith (Su): At 14th level, a paragon's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the paragon is conscious, not if she is unconscious or dead.


Aura of Righteousness (Su): At 17th level, a paragon gains DR 5/evil and immunity to compulsion spells and spell-like abilities, including a blackguard’s aura of dominance and a renegade’s aura of violence. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects, including auras. This ability functions only while the paragon is conscious, not if she is unconscious or dead.


Holy Champion (Su): At 20th level, a paragon becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paragon level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.


Code of Conduct: A paragon must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paragon's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.


Associates: While she may adventure with good or neutral allies, a paragon avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paragon can ally with evil associates, but only to defeat what she believes to be a greater evil. A paragon should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paragon may accept only henchmen, followers, or cohorts who are lawful good.


Ex-Paragons

A paragon who ceases to be lawful good, who willfully commits an evil act, or who otherwise violates the paragon’s code of conduct loses all paragon spells and class features (including the service of the paragon's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paragon. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.
[/sblock]

[sblock="The Crusader (CG paladin class)"]
**Crusader**

Alignment: Chaotic good.

Hit Die: d10.

Class Skills: Bluff (Cha), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Crusader

[Crusader stats by level are identical to those of the paladin from the Core Rulebook, except for the following progression of class features.]

1st: Aura of good, detect evil, smite evil 1/day
2nd: Divine grace, lay on hands
3rd: Aura of resolve, divine health, mercy
4th: Channel positive energy, smite evil 2/day
5th: Aura of calm, divine bond
6th: Mercy (2)
7th: Smite evil 3/day
8th: Aura of resolve
9th: Mercy (3)
10th: Smite evil 4/day
11th: Liberating smite
12th: Mercy (4)
13th: Smite evil 5/day
14th: Aura of faith
15th: Mercy (5)
16th: Smite evil 6/day
17th: Aura of righteousness
18th: Mercy (6)
19th: Smite evil 7/day
20th: Holy champion


Class Features

All of the following are class features of the crusader. A crusader of the appropriate level can suppress or activate an aura at any time as a free action.


Weapon and Armor Proficiency: Crusaders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Aura of Good (Ex): The power of a crusader's aura of good (see the detect good spell) is equal to her crusader level. A blackguard or renegade who uses smite good on a crusader deals 2 points of damage per blackguard/renegade level on his first successful attack.


Detect Evil (Sp): At will, a crusader can use detect evil, as the spell. A crusader can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the crusader does not detect evil in any other object or individual within range.


Smite Evil (Su): Once per day, a crusader can call out to the powers of good to aid her in her struggle against evil. As a swift action, the crusader chooses one target within sight to smite. If this target is evil, the crusader adds her Charisma bonus (if any) to her attack rolls and adds her crusader level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, an undead creature, or an evil creature with levels of cleric, blackguard, or renegade, the bonus to damage on the first successful attack increases to 2 points of damage per level the crusader possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the crusader gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the crusader targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the crusader rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the crusader may smite evil one additional time per day, as indicated on Table: Crusader, to a maximum of seven times per day at 19th level.


Divine Grace (Su): At 2nd level, a crusader gains a bonus equal to her Charisma bonus (if any) on all saving throws.


Lay On Hands (Su): Beginning at 2nd level, a crusader can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her crusader level plus her Charisma modifier. With one use of this ability, a crusader can heal 1d6 hit points of damage for every two crusader levels she possesses. Using this ability is a standard action, unless the crusader targets herself, in which case it is a swift action. Despite the name of this ability, a crusader only needs one free hand to use this ability.

Alternatively, a crusader can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the crusader possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


Aura of Resolve (Su): At 3rd level, a crusader is immune to compulsion effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the crusader is conscious, not if she is unconscious or dead.


Divine Health (Ex): At 3rd level, a crusader is immune to all diseases, including supernatural and magical diseases, including mummy rot.


Mercy (Su): At 3rd level, and every three levels thereafter, a crusader can select one mercy. Each mercy adds an effect to the crusader's lay on hands ability. Whenever the crusader uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the crusader. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the crusader can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.

At 6th level, a crusader adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The crusader's lay on hands ability also acts as remove disease, using the crusader's level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a crusader adds the following mercies to the list of those that can be selected.
• Cursed: The crusader's lay on hands ability also acts as remove curse, using the crusader's level as the caster level.
• Exhausted: The target is no longer exhausted. The crusader must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The crusader must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The crusader must have the sickened mercy before selecting this mercy.
• Poisoned: The crusader's lay on hands ability also acts as neutralize poison, using the crusader's level as the caster level.

At 12th level, a crusader adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level crusader's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.


Channel Positive Energy (Su): When a crusader reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A crusader uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.


Spells: Beginning at 4th level, a crusader gains the ability to cast a small number of divine spells which are drawn from the paragon/crusader spell list presented below. A crusader must choose and prepare her spells in advance.

To prepare or cast a spell, a crusader must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a crusader's spell is 10 + the spell level + the crusader's Charisma modifier.

Like other spellcasters, a crusader can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Crusader. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells in the Core Rulebook). When Table: Crusader indicates that the crusader gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A crusader must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A crusader may prepare and cast any spell on the crusader spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a crusader has no caster level. At 4th level and higher, her caster level is equal to her crusader level – 3.


