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Tainted Faith: The Blackguard's Guide
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<blockquote data-quote="MonkLover" data-source="post: 6742614" data-attributes="member: 82105"><p><strong>Originally posted by Litigation:</strong></p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Tales of the Tainted:</u></strong></p></span></p><p style="text-align: center"><span style="font-size: 22px"><strong><u></u></strong></p></span></p><p style="text-align: center"><span style="font-size: 22px"><strong><u>Power Source and Role</u></strong></p><p></span></p><p></p><p>Unlike your parent class, the Paladin, you are a <strong>Divine Striker</strong>, not a Defender. Instead of focusing on protecting your allies, you focus on seeking out and destroying the enemy. For the specifics, you actually seem to be the opposite of the existing Divine Striker, the Avenger, in that you prefer to be in the thick of the fight, surrounded by several foes at once. Your high survivability and the means therein let you survive the attention and wreak havoc.</p><p></p><p><strong>Damage Per Round (DPR)</strong> - How much damage you can be counted on to do in any given round at the base level. Lately, this seems to be a measure of how well you can take advantage of all the damage-boosting options provided by charging. You are indeed capable of using most of those tools, and as such you'll have no problems hitting established Striker benchmarks for this category. However, you probably won't completely shatter them.</p><p></p><p><span style="color: #0000ff"><strong>Burst/Spike/Nova Damage</strong></span> - Admittedly, this is fairly build-dependent, but you do have the tools and the options to become very solid at this. You have the most damaging E-encounter attack straight out of the box in the game, for one. You also have a few ways to get an extra focus-fire attack in a round here and there, and you'll definitely want to take advantage of those if you can. (The Fury Vice, in fact, gets one out of the box with the Blackguard's tailor-made paragon path.) Also, just the fact that, unlike Martial E-classes, you have full Daily power progression gives you a world of options for helping your burst damage. Finally, you also have a few AoE powers that you can swipe by various means, and while that isn't quite as good as focus-firing, it's still hardly something to discount.</p><p></p><p><strong>Debilitating Effects</strong> - Some of your daily powers deal effects like weakening, dazing and even stunning, so you're covered fair enough in this department.</p><p></p><p><span style="color: #00ccff"><strong>Survivability</strong></span> - Paladin hit points and healing surges, +1 to all NADs, plate mail from the start, and plenty of in-class ways to generate THPs all help ensure that you'll live to kill a lot of enemies.</p><p></p><p><strong>Targeting Capacity</strong> - You'll have to work a little at this category. Considering you're in plate mail, you'll be a bit on the slow side, although a feat can remedy that. On the other hand, you do tend to love charging, which helps your movement by default. Your plate mail, Paladin vitals and THP generation even allow you every once in a while to take calculated risks against enemy OAs to get to who you want. Your per-encounter concealment feature utility helps, too.</p><p></p><p><strong>Secondary role effectiveness</strong></p><p>[sblock]</p><p><strong>Controller</strong> - Some of your attack powers, dailies and paragon path powers in particular, inflict some debilitating conditions to several foes at once. As such, you can perform decently here if you wish to.</p><p></p><p><span style="color: #00ccff"><strong>Defender</strong></span> - Considering what your parent class is, it should come as no surprise that you can do very well at this secondary role. You still have all the Paladin's vitals, for one, as well as the extra survivability support on top (THP generation, namely). But even more importantly, you can still access some of the O-Paladin's Divine Sanction powers, marks complete with their own punishments and even some feat support behind those, to practically steal the show as a Defender on any given round. And Humans, in particular, can assume the Defender role almost full-time with an at-will power! In fact, some Blackguards find it so easy to beef up this secondary role that it can be easy to forget that you're a Striker. Try not to fall into that trap.</p><p></p><p><strong>Leader </strong>- While you're probably not going to focus on this secondary role nearly to the extent of your Defender counterparts (your subclass does tend toward being a selfish bastard, after all), the fact remains that you do still have some solid options available here simply by virtue of still being a Paladin. You still have access to utilities that can heal and grant saving throws to your allies, as well as some sweet offensive buffing powers.</p><p>[/sblock] </p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Tainted to the Core: Baseline Mechanics</u></strong></p><p></span></p><p></p><p><strong>Game Mechanics</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Hit Points</strong></span>: Just like your parent class', 15 + CON, +6 per level. Defender hit points on a Striker is just plain awesome.</p><p></p><p><span style="color: #00ccff"><strong>Healing Surges</strong></span>: 10 + CON modifier, same as all other Paladins. The highest baseline number of surges in the game, and for a Striker to have this is just too incredible for words.</p><p></p><p><span style="color: #00ccff"><strong>Defenses</strong></span>: +1 to all NADs is as good as it gets, plain and simple.</p><p></p><p><span style="color: #00ccff"><strong>Proficiencies</strong></span>: Plate mail and heavy shields from the start and proficiency in all martial melee weapons. Again, you can't ask for more than that. In case you want to take some O-Paladin powers that use it, you have holy symbol proficiency as well.</p><p>[/sblock]</p><p></p><p><strong>Class Features</strong></p><p>[sblock]</p><p><u><strong>Lv. 1</strong></u></p><p></p><p><strong>Dark Menace (HoS)</strong>: You add your Charisma modifier to damage with weapon attacks if you have combat advantage. By itself, not really anything special, but the Blackguard's extra damage modifiers are more a sum of parts type of deal, and this is one of the parts.</p><p></p><p><strong><span style="color: #00ccff">Dread Smite</span> (HoS)</strong>: The negative out of the way: This power is a free-action attack and needs to be errata-ed into a no-action. Now that's out of the way, time to explore the awesomeness of the Blackguard's E-encounter attack booster. Namely, it's simply the most damaging of its kind in the game. The amount of damage it adds on an at-will weapon attack power (and that's ANY weapon at-will, so an MBA and anything a Half-Elf picks up with Dilletante are fair game) starts off very strong and scales beautifully. The initial damage, a scaling amount plus your Charisma modifier, happens hit or miss, and then on top of that, if you hit with the triggering attack, it deals a scaling amount of ongoing damage, save ends. Oh, did I mention the damage is cold and necrotic? The cold part, in particular is very important, since (1) because of the way resistances work, it masks the fact that necrotic is commonly resisted, and (2) a certain little combination called Permafrost (you may have heard of it) is a deliciously cheap way to add extra points to both the initial and the ongoing damage inflicted by this thing.</p><p></p><p><strong><span style="color: #0000ff">Shroud of Shadow</span> (HoS)</strong> : A per-encounter minor action utility that grants partial concealment and a tier-scaling amoung of THPs. Pretty good, and it gets some nice upgrades later on as well. Note, however, that this utility is strictly Shadow, NOT Divine. One consequence of that is that feats which recover Divine encounter powers do not recover this one. You'll find this a common theme for utility powers originating with the Blackguard.</p><p></p><p><strong>Vengeance Strike (HoS)</strong>: The fixed at-will power that all Blackguards get, this one gives you a power bonus to damage that increases the more enemies surround you. The increasing damage buff effect is reminiscent of the increasing attack buff effect of the O-Paladin and Cavalier power Valiant Strike. On its face, this power is fair enough and deals good stationary damage. However, ironically, it's still not as good for Striker purposes as its fixed Cavalier counterpart. (Humans who take that Valiant Strike will NEVER use Vengeance Strike.) Again, not a bad power, but be aware that there are better powers out there, including from the Paladin archetype itself. You can't charge with this power, either, which also hurts quite a bit.</p><p></p><p><strong>Spirit of Vice</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Domination</span> (HoS)</strong>: Once per round, if you have THPs, trade in an amount of health equal to your CHA-mod for extra damage on an attack. This extra damage stacks with Dark Menace and isn't reliant on getting CA. (Remember what I said above about the Blackguard's damage mechanics being a sum-of-parts deal?) This one scales pretty nicely, and it's pretty easy for Blackguards to load up on ways to get THPs in all the rounds that matter of most fights.</p><p></p><p><strong>Fury (HoS)</strong>: A flat +2 extra untyped damage bonus when you have CA that becomes +4 if either you're bloodied or you're next to a bloodied creature (this can be an ally or an enemy). This stacks with Dark Menace. Obviously doesn't add as much to a single hit as Domination, but one thing to note is that this bonus applies on all hits you make, versus Domination's bonus on only one hit per round. However, unless there's some blood flowing near you when you make your attacks, you're going to have a tough time getting this to equal or exceed Domination's overall boost to damage even on a good multi-attack nova.</p><p></p><p>[/sblock]</p><p></p><p><strong>Vice at-will</strong></p><p>[sblock]</p><p><strong> Dominator's Strike (HoS)</strong>: Associated with Domination, the effect should look familiar to you if you've seen Paladins in action before. It's exactly a STR-primary/CHA-secondary copy of Bolstering Strike. Which is decent enough when you want a some extra survivability in the form of THPs in a pinch. However, you can't really rely on it to give you the THPs necessary for your Spirit of Domination boost, since a lot can happen between the turn you use this and your next turn (like you getting attacked and having those THPs disappear).</p><p></p><p><strong><span style="color: #ff0000">Ferocious Strike</span> (HoS)</strong>: Associated with Fury, this one grants CA on your next turn. Which is really not that useful, as (a) you'd rather have had the CA this very minute while the fight is still in doubt, and (b) CA is typically not very hard to get, especially at this point in 4e's lifespan. There's almost always going to be something better for you to use on an attack that this power's card should never come into play at the table. Quite simply, a waste and a trap to use.