Aura of Calm (Su): At 5th level, a crusader radiates a subtle yet incisive aura which hinders the ability of foes to accurately gauge his motives or intent. This aura causes all enemies within 10 feet to take a –2 penalty to Sense Motive skill checks. This is a mind-affecting compulsion ability. It functions only while the crusader remains conscious, not if he is unconscious or dead.


Divine Bond (Sp): Upon reaching 5th level, a crusader forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the crusader to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per crusader level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the crusader but resumes giving bonuses if returned to the crusader. These bonuses apply to only one end of a double weapon. A crusader can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the crusader loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the crusader takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a crusader to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium crusader) or a pony (for a Small crusader), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the crusader's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a crusader may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the crusader's level. The mount immediately appears adjacent to the crusader. A crusader can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a crusader's mount gains spell resistance equal to the crusader's level + 11.

Should the crusader's mount die, the crusader may not summon another mount for 30 days or until she gains a crusader level, whichever comes first. During this 30-day period, the crusader takes a –1 penalty on attack and weapon damage rolls.


Aura of Resolve (Su): At 8th level, a crusader is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the crusader is conscious, not if she is unconscious or dead.


Liberating Smite (Su): At 11th level, a crusader can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the crusader's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures, and creatures that are lawful gain no benefit from this ability.


Aura of Faith (Su): At 14th level, a crusader's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the crusader is conscious, not if she is unconscious or dead.


Aura of Righteousness (Su): At 17th level, a crusader gains DR 5/evil and immunity to compulsion spells and spell-like abilities, including a blackguard’s aura of dominance and a renegade’s aura of violence. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects, including auras. This ability functions only while the crusader is conscious, not if she is unconscious or dead.


Holy Champion (Su): At 20th level, a crusader becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her crusader level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.


Code of Conduct: A crusader must be of chaotic good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a crusader's code requires that she fight against tyranny and oppression, respect and uphold the rights of others to live as they choose (so long as their actions harm no one or endanger the common good), help those in need (provided they do not use the help for evil or lawful ends), and punish those who harm or threaten innocents or who attempt to curtail personal liberties.


Associates: While she may adventure with good or neutral allies, a crusader avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a crusader can ally with evil associates, but only to defeat what she believes to be a greater evil. A crusader should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A crusader may accept only henchmen, followers, or cohorts who are chaotic good.


Ex-Crusaders

A crusader who ceases to be chaotic good, who willfully commits an evil act, or who otherwise violates the crusader’s code of conduct loses all crusader spells and class features (including the service of the crusader's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a crusader. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.
[/sblock]

[sblock="Paragon/Crusader spell list"]
**Paragon/Crusader Spell List**

Sources: Advanced Player’s Guide (APG), Ultimate Combat (UCOM), Ultimate Magic (UMAG)


1st-Level Paragon/Crusader Spells

Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water(M): Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Bowstaff [UCOM]: A shortbow may double as a club, or a longbow as a quarterstaff.
Challenge Evil [APG]: Sickens creature if it refuses to fight you.
Compel Hostility [UCOM]: Compels opponents to attack you instead of your allies.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease [UMAG]: Detect and identify diseases.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold regions.
Ghostbane Dirge [APG]: Incorporeal creature takes half damage from nonmagical weapons.
Grace [APG]: Movement doesn't provoke attacks of opportunity.
Hero's Defiance [APG]: Allows the use of lay on hands while falling unconscious.
Honeyed Tongue [APG]: Roll 2 dice when using Diplomacy, take higher roll.
Horn of Pursuit [UMAG]: Create three notes heard miles away.
Knight's Calling [APG]: Forces target to move toward you and fight you.
Know the Enemy [UMAG]: Gain +10 on a monster Knowledge check.
Liberating Command [UCOM]: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Litany of Sloth [UCOM]: Single target cannot make attacks of opportunity for 1 round.
Longshot [UCOM]: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos: (Paragon Only.) +2 to AC and saves, plus additional protection against chaos.
Protection from Evil: +2 to AC and saves, plus additional protection against evil.
Protection from Law: (Crusader only.) +2 to AC and saves, plus additional protection against law.
Rally Point [APG]: Square gives good creatures bonuses.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Sanctify Corpse [UMAG]: Prevent a corpse from becoming an undead.
Sun Metal [UCOM]: Weapon touched bursts into flames.
Tactical Acumen [UCOM]: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Veil of Positive Energy [APG]: +2 AC, +2 on saves vs. undead.
Virtue: Subject gains 1 temporary hp.
Wartrain Mount [UMAG]: Animal gains the combat training general purpose.
Word of Resolve [UMAG]: Ally rerolls a save against charm or fear.


2nd-Level Paragon/Crusader Spells

Arrow of Law [UMAG]: (Paragon only.) Harm and possibly daze chaotic creatures.
Aura of Greater Courage [APG]: Increases strength of a paladin's or crusader’s aura of courage.
Bestow Grace [APG]: Subject gains bonus on saving throws equal to Cha modifier.
Bestow Weapon Proficiency [UCOM]: Grants a creature proficiency in a single weapon for short period of time.
Blessing of Courage and Life [APG]: Grants a +2 bonus on saves vs. fear and death.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Corruption Resistance [APG]: Protects creature against damage from alignment-based attacks.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Divine Arrow [UCOM]: Imbues a projectile with holy energy.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor [UCOM]: Armor you wear no longer slows your speed.
Endure Elements, Communal [UCOM]: As endure elements, but you may divide the duration among creatures touched.
Fire of Entanglement [APG]: Your ability to smite evil also entangles your foe.
Instant Armor [APG]: Summon armor temporarily replacing your current attire.
Holy Shield [UMAG]: Lend your shield's protection to another.
Light Lance [APG]: Creates a soaring beacon of light.
Litany of Defense [UCOM]: Doubles armor's enhancement bonus.
Litany of Eloquence [UCOM]: Fascinates a single creature for 1 round.
Litany of Entanglement [UCOM]: Entangles a creature for 1 round.
Litany of Righteousness [UCOM]: A single evil creature takes more damage from creatures with a good aura.
Litany of Warding [UCOM]: You gain two additional attacks of opportunity for 1 round.
Magic Siege Engine [UCOM]: Siege engine gains +1 on targeting and damage rolls.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Paladin's Sacrifice [APG]: Take the damage and effects for another creature.
Protection from Chaos, Communal [UCOM]: (Paragon only.) As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal [UCOM]: As protection from evil, but you may divide the duration among creatures touched.
Protection from Law, Communal [UCOM]: (Crusader only.) As protection from law, but you may divide the duration among creatures touched.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Righteous Vigor [APG]: Boosts attack bonus with each hit.
Sacred Bond(F)[APG]: Cast touch healing spells from a distance.
Saddle Surge [APG]: Bonus damage for moving on mount.
Shard of Chaos [UMAG]: (Crusader only.) Harm and possibly slow lawful creatures.
Shield Other(F): You take half of subject's damage.
Undetectable Alignment: Conceals alignment from magical detection for 24 hours.
Wake of Light [APG]: Magical trail aids good creatures, hinders evil ones.
Weapon of Awe [APG]: Weapon gets +2 on damage rolls.
Vestment of the Champion [UMAG]: Armor or shield gains a +1 enhancement per four levels.
Zone of Truth: Subjects within range cannot lie.


3rd-Level Paragon/Crusader Spells

Archon's Aura [UMAG]: (Paragon only.) Aura penalizes enemy attacks and AC.
Blade of Bright Victory [UMAG]: Bonded weapon gains ghost touch.
Blessing of the Mole [UMAG]: 1 ally/level gains darkvision and a +2 Stealth bonus.
Burst of Speed [UCOM]: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Daybreak Arrow [UCOM]: Targeted ammunition exudes radiant energy.
Daylight: 60-ft. radius of bright light.
Deadly Juggernaut [UCOM]: Your might increases with every kill you make.
Delay Poison, Communal [UCOM]: As delay poison, but you may divide the duration among creatures touched.
Discern Lies: (Paragon only.) Reveals deliberate falsehoods.
Dispel Magic: Cancels one magical spell or effect.
Divine Transfer [APG]: Transfer hit points and give DR/evil to target creature.
Fire of Judgment [APG]: Smited creature takes damage when it attacks.
Ghostbane Dirge, Mass [APG]: As ghostbane dirge, but affects multiple creatures.
Heal Mount: As heal on horse or other special mount.
Holy Whisper [APG]: Whisper sickens evil creatures, gives good creatures bonuses.
Litany of Escape [UCOM]: Teleports a friend out of a grapple.
Litany of Sight [UCOM]: You can see invisible creatures and objects within 30 feet of you.
Magic Circle against Chaos: (Paragon only.) As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Circle against Law: (Crusader only.) As protection from law, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Marks of Forbiddance [APG]: Makes 2 creatures pass Will saves in order to attack each other.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Resist Energy, Communal [UCOM]: As resist energy, but you may divide the duration among creatures touched.
Sanctify Armor [APG]: +1 AC/four levels (max +5).
Wrathful Mantle [APG]: Subject shines and gets +1/four levels on all saves.


4th-Level Paragon/Crusader Spells

Bestow Grace of the Champion [UMAG]: Target gains paladin or crusader abilities for 1 round/level. (This spell gains the [chaotic] descriptor instead of [lawful] if cast by a crusader.)
Blaze of Glory [APG]: Last stand cures good creatures, hurts evil.
Blessing of Fervor [APG]: (Crusader only.) Gives allies a choice of benefits.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Death Ward: Grants bonuses against death spells and negative energy.
Dispel Chaos: (Paragon only.) +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Dispel Law: (Crusader only.) +4 bonus against attacks by lawful creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Fire of Vengeance [APG]: Smited creature takes 3d8 damage.
Forced Repentance [APG]: Target falls prone and confesses sins.
Freedom of Movement: (Crusader only.) Subject moves normally despite impediments to restrict movement.
King's Castle [APG]: Instantly switch places with a single ally.
Litany of Thunder [UCOM]: A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Vengeance [UCOM]: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Magic Siege Engine, Greater [UCOM]: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of Justice: Designates action that triggers curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Oath of Peace [APG]: Grants +5 AC and DR 10/evil, can't attack.
Raise Animal Companion [UMAG]: As raise dead, but on an animal.
Reprobation [UMAG]: Marked target is shunned by your religion.
Resounding Blow [APG]: Melee attack deals 1d6 more damage.
Restoration(M): Restores level and ability score drains.
Sacrificial Oath [APG]: Take damage for an ally for many rounds.
Stay the Hand [APG]: Subject cannot attack with melee weapon.
Symbol of Healing [UMAG]: Triggered rune heals living creatures.
[/sblock]



[sblock="Introduction to antipaladin classes"]
***Antipaladins: Blackguards and Renegades***


Antipaladins are villains at their most dangerous. Champions of evil, antipaladins often lead armies of evil creatures and work with other villains to bring ruin and disgrace to the holy and tyranny or destruction to the weak. Antipaladins exist as two separate classes: blackguards (who are lawful evil) and renegades (who are chaotic evil). Any spell, feat, class feature, magic item, or other effect which makes a special exception for antipaladins, is designed specifically for antipaladins to use, or to which antipaladins are specifically immune, applies equally to blackguards and renegades unless otherwise noted (such as effects with either the lawful or chaotic descriptor).