</p><p></p><p>[/sblock]</p><p><u><strong>Lv. 2</strong></u></p><p></p><p><strong><span style="color: #0000ff">Vice's Reward</span> (HoS)</strong>: The Blackguard's fixed utility at this level. Fortunately, it's pretty good. This per-encounter pure Shadow power gives you a tier-scaling amount of THPs, a saving throw and a power bonus to all your defenses until the end of your next turn. (For you Domination Blackguards, that's now two THP-granting powers per encounter straight out of the box.) Takes a minor action to cast.</p><p></p><p><u><strong>Lv. 4</strong></u></p><p></p><p><strong>Servant of Vice (HoS)</strong>: This daily conjuration isn't too useful <span style="color: #800080"><strong>in combat</strong></span>, as it's destroyed in one hit and making everyone give up CA, including your allies, isn't the wisest thing to do, typically. However, the part of this in which you get to <span style="color: #0000ff"><strong>ask your servant </strong></span>the tough questions about the campaign can be quite useful, albeit subject to DM fiat.</p><p></p><p><u><strong>Lv. 7</strong></u></p><p></p><p><strong>Improved Shroud of Shadow (Vice-related)</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Domination</span> (HoS)</strong>: Now your Shroud of Shadow utility gives you extra THPs, with your CHA mod + a scaling amount involved. The number of THPs that results winds up being quite substantial, improving your survivability and giving you some ammo ripe for your Spirit of Domination damage boost.</p><p></p><p><strong><span style="color: #0000ff">Fury</span> (HoS)</strong>: A significant untyped bonus to your next damage roll when you use Shroud of Shadow, scaling amount + CHA mod, is quite nice, indeed. Makes your Shroud of Shadow a rather sweet combat starter.</p><p></p><p>[/sblock]</p><p><u><strong>Lv. 17</strong></u></p><p></p><p><strong>Dauntless Presence (HoS)</strong>: Getting CHA-mod THPs when an ally next to you uses a surge sounds like a pretty good deal, at least in the instances that you're in the position for this to trigger.</p><p></p><p><u><strong>Lv. 22</strong></u></p><p></p><p><strong>Vice Utility Power</strong></p><p>[sblock]</p><p>Your Lv. 22 utility power is fixed, and it depends on which vice you took. You can't retrain it or take another Paladin power, but interestingly enough, you seem to be able to use a power-swap feat to trade it for another class' utility at this level. (Power-swapping is not the same as retraining.)</p><p></p><p><strong>Dark Grace (HoS)</strong>: From Domination, an aura 1 daily that gives you and your allies in the aura some THPs when they hit enemies. In addition, if an ally in the qura spends a healing surge, you steal half the healing, selfish bastard that your are. Definitely a utility tailor-made for your subclass through and through, although the aura 1 is a rather limiting area to work with.</p><p></p><p><strong>Rampaging Bloodlust (HoS)</strong>: From Fury, this aura 2 daily gives you and allies in the aura a power bonus to damage based on how many enemies you've got in the aura. Aura 2 seems rather small for the heights this power seems to aspire to, though. This one's definitely most effective when the fight is clustered in a small area and you have other solid melee support nearby. Making everyone give up combat advantage in the aura, allies included, is also kind of a double-edged sword. Still, a utility that fits the Blackguard subclass well enough.</p><p></p><p>[/sblock]</p><p><u><strong>Lv. 23</strong></u></p><p></p><p><strong><span style="color: #00ccff">Shadow Step</span> (HoS)</strong>: A free-action 5-square teleport when you use Shroud of Shadow does wonders for your targeting capacity.</p><p></p><p><u><strong>Lv. 27</strong></u></p><p></p><p><strong><span style="color: #0000ff">Shadow Infusion</span> (HoS)</strong>: Substantial resistance against necrotic and cold damage is quite nice, especially for a Striker. Necrotic, in particular, is a common damage type used by enemies.</p><p></p><p><u><strong>Lv. 29</strong></u></p><p></p><p><strong>Avatar of Vice (HoS)</strong>: Your fixed daily capstone. Interestingly however, you can elect to keep all your lower-level powers instead if you don't want this. You can also multiclass power-swap this one with such feats if you wish. If you do decide to keep this, you'll have an encounter-long buff that makes you deal extra CHA-mod necrotic damage on all attacks, gain THPs when you hit and even give you a 1-in-3 chance to recharge Dread Smite if you run out of uses. A fair, but not exhilarating, capstone.</p><p></p><p>[/sblock]</p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Talents of the Tainted: Skills</u></strong></p><p></span></p><p></p><p>The Blackguard's class skill list differs quite a bit from that of the O-Paladin and the Cavalier, reflecting his propensity for dishonest or threatening behavior or thirst for forbidden knowledge. Mainly, he won't make quite as good a party face as his morally upright counterparts, unless the party needs someone who can doubletalk or strike the fear of the gods at the bargaining table. However, other than that, the Blackguard still has a class skill list that covers well for skullduggery, as well as the all-important combat and adventuring skills in Athletics and Endurance. You can train up to four skills.</p><p></p><p><strong>Class Skills</strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Arcana</strong></span>: You're not going to be smart enough to use this knowledge skill effectively.</p><p></p><p><span style="color: #ff9900"><strong>Athletics</strong></span>: Helps you climb and swim, and even jump to hit airborne enemies, among other things. A must-train for sure, and with a high Strength you'll be good at it.</p><p></p><p><span style="color: #00ccff"><strong>Bluff</strong></span>: A skill for misdirecting and lying, good in the skill challenges in which this can be useful. With a high CHA you're guaranteed to be good here.</p><p></p><p><span style="color: #00ccff"><strong>Endurance</strong></span>: Resist diseases and a lot of adverse conditions in general. Keys off CON, but don't let that stop you from taking this important skill.</p><p></p><p><span style="color: #ff0000"><strong>History</strong></span>: You won't be smart enough.</p><p></p><p><span style="color: #00ccff"><strong>Intimidate</strong></span>: For when you really need to get your point across, or when you want an enemy to surrender. With your high CHA you'll be great at it.</p><p></p><p><span style="color: #800080"><strong>Religion</strong></span>: You won't be smart enough to pass any skill checks using this, but at least this one has an <span style="color: #0000ff"><strong>excellent utility power</strong></span>, particularly for Domination Blackguards, so that might make this worth training regardless of your slow wits.</p><p></p><p><span style="color: #800080"><strong>Thievery</strong></span>: Most of you probably won't have the DEX to be great at this. For the few of you <span style="color: #0000ff"><strong>that might</strong></span>, this is a very useful one to have.</p><p></p><p>[/sblock]</p><p></p><p><strong>Recommended Non-Class Skills</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Diplomacy</strong></span>: Sometimes it pays to speak civilly. And you'll certainly be great at it if you care to learn.</p><p></p><p><span style="color: #0000ff"><strong>Perception</strong></span>: An all-important skill to have, even if you won't necessarily have the Wisdom to be great at this.</p><p></p><p>[/sblock]</p><p></p><p></p><p><strong>Originally posted by Litigation:</strong></p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Fundamentally Tainted: Ability Scores</u></strong></p><p></span></p><p></p><p><span style="color: #00ccff"><strong>Strength</strong></span> is your default attack score, and for optimal results, it's best to play along. <span style="color: #ff9900"><strong>If that's the case</strong></span>, you should start STR as high as possible and boost it every chance you get. Even if the Blackguard's at-will powers do not impress you (and I don't blame you), the better Striker-inclined daily powers and paragon paths in the game (both Paladin and MC options) use STR for the attack roll, so you'll have a lot more burst damage ammo to play with as a Strength build, overall. (<strong>Recommended start: 16-18, before racial adjustments.</strong>)</p><p></p><p><span style="color: #ff9900"><strong>Charisma</strong></span> is the stat that every Blackguard needs to start high and keep high at all times. It determines the damage from all your Striker features, as well as your encounter power Dread Smite. And some Blackguards among the Humans, Half-Elves and Tieflings even have the option of making this their primary attack stat by taking a CHA-based MBA, which they'll spam indiscriminately. <strong>Do note</strong> that if you go this route, however, your daily powers and paragon paths are more Defender/Leader inclined, rather than Striker inclined, so your burst damage won't be nearly as destructive. (<strong>Recommended start: 14-18, before racial adjustments</strong>. 14 is the <strong>BARE</strong> minimum if you're not attacking with it.)</p><p></p><p><span style="color: #0000ff"><strong>Constitution</strong></span> determines your starting hit points and number of healing surges, which is helpful for keeping you upright. Your baseline number of healing surges gives you a nice head start, but it never hurts to have more. A CON of 15 at Paragon Tier or higher lets you make better use of your plate mail with a feat. And finally, if you're using an axe or hammer, you might want to invest points here for weapon mastery. (<strong>Recommended start: 12-14, before racial adjustments. </strong>Some Blackguards can make a case for leaving this at a <strong>10-11</strong> to start, but that should be a last resort.)</p><p></p><p><strong>Dexterity</strong> is the stat that tends to be all over the place for a Blackguard. If you have a mind either to <span style="color: #0000ff"><strong>master a heavy blade</strong></span>, or if you want to play with a <span style="color: #0000ff"><strong>gouge</strong></span>, which is a top DPR option, you need substantial investment here. A DEX 17 is required for a key gouge feat in Surprising Charge (after you multiclass Fighter), and DEX 17 is also required for Heavy Blade Mastery in Epic Tier. DEX 19 can net you Spear Mastery, which also applies to the gouge. If you're not playing with such weapons, or if you don't care about Heavy Blade Mastery, you can afford to leave this average, but it's never an outright dump stat, as a penalty to initiative isn't fun for anyone. (<strong>Recommended start: 10-15, before racial adjustments</strong>.)</p><p></p><p><strong>Wisdom</strong> is also swingy among Blackguards. Some of you <strong><span style="color: #ff0000">won't care</span></strong> about it at all and can even dump it below Intelligence if you want. On the other hand, Wisdom also powers some existing <span style="color: #0000ff"><strong>Paladin feats</strong></span> that help with survivability, particularly if you picked up a decent array of Divine Sanctions. Even a +2 modifier on those feats can go a long way. Another case where Wisdom can be useful for a build is in <span style="color: #0000ff"><strong>multiclassing Fighter</strong></span>. STR 13, WIS 13 qualifies for the excellent Fighter entry feat Battle Awareness, so keep that in mind as well. (<strong>Recommended starts: 8-13, before racial adjustments</strong>.)