Not all holy warriors that fall become antipaladins. In fact, the transformation is quite rare. Most paladins who have stumbled may spend months or even years regaining their paladinhood, but they never stray so far from the path as to become irredeemable. Most of these wayward holy warriors seek out redemption and forgiveness for their misdeeds, regaining their powers through humility, holiness, charity, and powerful cleansing magic. Rarely, however, a paladin once led astray will choose to turn away forever from the light.

Other antipaladins, far from ever having lived a moral life, are wicked warriors trained from a young age to assume the mantle of an antipaladin, forged through pain and trauma into exemplars of evil. These antiheroes know nothing of compassion or loyalty, but they can teach a great deal about pain, cruelty, and suffering. All too often it is an antipaladin who plays a decisive part in the luring away of a holy warrior from the side of good, or who fills the role of mentor (and is often the original interrogator or torturer) of a newly-corrupted blackguard or renegade.

Antipaladins care nothing for the lives of others and actively seek to bring death and destruction to ordered society. Blackguards overthrow because they wish to impose their own set of rules and a “more natural order” based on survival of the fittest rather than the common good, whereas renegades simply reject all moral authority and ethical standards in favor of pursuing their own selfish desires and satisfying their own personal needs. Antipaladins rarely travel with those that they do not subjugate, nor with whomover might dare to impose their own close-minded morality on others. On the other hand, an antipaladin might purposefully seek the company of righteous individuals but only as part of a ruse to bring ruin and disgrace from within, to reveal the hypocrisies and secret sins of all those who pretend to be better than everyone else.

Ordinarily, blackguards and renegades seldom get along with one another unless it is in their mutual interest to do so, such as when they determine it will be better for them to cooperate to take down a mutual enemy, rather than compete and fight amongst one another for the privilege.


Fallen Paladins

While most paladins who stumble will strive hard to make amends, atone for their misjudgment, and return to the right, there are certain others, the dark and disturbed few, who will seek instead to make a pact with the dark powers, giving themselves over to evil and pursuing it with a newfound zeal and fulfillment which may have seemed just out of grasp in their former lives of piety. Often a paladin’s fall comes through temptation, disillusionment, appeal to one’s ego, or some sort of blackmail or trickery, but once the deal is struck, the former paladin finds himself running headlong down the path to eternal damnation. It's said that those who climb the farthest have the farthest to fall, and antipaladins are living proof of this fact, their pride and hatred blinding them to the glory of their forsaken patrons. Once a great enemy of all that is evil, these blackened souls make pacts with fiends, take the lives of the innocent, and put nothing ahead of their heart’s dark desire, whether it be unlimited personal power, ultimate freedom from any moral authority, or great wealth amassed by any means possible.

When such a fall occurs, the transformation can be swift. The paladin trades in all of his paladin levels for antipaladin levels on a 1-for-1 basis (either blackguard or renegade, depending on the ex-paladin’s new alignment).

This is usually a traumatic experience, involving a complex ritual that involves a living sacrifice and dark oaths made to foul powers (who sometimes send minions to bear witness). Once complete, the antipaladin emerges, ready to bring ruin to the world.
[/sblock]

[sblock="The Blackguard (LE antipaladin class)"]
**Blackguard**

Alignment: lawful evil.

Hit Die: d10.

Class Skills: Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks per Level: 2 + Int modifier.

Table: Blackguard

[Blackguard stats by level are identical to those of the antipaladin from the Advanced Player’s Guide, except for the following progression of class features.]

1st: Aura of evil, detect good, smite good 1/day
2nd: Touch of corruption, unholy resilience
3rd: Aura of cowardice, cruelty, plague bringer
4th: Channel negative energy, smite good 2/day
5th: Aura of dominance, fiendish boon
6th: Cruelty (2)
7th: Smite good 3/day
8th: Aura of despair
9th: Cruelty (3)
10th: Smite good 4/day
11th: Tyrannical smite
12th: Cruelty (4)
13th: Smite good 5/day
14th: Aura of sin
15th: Cruelty (5)
16th: Smite good 6/day
17th: Aura of depravity
18th: Cruelty (6)
19th: Smite good 7/day
20th: Unholy champion


Class Features

All of the following are class features of the blackguard. A blackguard of the appropriate level can suppress or activate an aura at any time as a free action.


Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Aura of Evil (Ex): The power of a blackguard's aura of evil (see the detect evil spell) is equal to his blackguard level. A paragon or crusader who uses smite evil on a blackguard deals 2 points of damage per paragon/crusader level on his first successful attack.


Detect Good (Sp): At will, a blackguard can use detect good, as the spell. A blackguard can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the blackguard does not detect good in any other object or individual within range.


Smite Good (Su): Once per day, a blackguard can call out to the dark powers to crush the forces of good. As a swift action, the blackguard chooses one target within sight to smite. If this target is good, the blackguard adds his Charisma bonus (if any) on his attack rolls and adds his blackguard level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric, paragon, or crusader, the bonus to damage on the first successful attack increases to 2 points of damage per level the blackguard possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the blackguard gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the blackguard targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the blackguard rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the blackguard may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.


Unholy Resilience (Su): At 2nd level, a blackguard gains a bonus equal to his Charisma bonus (if any) on all saving throws.


Touch of Corruption (Su): Beginning at 2nd level, a blackguard surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his blackguard level + his Charisma modifier. As a touch attack, a blackguard can cause 1d6 points of damage for every two blackguard levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a blackguard can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the blackguard possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paragon/crusader class feature. For example, the Extra Lay On Hands feat grants a blackguard 2 additional uses of the touch of corruption class feature.


Aura of Cowardice (Su): At 3rd level, a blackguard radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a blackguard with this ability. This ability functions only while the blackguard remains conscious, not if he is unconscious or dead.


Plague Bringer (Ex): At 3rd level, the powers of darkness make a blackguard a beacon of corruption and disease. A blackguard does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.


Cruelty (Su): At 3rd level, and every three levels thereafter, a blackguard can select one cruelty. Each cruelty adds an effect to the blackguard's touch of corruption ability. Whenever the blackguard uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the blackguard. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the blackguard's level + the blackguard's Charisma modifier.

At 3rd level, the blackguard can select from the following initial cruelties.
• Fatigued: The target is fatigued.
• Shaken: The target is shaken for 1 round per level of the blackguard.
• Sickened: The target is sickened for 1 round per level of the blackguard.

At 6th level, a blackguard adds the following cruelties to the list of those that can be selected.
• Dazed: The target is dazed for 1 round.
• Diseased: The target contracts a disease, as if the blackguard had cast contagion, using his blackguard level as his caster level.
• Staggered: The target is staggered for 1 round per two levels of the blackguard.

At 9th level, a blackguard adds the following cruelties to the list of those that can be selected.
• Cursed: The target is cursed, as if the blackguard had cast bestow curse, using his blackguard level as his caster level.
• Exhausted: The target is exhausted. The blackguard must have the fatigue cruelty before selecting this cruelty.
• Frightened: The target is frightened for 1 round per two levels of the blackguard. The blackguard must have the shaken cruelty before selecting this cruelty.
• Nauseated: The target is nauseated for 1 round per three levels of the blackguard. The blackguard must have the sickened cruelty before selecting this cruelty.
• Poisoned: The target is poisoned, as if the blackguard had cast poison, using the blackguard's level as the caster level.

At 12th level, a blackguard adds the following cruelties to the list of those that can be selected.
• Blinded: The target is blinded for 1 round per level of the blackguard.
• Deafened: The target is deafened for 1 round per level of the blackguard.
• Paralyzed: The target is paralyzed for 1 round.
• Stunned: The target is stunned for 1 round per four levels of the blackguard.

These abilities are not cumulative. For example, a 12th-level blackguard's touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can't be changed.


Channel Negative Energy (Su): When a blackguard reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. A blackguard uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.


Spells: Beginning at 4th level, a blackguard gains the ability to cast a small number of divine spells which are drawn from the blackguard/renegade spell list presented below. A blackguard must choose and prepare his spells in advance.

To prepare or cast a spell, a blackguard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blackguard's spell is 10 + the spell level + the blackguard's Charisma modifier.

Like other spellcasters, a blackguard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Blackguard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells in the Core Rulebook). When Table: Blackguard indicates that 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 Charisma score for that spell level.

A blackguard must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A blackguard may prepare and cast any spell on the blackguard spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a blackguard has no caster level. At 4th level and higher, his caster level is equal to his blackguard level –3.


Aura of Dominance (Su): At 5th level, a blackguard radiates an aura of unwavering self-confidence that causes all enemies within 10 feet to take a –2 penalty to Intimidate skill checks. This is a mind-affecting compulsion ability. It functions only while the blackguard remains conscious, not if he is unconscious or dead.


Fiendish Boon (Sp): Upon reaching 5th level, a blackguard receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the blackguard to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per blackguard level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the blackguard but resumes giving bonuses if returned to the blackguard. These bonuses apply to only one end of a double weapon. A blackguard can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the blackguard loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the blackguard takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a blackguard to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the blackguard can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the blackguard gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.

Once per day, as a full-round action, a blackguard may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the blackguard's level. The servant immediately appears adjacent to the blackguard. A blackguard can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the servant gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, a blackguard's servant gains spell resistance equal to the blackguard's level + 11.

Should the blackguard's fiendish servant die or be banished, the blackguard may not summon another servant for 30 days or until he gains a blackguard level, whichever comes first. During this 30-day period, the blackguard takes a –1 penalty on attack and weapon damage rolls.


Aura of Despair (Su): At 8th level, enemies within 10 feet of a blackguard take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. This penalty does not stack with the penalties from aura of cowardice or aura of dominance. This ability functions only while the blackguard is conscious, not if he is unconscious or dead.


Tyrannical Smite (Su): At 11th level, a blackguard can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the blackguard's next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures, and creatures that are chaotic gain no benefit from this ability.