</p><p></p><p><span style="color: #ff0000"><strong>Intelligence</strong></span>, on the other hand, does absolutely nothing for you. At all. You should never feel bad about dumping it. (<strong>Recommended start: 8-10, before racial adjustments</strong>.)</p><p></p><p> </p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Born Tainted: Races</u></strong></p><p></span></p><p></p><p>Any race that gets a bonus to Strength can do well as a Blackguard. If it's accompanied by a bonus to Charisma as well, even better. <strong>Dragonborn</strong> come to mind there. Alternatively, races with a bonus to the also-vital Charisma and an accessory stat like Dexterity or Constitution can do well, since they can buy an 18 Strength naturally and still be adequate in other areas. And finally, a select few races with a Charisma bonus can even viably attack with that stat full-time -- <strong>Half-Elves</strong>, <strong>Tieflings</strong> and <strong>Humans</strong> come to mind there.</p><p></p><p><strong>PHB</strong></p><p>[sblock]</p><p><span style="color: #00ccff"><strong>Dragonborn</strong></span>: +2 CHA and STR make you perfect for the job. As if that weren't enough, you also get your CON mod to your healing surge value to be even more durable. You're also more dangerous when bloodied, perfect for the Fury Vice in particular. And last but not least, you have a minor-action encounter AoE handy in your breath, which you can even turn into a mass-Sanction power if you wish to assume some Defender responsibility.</p><p></p><p><span style="color: #00ccff"><strong>Dwarf</strong></span>: +2 to CON and STR, minor-action second wind, resistance to forced movement, and some terrific weapons- and survivability-related feat support make you as great a Blackguard as anyone. The only relatively minor point of complaint is that your movement is a bit on the slow side, although at least you won't be slowed any further by wearing plate.</p><p></p><p><strong>Eladrin</strong>: You can get a CHA bonus, but the natural smarts are wasted. Still, having a per-encounter teleport to help your mobility, a bonus to Will and saves against Charm, and a free trained skill out of class do count for quite a bit. This can work out. Remember to buy the natural 18 in Strength.</p><p></p><p><span style="color: #ff0000"><strong>Elf</strong></span>: Awesome racial power, but otherwise not a good match at all. Dexterity and Wisdom are tangentially relevant at best and are in no way an acceptable substitute for more muscle or image.</p><p></p><p><span style="color: #00ccff"><strong>Half-Elf</strong></span>: +2 to CHA and CON are a great set of stats to have. If you go the conventional STR-based route, you can easily afford the natural 18 and still have solid scores in the other vital attributes. Or you can go the route of a full CHA-based attacker, made possible by the Dilletante class feature and a Paragon Tier feat that transforms the per-encounter use of the at-will you swiped from another class into a true at-will power. And back to the conventional STR-based Blackguard, there's some great Dilletante options for him, too.</p><p></p><p><strong>Recommended Dilletante Powers</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Eldritch Strike</span> (Warlock) (PHBH)</strong>: The cornerstone of the fully CHA-based Half-Elf Blackguard. This power counts as an MBA, which takes care of all your charging, leader-grants and OA needs, and it comes with a free slide of the enemy, which can be exploited in various ways. (Deadly Draw, for one. Multiclassing Fighter into either Polearm Momentum or Hindering Shield for others.) A build that revolves around this power matures in Paragon Tier; take Melee Training for Heroic, then retrain that feat for Versatile Master when you hit Paragon.</p><p></p><p><strong><span style="color: #00ccff">Howling Strike</span> (Barbarian) (PHB2)</strong>: You must be committed to a two-handed weapon to use this one, but if you are, this at-will is the pinnacle of charging at-will attacks with its hefty tier-scaling damage bonus built in.</p><p></p><p><strong><span style="color: #00ccff">Twin Strike</span> (Ranger) (PHB)</strong>: Ahh, the infamous Twin Strike. Otherwise known as THE way to get huge DPR without charging (and, in fact, tends to beat charging DPR in many cases). Dual-wielding is a bit unorthodox a setup for a Blackguard, but it's very much worth it. And the ability to use Dread Smite with this opens up some hilarity all by itself.</p><p></p><p>[/sblock]</p><p><strong>Halfling</strong>: CHA and DEX bonuses are reasonable enough to buy a starting 18 in STR, and you do have a great defensive racial power and feat support geared toward defense. However, small size is a bit of a drawback for a Striker class that tends to favor the larger weapons.</p><p></p><p><span style="color: #00ccff"><strong>Human</strong></span>: Floating stat, good. (Put it in Strength or Charisma as you see fit.) Racial bonus to all NADs, good. Bonus feat and trained skill, great. Bonus at-will from your archetype, priceless. Several of the existing Paladin at-wills are significantly better than the Blackguard's fixed ones, so you'll definitely want to take advantage of this. One of the Paladin at-wills even lets you become a fully CHA-based Blackguard.</p><p></p><p><span style="color: #00ccff"><strong>Tiefling</strong></span>: Like the Half-Elf, you can go with bonuses to CHA and CON to buy a natural 18 STR with minimum fuss. Or you could exercise your option to go fully CHA-based with the feat Wrath of the Crimson Legion, which makes your MBA use CHA for both attack and full damage (much better than the weaksauce Melee Training) and, by the way, also comes packaged with an alternative racial power that happens to be a close burst 5 mass-Sanction. And some of the Tiefling's other feat support is just as incredible, namely things like Imperious Majesty, Secrets of Belial, Dispater's Iron Discipline and Icy Clutch of Stygia. Bloodhunt also lets you finish bloodied foes off faster, which doesn't hurt, either.</p><p></p><p>[/sblock]</p><p></p><p><strong>PHB2</strong></p><p>[sblock]</p><p><strong>Deva</strong>: Bonus to the all-important Charisma, and Wisdom can have its uses. You're pretty much going Strength-based through and through, though, since you don't have a viable Charisma MBA option (no, Melee Training doesn't count). Buy that natural 18 in Strength and move on. You do have a good racial power and some handy resistances, so you'll do OK.</p><p></p><p><span style="color: #ff0000"><strong>Gnome</strong></span>: Well, uh, you get a Charisma bonus. That's about all you have going, and the rest of it is just plain awful. Cumpulsory INT bonus that you'll get no use from. Small size cramping your weapon selection. And perhaps the worst of all for the Striker role: Slow speed that is made even slower if you wear plate. Yeah, you can take a feat to bring that unacceptable speed 4 to a 5, but that's a tax no other race needs to pay. Gnomes just shouldn't be Blackguards, period.</p><p></p><p><span style="color: #00ccff"><strong>Goliath</strong></span>: Strong by nature, with the option for extra CON is a great set of bonuses. You could choose to be wise, instead of sturdy, which has its points as well. More generally, your racial power, Stone's Endurance, is fantastic for your survivability, and you also get some great feat support for both offense and defense.</p><p></p><p><span style="color: #00ccff"><strong>Half-Orc</strong></span>: Go with strength and agility and you'll be set. With the extra DEX you'll find things such as Heavy Blade Mastery and Gouge optimization easier than most other Blackguards will. The THPs you get from being bloodied the first time helps if you're going Dominance, the extra speed on a charge is just plain awesome for your targeting capacity, and the per-encounter utility Furious Assault is always great for some extra damage.</p><p></p><p><span style="color: #0000ff"><strong>Shifter, Longtooth</strong></span>: You're strong, which is what counts the most, and being wise has its points. And you've also got a very nice per-encounter racial power you can pop when you're bloodied for some extra damage and regeneration.</p><p></p><p><span style="color: #ff0000"><strong>Shifter, Razorclaw</strong></span>: Same marginal stat bonuses as the Elf, and a racial power that sucks compared to the Elf, never mind a race actually appropriate for the Blackguard duties like its Longtooth counterpart.</p><p></p><p>[/sblock]</p><p></p><p><strong>PHB3</strong></p><p>[sblock]</p><p><span style="color: #ff0000"><strong>Githzerai</strong></span>: At best, you boil down to a more defensive Elf. Yeah, the Blackguard thing just isn't for you.</p><p></p><p><span style="color: #0000ff"><strong>Minotaur</strong></span>: You'll certainly be capable with a guaranteed Strength bonus and the choice of extra CON or WIS. However, you have one rather serious shortcoming in your racial encounter power, which can't hit a bull in the ass with a bass fiddle. On the plus side, you do get some nice feat support, namely the awesome extra attack from Bloodied Ferocity.</p><p></p><p><strong>Shardmind</strong>: Too bad for the cumpulsory smarts, but at least you can be charismatic. And like the Eladrin, you have enough of a solid racial package otherwise to at least be a passable Blackguard. In your case, Living Construct is just great, and like the Eladrin, you have a nice per-encounter teleport. Your particular racial power even manufactures combat advantage, which is great for your class' MO.</p><p></p><p><span style="color: #800080"><strong>Wilden</strong></span>: CON is nice, but DEX is tangential. Neither make up for a lack of bonus to STR or CHA. Only some nice racial powers keep you from bottoming out completely.</p><p></p><p>[/sblock]</p><p></p><p><strong>Other rulebooks/Dragon</strong></p><p>[sblock]</p><p><strong>Changeling/Doppelganger (EPG)</strong>: An interesting option, certainly fun if nothing else. Go with CHA and DEX for the bonuses and remember to buy the natural 18 in STR.</p><p></p><p><strong><span style="color: #0000ff">Drow</span> (FRPG)</strong>: The potential to be charismatic and quick is fine, and you also have some very nice feat support for the Striker role, as well as power support for it in the form of your Lolthtouched powers. Trance is also an excellent adventuring benefit.</p><p></p><p><strong><span style="color: #0000ff">Genasi</span> (FRPG)</strong>: The cumpulsory smarts aren't fun, but the option for Strength cures that. The racial powers, the manifestations and the feat support for those are pretty good.</p><p></p><p><strong><span style="color: #800080">Gnoll</span> (D 367)</strong>: DEX and CON for bonuses, which aren't the worst, but aren't Strength or Charisma. The damage bonuses do help some, though.</p><p></p><p><strong>Kalashtar (EPG)</strong>: Extra Charisma and Wisdom are the best you'll do. You'll basically be a more defensive, Leader-inclined Deva, which can work out serviceably. Saves at the start of your turn against dazed and dominated are nice.</p><p></p><p><strong><span style="color: #00ccff">Mul</span> (DSCS)</strong>: Same stat bonus options as the Dwarf (go STR and CON), as well as the ability to benefit from either Human or Dwarf racial support (I'd choose Dwarf) make for an excellent Blackguard.</p><p></p><p><strong><span style="color: #0000ff">Revenant</span> (D 376)</strong>: CHA and DEX are solid bonuses to have, of course, and the ability to pick feat support and even the racial powers of other races can make for some interesting and potentially effective combinations.</p><p></p><p><strong><span style="color: #ff0000">Shadar-Kai</span> (D 372)</strong>: Worse than an Elf through and through with the same stat bonus options.</p><p></p><p><strong><span style="color: #ff0000">Shade</span> (HoS)</strong>: Losing a healing surge is an automatic disqualification from playing, well, anything really. It's that bad. Then add a racial power that's utterly useless in combat to the mix and training in a skill that you'll never really be good at, and you have a complete failure of a race. Oh, you have a Charisma bonus, you say? Sorry, you still fail.</p><p></p><p><strong><span style="color: #00ccff">Thri-Kreen</span> (DSCS)</strong>: If you're lucky enough to be allowed to play one of these guys outside the Dark Sun setting, you'll have a lot going for you. Like the Half-Orc, you'll have an easy time mastering heavy blades and gouges thanks to your STR and DEX bonuses. Then you add the speed of 7, the Trance-like Torpor and a minor-action racial attack power that can actually hit things at higher levels, and you'll be very effective.</p><p></p><p><strong><span style="color: #0000ff">Vryloka</span> (HoS)</strong>: The penalty to healing surge value when bloodied is pretty annoying early in Heroic but in later levels it's almost inconsequential, making for a weird power curve. If you're starting a campaign <span style="color: #00ccff"><strong>past lower Heroic</strong></span>, you'll actually find a lot to love. You can have the Strength and Charisma bonuses to be a perfect match for the Blackguard, a la the Dragonborn. Your extra speed really helps your targeting capacity, you have some sweet resistance to a common enemy damage type in necrotic, and you have a potent and versatile per-encounter racial utility that can give you an awesome free shift of up to your speed, a nice THP buffer (great for Domination) or a bonus to your attacks as you see fit.</p><p></p><p><strong><span style="color: #00ccff">Warforged</span> (EPG)</strong>: STR and CON bonuses are both awesome, for starters. Then you add Living Construct, a Trance-like benefit, the fact that you're highly unlikely to ever die from getting KO-ed, and an awesome THP-granting racial power (perfect for Dominance), and you'll rock this class.</p><p></p><p>[/sblock]</p><p></p><p><strong>Monsters, at DM's discretion</strong></p><p>[sblock]</p><p></p><p>[/sblock]</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 22px"><u>Themes of the Tainted: Recommended Themes</u></span> </p><p></p><p><strong><span style="color: #0000ff">Devil's Pawn</span> (NWCS)</strong>: Hellfire and Brimstone is a very handy encounter power for debuffing the attacks and the defenses of enemies within 2 squares of you. Fire resistance at Lv. 10 is nice, too.</p><p></p><p><strong><span style="color: #00ccff">Fey Beast Tamer</span> (HotF)</strong>: You get a level-scaling beast companion that has half your maximum hit points. And at Lv. 5 said companion grants combat advantage to enemies next to it automatically, flanking or not, which is perfect for you considering how reliant you are on CA. A strong and flavorful theme.</p><p></p><p><strong><span style="color: #00ccff">Guardian</span> (D 399)</strong>: Guardian's Counter is a per-encounter combination of martyrdom and MBA-based punishment. Perfect for a prospective off-defender Blackguard (and extra attacks in general are always awesome for you). The Lv. 10 bonded charge feature is also pretty nifty, giving you a free +1 to attacks when an important ally that might be a bit on the squishy side gets attacked.</p><p></p><p><strong><span style="color: #0000ff">Pack Outcast</span> (NWCS)</strong>: Must be a Human or Shifter (and with DM permission, Half-Elf or Half-Orc). Now you get combat advantage whenever an ally and you are both next to an enemy, regardless of positioning. Thus giving you the best part of flanking without actually needing to flank. That's pretty handy, especially for a class so reliant on obtaining CA as you. Oh, and, yeah, there's that shapeshifting thing, but really, that's beside the point.</p><p></p><p><strong><span style="color: #00ccff">Sohei</span> (D 404)</strong>: This Oriental- and divine-flavored theme presents Sohei Flurry, a much-needed nova power right off the bat. It's a minor action to tack on another attack after you hit an enemy with your standard, and in Epic Tier you can even hit a second enemy with this for collateral damage. (Another Epic Tier note: Since Sohei Flurry is a Divine power, it can be recovered with Divine Mastery.) It also attacks with your highest stat, so you CHA-Blackguards are in luck. The +1 power bonus to saves at Lv. 10 against the three big ones (daze, dominate, stun) is also pretty neat.</p><p></p><p> </p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Tools for the Tainted: Basics of Equipment</u></strong></p><p></span></p><p></p><p> </p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Weapons</strong></span></p><p></p><p><span style="color: #00ccff"><strong>Axe</strong></span>: Great for the damage potential, and many fine weapon properties are of the axe variety. Axe mastery is also easier than most. The proficiency on axes is only +2, though.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Execution Axe</span> (AV)</strong>: 1d12 brutal 2 and comes with high crit. Can't go wrong with it.</p><p></p><p><strong><span style="color: #00ccff">Gouge</span> (DSCS)</strong>: Simply the most exploitable weapon out there. Counts as a spear as well, which is the heart of its exploitability. If you're looking to pump your DPR as high as it will go, this is where you look. It requires substantial DEX investment to use it properly (17 for Surprising Charge, 19 for Spear Mastery), and locks you into multiclassing Fighter, but the returns you get on the investment are huge.</p><p></p><p><strong><span style="color: #0000ff">Waraxe</span> (AV)</strong>: Versatile 1d12 weapon. Unlike many heavy Strikers such as Barbarians and Slayers, you can conceivably have your reasons to go with a shield, and this weapon can do nicely.</p><p>[/sblock]</p><p><span style="color: #0000ff"><strong>Flail</strong></span>: Surprisingly good choice for shield Blackguards who multiclass into Fighter, thanks to the slide they can put on their MBAs in conjunction with Hindering Shield's slowing. Also works for anyone who wants to take easy advantage of Deadly Draw for constant combat advantage.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Triple-Headed Flail</span> (AV)</strong>: Accurate +3 proficiency and solid 1d10 damage for good times all around.</p><p>[/sblock]</p><p><span style="color: #0000ff"><strong>Hammer</strong></span>: Mastering this requires more CON investment than most of you will be comfortable with, but for <span style="color: #00ccff"><strong>certain builds</strong></span> (*cough*Half-Elf*hack*Eldritch Strike*wheeze*) it's still a very worthwhile investment, particularly if you're going to use a shield.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Craghammer</span> (AV)</strong>: The best one-handed hammer. Half-Elves with Eldritch Strike take this, use a shield, MC Fighter, take Hindering Shield in Paragon, then Overwhelming Impact in Epic and get an at-will daze with an MBA. Delicious.</p><p></p><p><strong><span style="color: #0000ff">Mordenkrad</span> (AV)</strong>: 2d6 brutal 1 damage is never a bad thing. Even if you can't exploit this weapon quite as well as you can the gouge.</p><p>[/sblock]</p><p><span style="color: #0000ff"><strong>Heavy Blade</strong></span>: An iconic, solid option. The heavy blades worth mentioning all have a +3 proficiency bonus for extra accuracy. If this group has a weakness, it's that it's not a super-exploitable group of weapons. Mastery of this group also requires some DEX investment. Still, you can't go wrong with one of these.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Bastard Sword</span> (PHB)</strong> : The best one-handed representative of this group, with a 1d10 damage die.</p><p></p><p><strong><span style="color: #0000ff">Fullblade</span> (AV)</strong> : The best two-handed member of this group, with 1d12 damage die and high crit.</p><p></p><p>[/sblock]</p><p><span style="color: #0000ff"><strong> Light Blade</strong></span>: Don't laugh. This group is surprisingly solid, noted for its extreme accuracy courtesy of its +3 proficiency bonuses (the ones worth mentioning) and its terrific feat support on top. It requires some substantial DEX to be used properly (again, MC Fighter and DEX 17 for Surprising Charge), and mastery is out of the question with its 21 DEX requirement, but still, more than a worthy option. It's a particularly nice choice for the rare dual-wielders in the audience.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Rapier</span> (PHB)</strong>: The best light blade for you, with its 1d8 damage die. And it's a martial weapon, so you start with proficiency in it already. Great times.</p><p>[/sblock]</p><p><span style="color: #ff0000"><strong>Mace</strong></span>: Never use one when you can use a hammer instead.</p><p></p><p><span style="color: #ff0000"><strong>Pick</strong></span>: Just not much good Striker support for this.</p><p></p><p><strong>Polearm</strong>: If you have an <span style="color: #00ccff"><strong>at-will forced movement attack</strong></span> somehow (Half-Elf with Eldritch Strike is the key example here), then MC Fighter, DEX 15, WIS 15 for Polearm Momentum makes this an awesome choice. Just add some extra squares to that forced movement somehow and you'll be set.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Greatspear</span> (AV)</strong>: Accurate +3 proficiency, d10 damage die and open to both Polearm and Spear charging shenanigans. As good as it gets here.</p><p>[/sblock]</p><p><span style="color: #0000ff"><strong>Spear</strong></span>: The banner members of this group were already discussed under the other weapon categories that they're also members of (Gouge as Axes and Greatspears as Polearms). That said, you might want to keep a one-handed member of this group as a sidearm for when you need to make ranged attacks. The feat support for this group is undeniably great, especially if multiclassing Fighter.</p><p></p><p><strong>Specific weapons</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Javelin</span> (PHB)</strong>: +2 proficiency and 1d6 damage die, and it can be thrown up to 10 squares. Solid sidearm.</p><p></p><p><strong><span style="color: #0000ff">Trident</span> (AV)</strong>: More damaging than the javelin (1d8 die), but it can only be thrown 3 squares. Not as good a sidearm as the javelin, but rather a worthy choice if you want to take advantage of MC Fighter and Surprising Charge while still using a shield.