Aura of Sin (Su): At 14th level, a blackguard's weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while the blackguard is conscious, not if he is unconscious or dead.


Aura of Depravity (Su): At 17th level, a blackguard gains DR 5/good. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while the blackguard is conscious, not if he is unconscious or dead.


Unholy Champion (Su): At 20th level, a blackguard becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his blackguard level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.


Code of Conduct: A blackguard must be of lawful evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that a blackguard cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. A blackguard's code requires that the ends always justifies the means, that tyranny be imposed through the unquestioned rule of law, that the dominance of the great must be advanced over the inferior, to bend and twist laws and rules whenever it is fitting to do so, and to oppose whatever is righteous or protects the weak, provided such actions don't interfere with his goals.


Associates: While he may adventure with evil or neutral allies, a blackguard avoids working with good characters or with anyone who consistently attempts to do good deeds. Under exceptional circumstances, a blackguard can ally with good associates, but only to defeat them from within and bring ruin to their ranks. A blackguard does not need an atonement spell during such an unusual alliance as long as his nefarious goals are met in the end—evil cares only about results. A blackguard may accept only henchmen, followers, or cohorts who are lawful evil.


Ex-Blackguards

A blackguard who ceases to be lawful evil, who willfully commits a good act for any reason other than for evil purposes, or who otherwise violates the blackguard’s code of conduct loses all blackguard spells and class features (including the fiendish boon, but not weapon, armor, and shield proficiencies). He may not progress any further in levels as a blackguard. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell in Spell Lists), as appropriate.
[/sblock]

[sblock="The Renegade (CE antipaladin class)"]
**Renegade**

Alignment: Chaotic evil.

Hit Die: d10.

Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks per Level: 2 + Int modifier.

Table: Renegade

[Renegade stats by level are identical to those of the antipaladin from the Advanced Player’s Guide, except for the following progression of class features.]

1st: Aura of evil, detect good, smite good 1/day
2nd: Touch of corruption, unholy resilience
3rd: Debilitating aura, cruelty, plague bringer
4th: Channel negative energy, smite good 2/day
5th: Aura of violence, fiendish boon
6th: Cruelty (2)
7th: Smite good 3/day
8th: Aura of despair
9th: Cruelty (3)
10th: Smite good 4/day
11th: Vengeful smite
12th: Cruelty (4)
13th: Smite good 5/day
14th: Aura of sin
15th: Cruelty (5)
16th: Smite good 6/day
17th: Aura of depravity
18th: Cruelty (6)
19th: Smite good 7/day
20th: Unholy champion


Class Features

All of the following are class features of the renegade. A renegade of the appropriate level can suppress or activate an aura at any time as a free action.


Weapon and Armor Proficiency: Renegades are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Aura of Evil (Ex): The power of a renegade's aura of evil (see the detect evil spell) is equal to his renegade level. A paladin who uses smite evil on a renegade deals 2 points of damage per paladin level on his first successful attack.


Detect Good (Sp): At will, a renegade can use detect good, as the spell. A renegade can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the renegade does not detect good in any other object or individual within range.


Smite Good (Su): Once per day, a renegade can call out to the dark powers to crush the forces of good. As a swift action, the renegade chooses one target within sight to smite. If this target is good, the renegade adds his Charisma bonus (if any) on his attack rolls and adds his renegade level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric, paragon, or crusader, the bonus to damage on the first successful attack increases to 2 points of damage per level the renegade possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the renegade gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the renegade targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the renegade rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the renegade may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.


Unholy Resilience (Su): At 2nd level, a renegade gains a bonus equal to his Charisma bonus (if any) on all saving throws.


Touch of Corruption (Su): Beginning at 2nd level, a renegade surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his renegade level + his Charisma modifier. As a touch attack, a renegade can cause 1d6 points of damage for every two renegade levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, a renegade can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the renegade possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants a renegade 2 additional uses of the touch of corruption class feature.


Debilitating Aura (Su): At 3rd level, a renegade radiates a malignant, oppressive aura that causes all enemies within 10 feet to take a –2 penalty on Armor Class and Combat Maneuver Defense scores. This is a mind-affecting effect. Creatures that are normally immune to fear lose that immunity while within 10 feet of a renegade with this ability. This ability functions only while the renegade remains conscious, not if he is unconscious or dead.


Plague Bringer (Ex): At 3rd level, the powers of darkness make a renegade a beacon of corruption and disease. A renegade does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.


Cruelty (Su): At 3rd level, and every three levels thereafter, a renegade can select one cruelty. Each cruelty adds an effect to the renegade's touch of corruption ability. Whenever the renegade uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the renegade. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the renegade's level + the renegade's Charisma modifier.

At 3rd level, the renegade can select from the following initial cruelties.
• Fatigued: The target is fatigued.
• Shaken: The target is shaken for 1 round per level of the renegade.
• Sickened: The target is sickened for 1 round per level of the renegade.

At 6th level, a renegade adds the following cruelties to the list of those that can be selected.
• Dazed: The target is dazed for 1 round.
• Diseased: The target contracts a disease, as if the renegade had cast contagion, using his renegade level as his caster level.
• Staggered: The target is staggered for 1 round per two levels of the renegade.