</p><p>[/sblock]</p><p><span style="color: #ff0000"><strong>Staff</strong></span>: lol</p><p></p><p></p><p><strong>Originally posted by Litigation:</strong></p><p></p><p style="text-align: center"><span style="font-size: 22px"><strong><u>For Tainted Humans Only: Lv. 1 At-Will Powers</u></strong></span></p><p></p><p>Both of a Blackguard's usual at-will powers are fixed, but Human Blackguards who opt to take a bonus at-will power instead of Heroic Effort get a free choice of another at-will power from the Paladin archetype, even an at-will from another Blackguard Vice besides their own, if desired.</p><p></p><p>The powers <strong>Vengeance Strike</strong>, <strong>Dominator's Strike</strong> and <strong>Ferocious Strike</strong> have already been discussed in the class features section. Other options will be discussed here. Some of those options use Charisma as an attack stat, so these powers will be split into separate categories based on attack stat, for your convenience.</p><p></p><p> Needless to say, this is a feature Humans will want to take full advantage of, since a few of the existing at-wills from the Paladin archetype tends to suit their needs better than the Blackguard's own fixed at-will powers do.</p><p></p><p><strong>Strength OR Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Ardent Strike</span> (DP)</strong>: Whoa. Talk about buying back the Paladin's native Defender role in one fell swoop if you take this. If you hit with it, you Divine Sanction the enemy, landing a mark complete with its own no-action punishment mechanic and even some feat support on its own. And even better, you can charge with it, so it's compatible with most of the DPR optimization tricks therein! For you, this is about as perfect a marriage of the Striker and Defender roles imaginable. And finally, as a Blackguard you're more likely to worship the evil deities who hold the domain support for this power. Have fun!</p><p></p><p><em>Associated Domains</em>: Darkness, Destruction, Strife, Torment</p><p>[/sblock]</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Challenging Strike</span> (PHBH)</strong>: Worthless to you.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: #ff0000">Forbidding Strike</span> (PHBH)</strong>: Meh. If you're going to take a power that boosts your Defender subrole, go all the way and take Ardent Strike, which is also compatible with all the Striker stuff, unlike this one.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: Red">Holy Strike</span> (PHB)</strong>: Your secondary Striker stat is Charisma, not Wisdom, and you don't have an at-will mark by default. Don't take this one.</p><p></p><p><em>Associated Domains</em>: Fate, Freedom, Luck, Strength, Vengeance</p><p></p><p><strong><span style="color: #ff0000">Strike of Hope</span> (E:HFK)</strong>: A Radiant Cavalier Virtue power that's suited for actual Defenders who have a reliable marking mechanic without having to choose an at-will power. That would not be you.</p><p></p><p><em>Associated Domains</em>: None</p><p></p><p><strong><span style="color: DeepSkyBlue">Valiant Strike</span> (PHB)</strong>: +1 bonus to hit for each enemy next to you. How ironic that this power, an O-Paladin staple from the very beginning which also happens to be the Cavalier's fixed power, is a better Striker power than your own Vengeance Strike! In a crowd, this one strikes true quite often, and unless you use a reach weapon, you're always going to get at least a +1 bonus to hit out of this. Some of you might even be able to justify the use of Power Attack with this one. As if that weren't enough, the domain support for this power is marvelous. One of the associated domain feats even turns this one into a deadly accurate MBA. Amazing.</p><p></p><p><em>Associated Domains</em>: Civilization, Hope, Protection, Skill, Storm, Wilderness</p><p></p><p><strong><span style="color: #ff0000">Vengeful Strike</span> (E:HFK)</strong>: Another Radiant Cavalier Virtue power, and another one far more suitable for fully ordained Defenders than for you. It can deal nice stationary damage with your high CHA as a rider, but you don't want to rely on your allies being bloodied for the damage. And you can't charge with it, so again, skip it for better options.</p><p></p><p><em>Associated Domains</em>: None</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #ff0000">Bolstering Strike</span> (PHB)</strong>: A waste, pretty much. If you're going to be CHA-based, go all the way with a certain power that can actually be used as an MBA, instead. Even the domain support, very appealing to other Paladins, is just way too much of a stretch for you.</p><p></p><p><em>Associated Domains</em>: Change, Creation, Earth, Life, War</p><p></p><p><strong><span style="color: Red">Enfeebling Strike</span> (PHB)</strong>: Amazing for the O-Paladin, but worthless to you. Without a consistent, reliable, at-will way to mark you're just not going to get much use out of this one.</p><p></p><p><em>Associated Domains</em>: Death, Madness, Moon, Poison, Trickery, Tyranny, Undeath, Winter</p><p></p><p><strong><span style="color: DeepSkyBlue">Virtuous Strike</span> (DP)</strong>: This is the power that Humans take if they want to be a full CHA-based Blackguard. It counts as an MBA, it has the Radiant keyword, it gives you a +2 bonus to saves if it hits, and it has some absolutely wicked domain support.</p><p></p><p><em>Associated Domains</em>: Arcana, Justice, Knowledge, Love, Sea, Sun</p><p>[/sblock]</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 22px"><strong><u>Domains of the Tainted: Deities and Domains</u></strong></span></p><p></p><p>You can only apply the benefits of one domain power feat per usage of an at-will. They're optional, just like all feats, but it is recommended you at least consider them, as many of them do provide fairly significant extra bonuses on your at-will powers. Since Blackguards are a lot more likely to spam their at-will powers than O-Paladins are, domains are of particular interest to them. And consequently, some domains that the O-Paladin wouldn't give the light of day are actually of interest to Blackguards.</p><p></p><p>For your convenience, the deities to whom these domains apply and the domain feats that alter the at-wills rated <span style="color: #00ccff"><strong>sky blue</strong></span> above will be listed here.</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong>Deities and Associated Domains</strong></span></p><p></p><p><strong>Core</strong></p><p>[sblock]</p><p><strong>Good/Unaligned</strong></p><p>Avandra: Change, Freedom, Luck</p><p>Bahamut: Hope, Justice, Protection </p><p>Corellon: Arcana, Skill, Wilderness </p><p>Erathis: Civilization, Creation, Justice </p><p>Ioun: Fate, Knowledge, Skill </p><p>Kord: Storm, Strength, War </p><p>Melora: Life, Sea, Wilderness </p><p>Moradin: Creation, Earth, Protection </p><p>Pelor: Hope, Life, Sun </p><p>The Raven Queen: Death, Fate, Winter </p><p>Sehanine: Love, Moon, Trickery</p><p></p><p><strong>Evil</strong></p><p>Asmodeus: Civilization, Tyranny</p><p> Bane: Skill, War </p><p>Gruumsh: Destruction, Strength </p><p>Lolth: Darkness, Trickery </p><p>Tharizdun: Destruction, Madness </p><p>Tiamat: Strife, Vengeance </p><p>Torog: Earth, Torment </p><p>Vecna: Knowledge, Undeath </p><p>Zehir: Darkness, Poison</p><p>[/sblock]</p><p></p><p><strong>Forgotten Realms (D 378)</strong></p><p>[sblock]</p><p><strong>Good/Unaligned</strong></p><p>Amaunator: Civilization, Justice, Sun</p><p>Angharradh: Hope, Protection</p><p>Bahamut: Justice, Strength</p><p>Berronar Truesilver: Life, Protection</p><p>Chauntea: Earth, Hope, Life</p><p>Corellon: Arcana, Skill, Wilderness</p><p>Garl Glittergold: Creation, Trickery</p><p>Gond: Creation, Knowledge</p><p>Ilmater: Freedom, Hope</p><p>Kelemvor: Death, Fate, Justice</p><p>Mielikki: Freedom, Wilderness</p><p>Moradin: Creation, Earth, Protection</p><p>Oghma: Knowledge, Skill, Trickery</p><p>Selûne: Arcana, Change, Moon</p><p>Sheela Peryroyl: Love, Wilderness</p><p>Silvanus: Life, Storm, Wilderness</p><p>Sune: Love, Skill, Trickery</p><p>Tempus: Protection, Strength, War</p><p>Torm: Civilization, Justice, Protection</p><p>Tymora: Change, Luck</p><p>Waukeen: Civilization, Knowledge</p><p></p><p><strong>Evil</strong></p><p>Asmodeus: Knowledge, Torment, Tyranny</p><p>Auril: Storm, Winter</p><p>Bane: Civilization, Tyranny, War</p><p>Beshaba: Fate, Trickery</p><p>Cyric: Madness, Strife, Trickery</p><p>Ghaunadaur: Destruction, Earth, Madness</p><p>Gruumsh: Destruction, Storm, Strength</p><p>Lolth: Darkness, Poison, Strife</p><p>Loviatar: Torment, Vengeance</p><p>Luthic: Earth, Protection</p><p>Shar: Darkness, Knowledge, Undeath</p><p>Sseth: Arcana, Darkness</p><p>Talona: Destruction, Poison</p><p>Tiamat: Tyranny, Vengeance</p><p>Umberlee: Sea, Storm</p><p>Zehir: Darkness, Poison</p><p>[/sblock]</p><p></p><p><strong>Eberron (D 378)</strong></p><p>[sblock]</p><p><strong>Good/Unaligned</strong></p><p>The Silver Flame: Hope, Justice, Protection</p><p>The Sovereign Host: Civilization, Fate, Knowledge</p><p>Arawai: Life, Storm, Wilderness</p><p>Aureon: Arcana, Justice, Knowledge</p><p>Balinor: Earth, Strength, Wilderness</p><p>Boldrei: Civilization, Justice, Protection</p><p>Dol Arrah: Hope, Sun, War</p><p>Dol Dorn: Skill, Strength, War</p><p>Kol Korran: Civilization, Skill, Trickery</p><p>Olladra: Change, Freedom, Luck</p><p>Onatar: Civilization, Creation, Strength</p><p>The Traveler: Change, Creation, Trickery</p><p>The Blood of Vol: Death, Undeath</p><p>The Path of Light: Freedom, Skill, Sun</p><p>The Spirits of the Past: Protection, Vengeance, War</p><p>The Undying Court: Fate, Knowledge, Undeath</p><p></p><p><strong>Evil</strong></p><p>The Dark Six: Destruction, Wilderness</p><p>The Devourer: Destruction, Sea, Storm</p><p>The Fury: Madness, Vengeance</p><p>The Keeper: Death, Torment</p><p>The Mockery: Trickery, War</p><p>The Shadow: Arcana, Darkness</p><p>Cults of the Dragon Below: Darkness, Madness</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong>Domain power feats</strong></span></p><p></p><p><strong>Ardent Strike</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Power of Darkness</span> (DP)</strong>: Concealment against the next attack when you hit. This one's pretty good.</p><p></p><p><strong><span style="color: #0000ff">Power of Destruction</span> (DP)</strong>: Tier-scaling damage boost against unbloodied enemies. Far more of interest to you than to your Defender-inclined counterparts, especially since you took Ardent Strike with the full intention of spamming it, more than likely. A good boost to your DPR against fresh foes that stacks with everything.</p><p></p><p><strong><span style="color: #00ccff">Power of Strife</span> (DP)</strong>: A hefty tier-scaling damage bonus. +1/2/3 bonus for <em>each</em> enemy within 3 squares of the target, which can have some really nasty results.</p><p></p><p><strong>Power of Torment (DP)</strong>: A hit with Ardent Strike sets up combat advantage for your ally's next attack. Decent.</p><p>[/sblock]</p><p></p><p><strong>Valiant Strike</strong></p><p>[sblock]</p><p><strong><span style="color: #0000ff">Power of Civilization</span> (DP)</strong>: +1 damage bonus per enemy next to you. This one is of a lot more interest to you than to O-Paladins, since you took Valiant Strike with more or less the full intention of spamming it. A good damage boost.</p><p></p><p><strong><span style="color: Blue">Power of Hope</span> (DP)</strong>: Grant a +1 power bonus to attack to an ally up to 5 squares away when you hit. It sure doesn't hurt to help an ally kill a little better while you're hacking at the enemy yourself.