At 9th level, a renegade adds the following cruelties to the list of those that can be selected.
• Cursed: The target is cursed, as if the renegade had cast bestow curse, using his renegade level as his caster level.
• Exhausted: The target is exhausted. The renegade must have the fatigue cruelty before selecting this cruelty.
• Frightened: The target is frightened for 1 round per two levels of the renegade. The renegade must have the shaken cruelty before selecting this cruelty.
• Nauseated: The target is nauseated for 1 round per three levels of the renegade. The renegade must have the sickened cruelty before selecting this cruelty.
• Poisoned: The target is poisoned, as if the renegade had cast poison, using the renegade's level as the caster level.

At 12th level, a renegade adds the following cruelties to the list of those that can be selected.
• Blinded: The target is blinded for 1 round per level of the renegade.
• Deafened: The target is deafened for 1 round per level of the renegade.
• Paralyzed: The target is paralyzed for 1 round.
• Stunned: The target is stunned for 1 round per four levels of the renegade.

These abilities are not cumulative. For example, a 12th-level renegade's touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can't be changed.


Channel Negative Energy (Su): When a renegade reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. A renegade uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.


Spells: Beginning at 4th level, a renegade gains the ability to cast a small number of divine spells which are drawn from the blackguard/renegade spell list presented below. A renegade must choose and prepare his spells in advance.

To prepare or cast a spell, a renegade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a renegade's spell is 10 + the spell level + the renegade's Charisma modifier.

Like other spellcasters, a renegade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paragon or crusader and is given on Table: Renegade. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells in the Core Rulebook). When Table: Renegade indicates that the renegade gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A renegade must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A renegade may prepare and cast any spell on the renegade spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a renegade has no caster level. At 4th level and higher, his caster level is equal to his renegade level –3.


Aura of Violence (Su): At 5th level, a renegade radiates an aura of nagging irritation that causes all enemies within 10 feet to take a –2 penalty to Diplomacy skill checks. This is a mind-affecting compulsion ability. It functions only while the renegade remains conscious, not if he is unconscious or dead.


Fiendish Boon (Sp): Upon reaching 5th level, a renegade receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the renegade to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per renegade level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the renegade but resumes giving bonuses if returned to the renegade. These bonuses apply to only one end of a double weapon. A renegade can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the renegade loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the renegade takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a renegade to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the renegade can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the renegade gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.

Once per day, as a full-round action, a renegade may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the renegade's level. The servant immediately appears adjacent to the renegade. A renegade can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.

At 11th level, the servant gains the advanced template (see the Pathfinder RPG Bestiary). At 15th level, a renegade's servant gains spell resistance equal to the renegade's level + 11.

Should the renegade's fiendish servant die or be banished, the renegade may not summon another servant for 30 days or until he gains a renegade level, whichever comes first. During this 30-day period, the renegade takes a –1 penalty on attack and weapon damage rolls.


Aura of Despair (Su): At 8th level, enemies within 10 feet of a renegade take a –2 penalty on all saving throws. This penalty does not stack with the penalties from aura of cowardice or aura of violence. This ability functions only while the renegade is conscious, not if he is unconscious or dead.


Vengeful Smite (Su): At 11th level, a renegade can expend two uses of his smite good ability to grant the ability to smite good to all allies within 10 feet, using his bonuses. Allies must use this smite good ability by the start of the renegade's next turn and the bonuses last for 1 minute. Using this ability is a free action. Good creatures, and creatures that are lawful gain no benefit from this ability.


Aura of Sin (Su): At 14th level, a renegade's weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while the renegade is conscious, not if he is unconscious or dead.


Aura of Depravity (Su): At 17th level, a renegade gains DR 5/good. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while the renegade is conscious, not if he is unconscious or dead.


Unholy Champion (Su): At 20th level, a renegade becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite good and successfully strikes an good outsider, the outsider is also subject to a banishment, using his renegade level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.


Code of Conduct: A renegade must be of chaotic evil alignment and loses all class features except proficiencies if he willingly and altruistically commits good acts. This does not mean that a renegade cannot take actions someone else might qualify as good, only that such actions must always be in service of his own dark ends. A renegade's code requires that he place his own interests and desires above all else, overthrow or subvert authority structures, promote anarchy and strife, take advantage whenever possible, and destroy all that is good and just, provided such actions don't interfere with his goals.


Associates: While he may adventure with evil or neutral allies, a renegade avoids working with good characters or with anyone who consistently attempts to do good deeds. Under exceptional circumstances, a renegade can ally with good associates, but only to defeat them from within and bring ruin to their ranks. A renegade does not need an atonement spell during such an unusual alliance as long as his nefarious goals are met in the end—evil cares only about results. A renegade may accept only henchmen, followers, or cohorts who are chaotic evil.