</p><p></p><p><strong>Power of Protection (DP)</strong>: A hit gives an ally up to 5 squares away +1 power bonus to all defenses. Pretty much a Defender-inclined choice through and through, but you'll be in position to grant this a lot. Not a priority for you like it will be for actual Defenders, but not the worst choice you can make.</p><p></p><p><strong><span style="color: #ff9900">Power of Skill</span> (DP)</strong>: Turns Valiant Strike into a deadly accurate melee basic attack. If you qualify for this domain, you're taking this, period.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of the Storm</span> (DP)</strong>: Gives Valiant Strike the Thunder keyword, along with the +2/3/4 damage bonus. This one is actually really nice. The Thunder keyword gets great support from feats and other features (Echoes of Thunder, Oncoming Storm). And if you're in Eberron and have the Mark of Storm Dragonmark, even better.</p><p></p><p><strong>Power of the Wilderness (DP)</strong>: On a hit, you and adjacent allies ignore difficult terrain. Not bad.</p><p>[/sblock]</p><p></p><p><strong>Virtuous Strike</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Power of Arcana</span> (AP)</strong>: Makes your Virtuous Strike an Arcane power when you use it, which opens it up for synergies with certain feats you can get via Arcane multiclassing, such as the White Lotus line. Master Riposte, in particular, is a great way to get extra attacks.</p><p></p><p><strong>Power of Justice (DP)</strong>: A hit grants a +1 power bonus to attack for all bloodied allies within 10 squares. Situational, but it comes up often enough to warrant a look.</p><p></p><p><strong><span style="color: Blue">Power of Knowledge</span> (DP)</strong>: A hit gives you a +1 power bonus to all defenses. Solid.</p><p></p><p><strong><span style="color: Red">Power of Love</span> (DP)</strong>: Even Defender Paladins think this one is a horrible deal. How much more so you.</p><p></p><p><strong><span style="color: Blue">Power of the Sea</span> (DP)</strong>: A hit either allows you to make a save or slaps a -2 penalty on the enemy's save. Solid choice, and very versatile. It can save you or help prolong an enemy's misery from a save-ends status power (hi, Dread Smite).</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of the Sun</span> (DP)</strong>: Cause tier-scaling Radiant vulnerability (3/5/8) when you hit, which is very, very exploitable for the DPR potential. Amazing to have on an MBA power.</p><p>[/sblock]</p><p></p><p></p><p><strong>Originally posted by Litigation:</strong></p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Dark Prayers of the Tainted: Daily Powers</u></strong></p><p></span></p><p></p><p>For your convenience, powers will be separated into Strength-based and Charisma-based attacks and whether they use a weapon or implement (or are other things like stances, etc.). Remember that your Lv. 29 daily is fixed and replaces your Lv. 15 power.</p><p></p><p> Overall, weapon-based powers will tend to be the way to go, since your damage features are not added on implement attacks. An implement-based power will have to do something pretty special to get a good rating in the Blackguard's arsenal.</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong><u>Lv. 1 Daily (at Lv. 5)</u></strong></span></p><p></p><p>Although you do not get to choose a Lv. 1 daily power at Lv. 1, these powers are options for you at Lv. 5, when you do get your first daily power selection. And there are some very nice choices here. Namely <strong>Blood of the Mighty</strong>, which is about as good as a single attack can get in Heroic Tier. Shield-using Blackguards will probably want <strong>Blazing Brand</strong>, instead. Even Charisma has some good options here, too, with <strong>Majestic Halo</strong> doing solid damage along with a secondary Defender effect.</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Blood of the Mighty</span> (DP)</strong>: 4[W] and Reliable is amazing in Heroic Tier, especially with a big-die, superior two-handed weapon of some sort. You take 5 damage whenever you use this, but that's a small price to pay at this stage in the game considering the potential to off enemies instantly with the help of this power.</p><p></p><p><strong><span style="color: #0000ff">Blazing Brand</span> (DP)</strong>: Attacks Fortitude and is also Reliable. Deals ongoing fire damage and makes the enemy give up combat advantage, save ends. Pretty good for shield-using Blackguards who won't use weapons big enough to take full advantage of Blood of the Mighty.</p><p></p><p>Driving Blades (D 383): When you hit, the save-ends effect deals untyped ongoing damage and lets you push and follow the target as long as that lasts. Solid when you hit, no doubt, but unfortunately the miss effect is quite feeble, so its Reliable competitor, Blazing Brand, probably still holds the edge.</p><p></p><p><strong><span style="color: #ff0000">Paladin's Judgment</span> (PHB)</strong>: You're a Striker. Repeat after me: You're a Striker. Not a Defender or a Leader. And a non-Reliable power that deals no damage on a miss is not Striker-worthy, even if this lets an ally spend a healing surge.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #ff0000">Glorious Charge</span> (DP)</strong>: You won't have the Wisdom to put up the healing numbers possible with this. And besides that, it's just not good Striker material with its mere 2[W] damage and lack of miss damage.</p><p></p><p><strong><span style="color: #0000ff">Majestic Halo</span> (DP)</strong>: 3[W], half-damage on miss, and you spread Divine Sanctions around for a whole encounter after the attack. Lets a CHA-based Blackguard take on a strong Defender presence for the encounter, and while the damage isn't quite as good as Blood of the Mighty, it's still serviceable at this level.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Implement</strong></p><p>[sblock]</p><p><span style="color: #800080">Frost of Letherna</span> (D 381): A mass-slowing power that's definitely more suitable for Defenders as a whole.</p><p></p><p><strong><span style="color: Blue">On Pain of Death</span> (PHB)</strong>: Attacks Will and makes the target take damage whenever it attacks your or your allies, until it saves. This one's actually a pretty good implement power thanks to the more or less guaranteed extra damage out of turn.</p><p></p><p><strong><span style="color: Blue">Radiant Delirium</span> (PHB)</strong>: Attacks Reflex and dazes whether it hits or misses. That's great. If it hits, it imposes a -2 penalty to AC until the enemy saves. Even better. This one is well worth its status as an implement power.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><u>Lv. 5 Daily</u></strong></span></p><p></p><p><strong>Frenzying Smite</strong> is the clear winner for you if you're talking strictly Lv. 5 powers, although the decision between it and Blood of the Mighty is rather difficult. Charisma-based attacks, on the other hand, are not very Striker-worthy here. The Lv. 1 list is probably more your style.</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: Blue">Arc of Vengeance</span> (DP)</strong>: A solidly damaging close burst 1 whirlwind that, hit or miss, applies Divine Sanction until the end of your next turn. Half-damage on miss.</p><p></p><p><strong><span style="color: #0000ff">Chilling Smite</span> (E:HFK)</strong>: Cold-based attack that reduces the enemy's damage by -5 until they save. Even if you miss, the effect lasts a round, and the attack does half-damage. Pretty good.</p><p></p><p><strong><span style="color: Purple">Dark Majesty</span> (HoS)</strong>: Attacks Will, so at least it hits often. The damage is pretty mediocre on hit, though, and the splash damage isn't exactly going to make its recipient cry, either. Can be a bit <strong>better</strong> if you have ways to take advantage of sliding your enemies.</p><p></p><p><strong><span style="color: #ff0000">Fiery Smite</span> (E:HFK)</strong>: A garden-variety, fire-based Brute Strike ability that also pops minions next to the target. Meh, whatever.</p><p></p><p><strong><span style="color: #00ccff">Frenzying Smite</span> (HoS)</strong>: Another 4[W] attack in Heroic, this time dealing half-damage on miss and coming packed with a nice push-and-follow effect. You give up CA, but who cares? Tough choice between this and Blood of the Mighty.</p><p></p><p><strong><span style="color: Red">Martyr's Retribution</span> (PHB)</strong>: 4[W], like Blood of the Mighty and Frenzing Smite, but far costlier than those two powers. Too costly in fact. Stick with the other 4[W] powers; this should never see the light of day in your arsenal.</p><p></p><p><span style="color: #0000ff">Shadow's Apathy</span> (D 381): Reliable attack that save-ends slows and weakens on hit. A good power that would be even better if it weren't Necrotic.</p><p></p><p><strong><span style="color: #ff0000">Unrelenting Punishment</span> (DP)</strong>: Er, no. A healing effect that you won't have the WIS to benefit from substantially, and the attack itself does no miss damage, nor is it Reliable, which is a no-no for a single-hit Striker power.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #800080">Unyielding Faith</span> (DP)</strong>: Imposes Divine Sanction for the whole encounter, but only if it hits. Does do half damage on a miss. Overall, you're better choosing a Lv. 1 power like Majestic Halo over this.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Implement</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Hallowed Circle</span> (PHB)</strong>: Even Defender Paladins find this one rather iffy, and in your hands it's completely worthless.</p><p></p><p><strong><span style="color: #800080">Name of Might</span> (DP)</strong>: Close blast attack vs. Fortitude that save-ends slows if it hits and still slows until the end of the enemies' next turns if it misses. More a Defender and Controller power through and through, and you don't get to add your Blackguard damage modifiers. I'd pick something else.</p><p></p><p><strong>Sign of Vulnerability (PHB)</strong>: Ranged attack vs. Fortitude that imposes Radiant vulnerability if it hits. If you have the Sun domain you don't need this at all. Everyone else who deals Radiant damage might actually want to give it a look though, especially if you have Bless Weapon.</p><p>[/sblock]</p><p></p><p><strong>Strength/Weapon AND Charisma/Implement</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Prayer of Two Paths</span> (DP)</strong>: Utter garbage.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong><u>Lv. 9 Daily</u></strong></span></p><p></p><p><strong>Death Angel</strong> is incredible with other melee support around, and failing that you still have other solid choices like Knightly Intercession, Spirit Harrow or, for you Radiant Mafiosi, <strong>Whirling Radiance</strong>. Charisma attacks here leave a lot to be desired for your role (even the weapon power is mediocre), but at least <strong>Ray of Reprisal</strong> is a nice off-action attack that serves a secondary Defender purpose.</p><p></p><p><strong>Strength OR Charisma, Weapon</strong></p><p>[sblock]</p><p><span style="color: #ff0000">Reaper's Harvest</span> (D 380): Just plain terrible.