Ex-Renegades

A renegade who ceases to be chaotic evil, who willfully commits a good act for any reason other than for evil purposes, or who otherwise violates the renegade’s code of conduct loses all renegade spells and class features (including the fiendish boon, but not weapon, armor, or shield proficiencies). He may not progress any further in levels as a renegade. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell in Spell Lists), as appropriate.
[/sblock]

[sblock="Blackguard/Renegade spell list"]
**Blackguard/Renegade Spell List**

Sources: Advanced Player’s Guide (APG), Ultimate Combat (UCOM), Ultimate Magic (UMAG)


1st-Level Blackguard/Renegade Spells

Bane: Enemies take –1 on attack rolls and saves vs. fear.
Cause Fear: A creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys a command for 1 round.
Curse Water(M): Makes water unholy.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Detect Poison: Detects poison in a creature or object.
Disguise Self: Changes your appearance.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Litany of Sloth [UCOM]: Single target cannot make attacks of opportunity for 1 round.
Litany of Weakness [UCOM]: Single target is fatigued for 1 round.
Longshot [UCOM]: Grants a +10 foot bonus to the range increment for any ranged weapon fired.
Magic Weapon: Weapon gains +1 bonus.
Murderous Command [UMAG]: Target is compelled to kill its ally.
Protection from Chaos: (Blackguard only.) +2 to AC and saves, plus additional protection against chaos.
Protection from Good: +2 to AC and saves, plus additional protection against good.
Protection from Law: (Renegade only.) +2 to AC and saves, plus additional protection against law.
Read Magic: Read scrolls and spellbooks.
Summon Minor Monster [UMAG]: Summon 1d3 Tiny animals.
Summon Monster I: (Evil creatures only.) Summons extraplanar creature to fight for you.
Wartrain Mount [UMAG]: Animal gains the combat training general purpose.


2nd-Level Blackguard/Renegade Spells

Bestow Weapon Proficiency [UCOM]: Grant a creature proficiency in a single weapon for short period of time.
Blindness/Deafness: Makes subject blind or deaf.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Corruption Resistance [APG]: Protects creature against damage from alignment-based attacks.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Desecrate(M): Fills area with negative energy; aids undead.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Litany of Defense [UCOM]: Doubles armor's enhancement bonus.
Litany of Eloquence [UCOM]: Fascinates a single creature for 1 round.
Litany of Entanglement [UCOM]: Entangles a creature for 1 round.
Litany of Warding [UCOM]: You gain two additional attacks of opportunity for 1 round.
Magic Siege Engine [UCOM]: Siege engine gains +1 on targeting and damage rolls.
Pernicious Poison [UMAG]: Target takes a –4 penalty against poison.
Protection from Good, Communal [UCOM]: As protection from good, but you may divide the duration among creatures touched.
Protection from Chaos, Communal [UCOM]: (Blackguard only.) As protection from chaos, but you may divide the duration among creatures touched.
Protection from Law, Communal [UCOM]: (Renegade only.) As protection from law, but you may divide the duration among creatures touched.
Scare: Frightens creature of less than 6 HD.
Silence: Negates sound in 20-ft. radius.
Summon Monster II: (Evil creatures only.) Summons extraplanar creature to fight for you.
Toxic Gift [UMAG]: Target suffers the effect of a poison in you.
Unadulterated Loathing [UMAG]: Target is compelled to avoid another creature.
Undetectable Alignment: Conceals alignment for 24 hours.
Vestment of the Champion [UMAG]: Armor or shield gains a +1 enhancement per four levels.


3rd-Level Blackguard/Renegade Spells

Animate Dead(M): Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blade of Dark Triumph [UMAG]: Bonded weapon gains ghost touch.
Burst of Speed [UCOM]: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Contagion: Infects subject with chosen disease.
Darkvision, Communal [UCOM]: As darkvision, but you may divide the duration among creatures touched.
Deadly Juggernaut [UCOM]: Your might increases with every kill you make.
Deeper Darkness: Object sheds shadows in 60-ft. radius.
Defile Armor [APG]: As sanctify armor, but gain DR 5/good when using judgment or smite.
Dispel Magic: Cancels one magical spell or effect.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Litany of Escape [UCOM]: Teleports a friend out of a grapple.
Litany of Sight [UCOM]: You can see invisible creatures and objects within 30 feet of you.
Magic Circle against Chaos: (Blackguard only.) As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
Magic Circle against Law: (Renegade only.) As protection from law, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Nondetection(M): Hides subject from divination, scrying.
Summon Monster III: (Evil creatures only.) Summons extraplanar creature to fight for you.
Utter Contempt [UMAG]: Target's attitude worsens by two categories.
Vampiric Touch: Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp.


4th-Level Blackguard/Renegade Spells

Darkvision, Greater [UMAG]: See 120 ft. in total darkness.
Dispel Good: +4 against attacks by good creatures.
Dispel Chaos: (Blackguard only.) +4 against attacks by lawful creatures.
Dispel Law: (Renegade only.) +4 against attacks by lawful creatures.
Fear: Subjects within cone flee for 1 round/level.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Litany of Madness [UCOM]: A single target is confused for at least 1 round.
Litany of Thunder [UCOM]: A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Vengeance [UCOM]: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Magic Siege Engine, Greater [UCOM]: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Nondetection, Communal(M) [UCOM]: As nondetection, but you may divide the duration among creatures touched.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Resounding Blow [APG]: Melee attack deals 1d6 more damage.
Slay Living: Touch attack deals 12d6 +1 per level.
Summon Monster IV: (Evil creatures only.) Summons extraplanar creature to fight for you.
Unholy Sword [UMAG]: Weapon becomes +5, deals +2d6 damage vs. good.
[/sblock]


Well that's it. If any of the descriptive wording or turn of phrase sounds familiar, it's not your imagination. I took some literary license, and I hope I changed it around enough and added enough new descriptive text to not get into trouble; I really liked much of the original work that was being quite effective in discussing the god and evil parts, and I felt I could do little to improve on it, so some parts I just left alone.
 
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