</p><p>[/sblock]</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock] </p><p><strong><span style="color: #00ccff">Death Angel</span> (HoS)</strong>: This attack vs. Will is positively nasty if you have other melee allies surrounding the target of this one. You force any one enemy in the close blast 3, if you hit, to choose between running away from you and eating your allies' OAs for a quick death, or standing there save-ends dazed. You also get to teleport anywhere in the blast regardless of hit or miss.</p><p></p><p><strong>Final Rebuke (DP)</strong>: Attack Fortitude, push the enemy far and add some extra damage if you push the enemy into something solid. Not too bad. It's Reliable, too, which helps its case for Striker viability.</p><p></p><p><span style="color: #ff0000">Holy Outrage</span> (D 383): No miss damage, and the effect that happens regardless of hit or miss requires a combination of some serendipitous positioning and a source of plenty of extra attacks in a round to be worthwhile. Pass on it.</p><p></p><p><strong><span style="color: Blue">Knightly Intercession</span> (DP)</strong>: A power flavored for more selfless folk than you probably are, but an immediate interrupt daily for what is still a common trigger is still what it is -- a good selfish reason to take this one. You take the hit for an ally under attack, then pull the offender to you and attack him. If it hits, the enemy is Sanctioned for the rest of the encounter. The only weakness is that the attack does nothing on a miss, but it's an off action, so you can't complain too much about this one.</p><p></p><p><span style="color: #0000ff">Shadow Blades of Shared Doom</span> (D 381): You've got a pretty strong possibility to DS an entire cluster of enemies if you hit with the initial attack, since the secondary attack triggered on hit is still weapon-based versus Will. You Sanction the initial target for a round hit or miss. Good multi-target power that would be even better if it wasn't Necrotic.</p><p></p><p><strong><span style="color: #0000ff">Spirit Harrow</span> (HoS)</strong>: Close burst 1 Psychic attack vs. everyone around you, and if you hit the enemies can't shift or make OAs until they save. It's actually more suited for Defenders than for you, but if you are looking for some nice area control, this is great for it. And there is something to be said about limiting enemy options in moving away from you and combining that with ways to force attacks.</p><p></p><p><strong>Thundering Smite (E:HFK)</strong>: Thunder-based attack that knocks all enemies within 2 squares of the target (but not the target itself) prone. Eh, fair enough. Half-damage on miss helps its case.</p><p></p><p><strong>Whirling Radiance (E:HFK)</strong>: Close-burst attack vs. Reflex, so this radiant attack will hit often and invoke the save-ends ongoing 5 radiant damage. If you can <span style="color: #0000ff"><strong>create radiant vulnerability</strong></span> the damage from this can add up quickly. Still deals half-damage on miss.</p><p>[/sblock]</p><p></p><p><strong>Strength, Implement</strong></p><p>[sblock]</p><p><strong><span style="color: #800080">Shout of Condemnation</span> (DP)</strong>: One of the rare STR-based implement powers, and a Defender/Controller power through and through. Other Paladins like this one well enough, but you should pass on it.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Shackles of Justice</span> (DP)</strong>: No miss damage. At least the save-ends condition, moderate radiant damage for damaging an ally, happens hit or miss, but this still doesn't add up to anything remotely Striker-worthy.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Implement</strong></p><p>[sblock]</p><p><strong><span style="color: Purple">Crown of Glory</span> (PHB)</strong>: Close burst 1 attack vs. Will, followed, hit or miss, by you slowing enemies who start their turns next to you. This can be sustained with minor actions. Again, a power much better suited to Defenders than to you. No real justification to use this implement power and sacrifice your damage modifiers.</p><p></p><p><strong><span style="color: #800080">One Stands Alone</span> (PHB)</strong>: Close burst 1 vs. Will, save-ends weakens regardless of hit or miss. Another power more suited to Defender use than Striker use, and this one requires some coordination. Pass.</p><p></p><p><strong><span style="color: Red">Radiant Pulse</span> (PHB)</strong>: Even Defender Paladins hate this one, and you absolutely have no use for it.</p><p></p><p><strong><span style="color: Blue">Ray of Reprisal</span> (DP)</strong>: An immediate interrupt to an enemy hitting one of your allies. A Defender power through and through, but it's an off-turn attack to a common trigger, which is always valuable to keep around. This Radiant attack vs. Fortitude deals half damage on a miss, and regardless of hit or miss, the damage the ally takes from the triggering attack is cut in half. An implement attack well worth taking.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><u>Lv. 15 Daily</u></strong></span></p><p></p><p>For the typical Strength-based path, this is a pretty mediocre level, to be honest. Your best bets are probably the Avatar powers, but even those aren't terribly exciting. This is a good level to start exercising your right to power swap. Charisma has some very nice options this time around with the likes of <strong>True Nemesis</strong> and <strong>Knight's Defiance</strong>.</p><p></p><p><strong>Stance</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Divine Vengeance</span> (DP)</strong>: You won't have the Wisdom to make this one effective.</p><p>[/sblock]</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #ff0000">Avatar of Righteous Nobility</span> (E:HFK)</strong>: This one's only useful for Cavaliers.</p><p></p><p><strong>Avatar of Slaughter (HoS)</strong>: Hit or miss, gain a nice power bonus to damage and the ability to splash necrotic damage on a second enemy next to you. Fair enough.</p><p></p><p><strong>Avatar of Subjugation (HoS)</strong>: Hot or miss, gain a bonus to attack rolls, THPs at the start of all your turns and even let an ally take some damage in exchange for twice the THPs in return. Interesting, if nothing else.</p><p></p><p><strong>Avatar of Undaunted Bravery (E:HFK)</strong>: Regardless of hit or the half-damage miss, you get to pull one enemy at the start of every single one of your turns a couple squares as a free action. Not the worst choice you can make, as it certainly makes targeting enemies for annihilation easier.</p><p></p><p><strong>Bloodied Retribution (PHB)</strong>: Hit hard when bloodied and use a healing surge. Basic enough. Does deal half-damage on miss.</p><p></p><p><strong><span style="color: Purple">Flames of Devotion</span> (DP)</strong>: Hit or miss, your attacks deal 2d6 extra fire damage for as long as you sustain the effect with minor actions. A little too costly for the effect, especially compared to something like Bless Weapon. Lack of miss damage hurts a lot, too.</p><p></p><p><strong>Pyre of Judgment (DP)</strong>: Reliable attack that causes ongoing 10 fire damage and damages surrounding enemies by a fair amount until a save. Decent.</p><p></p><p><strong>Wayfinder's Charge (D 375)</strong>: Get enemies in the way out of the way and make them pay for taking OAs, then hit the marked target for decent damage, halved on miss. Not bad.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Knight's Defiance</span> (DP)</strong>: Pull all enemies within 5 squares to you, save-end Sanction all of them, then attack one of them in melee. Great secondary Defender power.</p><p></p><p><strong>Tower of Faith (DP)</strong>: Attack deals half on a miss, and hit or miss you get some pretty good bonuses to saves. Fair.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Implement</strong></p><p>[sblock]</p><p><strong>Break the Wall (PHB)</strong>: Debuff all of an enemy's defenses, -2 if you hit, -1 if you miss. Decent.</p><p></p><p>Darkness Unleashed (D 381): This Necrotic close burst 1 power is actually pretty good for Dwarves and anyone else whose <span style="color: #0000ff"><strong>second winds are minor-action or better</strong></span>. In their employ it can amount to an AoE attack above and beyond their standard action. If your second wind is a standard action you're better off <span style="color: #800080">looking elsewhere</span>.</p><p></p><p><strong><span style="color: DeepSkyBlue">True Nemesis</span> (PHB)</strong>: Whether you hit or miss with the initial attack, this power lets you make all the immediate-reaction attacks against the target you could possibly want for the rest of the encounter. These happen if the enemy attacks you or allies, so the attacks are practically guaranteed. Great against a solo, and one of the few ways CHA-Blackguards can get any kind of true burst damage going.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><u>Lv. 19 Daily</u></strong></span></p><p></p><p>Some decent options for Strength if you were going more for a control option and less for a nova power here. <strong>Ruinous Smite</strong>, <strong>Deathguide's Sanction</strong> and <strong>Smite the Soul</strong> are good at what they do, although if you're looking for a true nova power you need to look out-of-class. If you want a CHA-based option, <strong>Corona of Blinding Radiance</strong> is as good as it gets.</p><p></p><p><strong>Special</strong></p><p>[sblock]</p><p><strong>Plundering Smite (HoS)</strong>: A no-action tacked on to an at-will attack (this can stack with Dread Smite, by the way), this adds necrotic damage on the spot and additional ongoing necrotic, and gives you a little self-healing each time the target takes the ongoing damage. The consensus is that the ongoing necrotic damage is of a different type than the cold/necrotic from Dread Smite, so the damages should stack. In that case, it's fair enough, but you also might find yourself looking for better nova powers outside the class.</p><p></p><p><strong><span style="color: #0000ff">Ruinous Smite</span> (HoS)</strong>: Tacked on to an at-will attack (a no-action, so it stacks with Dread Smite), this adds some nice extra damage and makes the enemy yell, "I'm fallen and I can't get up!" when you're standing over him until he saves. This one's pretty nice for keeping one foe locked next to you. You give up CA, but that's a pretty small price to pay.</p><p>[/sblock]</p><p></p><p><strong>Strength OR Charisma, Implement</strong></p><p>[sblock]</p><p><span style="color: #800080">Visage of Sorrow</span> (D 380): Close burst 2 mass sanction for a turn and hit or miss a debuff to attacks against yourself. Not that impressive, and unless you have a more lasting mass-Sanction power to follow up with, it's counterintuitive.</p><p>[/sblock]</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: Red">Crusader's Boon</span> (PHB)</strong>: Simply inadequate.</p><p></p><p><span style="color: #0000ff">Deathguide's Sanction</span> (D 381): This one does solid damage, it's Reliable, it's Radiant, and when it hits, it save-ends Sanctions the target while also turning it into a fencing dummy of free healing (5 + CHA mod) every round for all your allies who hit it while the Sanction lasts. Great for a little secondary Defender/Leader action, while still being at least a somewhat competent Striker power.</p><p></p><p><strong>Overwhelming Fervor (DP)</strong>: Solid damage on hit, halved on miss. You want to hit with it so you can impose Divine Sanction on the target for the rest of the encounter.</p><p></p><p><strong><span style="color: #ff0000">Smite of the Flame Cage</span> (E:HFK)</strong>: Far more suited for Defenders than for you. The lack of miss damage on this one kills it for you.</p><p></p><p><strong><span style="color: #0000ff">Smite of Winter's Grip</span> (E:HFK)</strong>: A good status effect -- restraining -- hit or miss with this cold-based attack (save-ends if you hit) and also some ongoing cold damage on hit. Pretty solid.</p><p></p><p><strong><span style="color: Blue">Smite the Soul</span> (DP)</strong>: Save-end stuns on hit, with a dazing aftereffect. A little low on the damage for a daily of this level, but a worthy pick nonetheless, especially if you can put a penalty on the save. On miss, deals half-damage and dazes for a round.</p><p></p><p><strong><span style="color: #800080">Wheel of Fate </span>(DP)</strong>: A solidly-damaging close burst 1 attack with a free surge's worth of healing if you hit at least two enemies. However, your WIS isn't that of a typical STR-based O-Paladin, so the regeneration when bloodied isn't quite as useful for you. The lack of miss damage also hurts in your case.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: DeepSkyBlue">Corona of Blinding Radiance</span> (PHB)</strong>: Close burst 1 vs. Reflex, Radiant, and is just plain devastating even if it misses (which it won't too often). Save-end blinds on hit, and even on miss, half damage and blinds until the end of your next turn. Second to none for melee control.</p><p></p><p><strong><span style="color: Red">Righteous Resolve</span> (DP)</strong>: O-Paladins don't even like it, and without a high WIS it's even less useful for you.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Implement</strong></p><p>[sblock]</p><p><strong><span style="color: Purple">Name of Potency</span> (DP)</strong>: Close burst 2, mass save-ends immobilization if it hits, save-ends slow if it misses. Much better for Defenders than for you. You should stick with Corona of Blinding Radiance, which unlike this one will benefit from your class damage modifiers.</p><p></p><p><strong><span style="color: Red">Righteous Inferno</span> (PHB)</strong>: Not impressive even for Defender Paladins, and total weaksauce in your hands.</p><p>[/sblock]</p><p> </p><p></p><p><span style="font-size: 15px"><strong><u>Lv. 25 Daily</u></strong></span></p><p></p><p><strong>Exalted Retribution</strong>, when set up correctly, is a solid way to get a more-or-less guaranteed extra attack for a nova sequence, and even has the chance to give you more. If you're CHA-based, you'll go with <strong>Discipline the Unruly</strong>, a Defender power at its core, but a very good one, at least.</p><p></p><p><strong>Strength OR Charisma, Weapon</strong></p><p>[sblock]</p><p><span style="color: #ff0000">World in Winter</span> (D 380): Crippling your allies' movement and offensive capability for the good-on-paper control effect is not a good idea.</p><p>[/sblock]</p><p></p><p><strong>Strength, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Exalted Retribution</span> (PHB)</strong>: Hit or miss with this (and it deals half-damage on miss), you threaten the enemy you targeted with this one with a souped-up OA if it makes an attack at all, against either you or your ally. With other melee support nearby (or a wall), you can force a highly damaging extra attack for a nova sequence. Too bad the enemy can save against this, but you're going to get the opportunity for at least one extra attack out of this regardless of that fact. It sure is nice to have a workable nova option out of the box.</p><p></p><p><strong><span style="color: #800080">Mark of Weakness</span> (DP)</strong>: Save-end weakens and Sanctions on hit, half damage and weaken for one turn on miss. Pretty tame for a Striker power at this point.</p><p></p><p><strong><span style="color: #ff0000">Radiant Storm</span> (E:HFK)</strong>: Tailor-made for a Cavalier, pretty much. You won't be able to force the AoE damage this one is capable of.</p><p></p><p><strong><span style="color: #800080">Ravenous Shadows</span> (HoS)</strong>: Creates a wall that can slide nearby enemies into it upon conjuration and the minor-action sustains, immobilize them and make them eat some combined cold/necrotic damage. It's not bad control, but you're a Striker, and you really should be looking at something that improves your nova damage, instead.</p><p></p><p><strong><span style="color: #800080">Roaring Thunder</span> (E:HFK)</strong>: Pretty much Thundering Smite, Mark II, this time with a daze on the target and an extra square's distance on the mass-prone effect. Can't say I'm impressed.</p><p></p><p><strong><span style="color: Purple">Spurn the Unworthy</span> (DP)</strong>: The attack itself isn't that good for this level, and all you get are an extra weapon die's worth of damage on your melee basic attack. Not impressive.</p><p></p><p><strong><span style="color: #800080">Venomous Infection</span> (HoS)</strong>: Attack that deals a fairly hefty amount of ongoing acid and poison damage and comes with a minor spray damage effect when the target is bloodied or killed. Cool enough flavor, but in practice it doesn't exactly inspire.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Weapon</strong></p><p>[sblock]</p><p><strong><span style="color: #00ccff">Discipline the Unruly</span> (DP)</strong>: Easily the CHA-Blackguard's best choice. Enemies within 5 squares of you, marked or not, that attack any ally automatically suffer a solid amount of radiant damage and are blinded for a round. You can sustain this with minor actions, and you will most definitely want to do that. Perfect for off-defending, this one allows for some incredible punishment-stacking combos.</p><p></p><p><strong><span style="color: Red">Harsh Verdict</span> (DP)</strong>: No reason for this power.</p><p>[/sblock]</p><p></p><p><strong>Charisma, Implement</strong></p><p>[sblock]</p><p><strong><span style="color: Red">To the Nine Hells with You</span> (PHB)</strong>: To the Nine Hells with this power, you mean. Generic marks suck, and the fire damage is hardly impressive.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="MonkLover, post: 6742614, member: 82105"] [b]Originally posted by Litigation:[/b] [SIZE=6][CENTER][b][u]Tales of the Tainted: Power Source and Role[/u][/b][/CENTER] [/SIZE] Unlike your parent class, the Paladin, you are a [b]Divine Striker[/b], not a Defender. Instead of focusing on protecting your allies, you focus on seeking out and destroying the enemy. For the specifics, you actually seem to be the opposite of the existing Divine Striker, the Avenger, in that you prefer to be in the thick of the fight, surrounded by several foes at once. Your high survivability and the means therein let you survive the attention and wreak havoc. [b]Damage Per Round (DPR)[/b] - How much damage you can be counted on to do in any given round at the base level. Lately, this seems to be a measure of how well you can take advantage of all the damage-boosting options provided by charging. You are indeed capable of using most of those tools, and as such you'll have no problems hitting established Striker benchmarks for this category. However, you probably won't completely shatter them. [COLOR=#0000ff][b]Burst/Spike/Nova Damage[/b][/COLOR] - Admittedly, this is fairly build-dependent, but you do have the tools and the options to become very solid at this. You have the most damaging E-encounter attack straight out of the box in the game, for one. You also have a few ways to get an extra focus-fire attack in a round here and there, and you'll definitely want to take advantage of those if you can. (The Fury Vice, in fact, gets one out of the box with the Blackguard's tailor-made paragon path.) Also, just the fact that, unlike Martial E-classes, you have full Daily power progression gives you a world of options for helping your burst damage. Finally, you also have a few AoE powers that you can swipe by various means, and while that isn't quite as good as focus-firing, it's still hardly something to discount. [b]Debilitating Effects[/b] - Some of your daily powers deal effects like weakening, dazing and even stunning, so you're covered fair enough in this department. [COLOR=#00ccff][b]Survivability[/b][/COLOR] - Paladin hit points and healing surges, +1 to all NADs, plate mail from the start, and plenty of in-class ways to generate THPs all help ensure that you'll live to kill a lot of enemies. [b]Targeting Capacity[/b] - You'll have to work a little at this category. Considering you're in plate mail, you'll be a bit on the slow side, although a feat can remedy that. On the other hand, you do tend to love charging, which helps your movement by default. Your plate mail, Paladin vitals and THP generation even allow you every once in a while to take calculated risks against enemy OAs to get to who you want. Your per-encounter concealment feature utility helps, too. [b]Secondary role effectiveness[/b] [sblock] [b]Controller[/b] - Some of your attack powers, dailies and paragon path powers in particular, inflict some debilitating conditions to several foes at once. As such, you can perform decently here if you wish to. [COLOR=#00ccff][b]Defender[/b][/COLOR] - Considering what your parent class is, it should come as no surprise that you can do very well at this secondary role. You still have all the Paladin's vitals, for one, as well as the extra survivability support on top (THP generation, namely). But even more importantly, you can still access some of the O-Paladin's Divine Sanction powers, marks complete with their own punishments and even some feat support behind those, to practically steal the show as a Defender on any given round. And Humans, in particular, can assume the Defender role almost full-time with an at-will power! In fact, some Blackguards find it so easy to beef up this secondary role that it can be easy to forget that you're a Striker. Try not to fall into that trap. [b]Leader [/b]- While you're probably not going to focus on this secondary role nearly to the extent of your Defender counterparts (your subclass does tend toward being a selfish bastard, after all), the fact remains that you do still have some solid options available here simply by virtue of still being a Paladin. You still have access to utilities that can heal and grant saving throws to your allies, as well as some sweet offensive buffing powers. [/sblock] [SIZE=6][CENTER][b][u]Tainted to the Core: Baseline Mechanics[/u][/b][/CENTER] [/SIZE] [b]Game Mechanics[/b] [sblock] [COLOR=#00ccff][b]Hit Points[/b][/COLOR]: Just like your parent class', 15 + CON, +6 per level. Defender hit points on a Striker is just plain awesome. [COLOR=#00ccff][b]Healing Surges[/b][/COLOR]: 10 + CON modifier, same as all other Paladins. The highest baseline number of surges in the game, and for a Striker to have this is just too incredible for words. [COLOR=#00ccff][b]Defenses[/b][/COLOR]: +1 to all NADs is as good as it gets, plain and simple. [COLOR=#00ccff][b]Proficiencies[/b][/COLOR]: Plate mail and heavy shields from the start and proficiency in all martial melee weapons. Again, you can't ask for more than that. In case you want to take some O-Paladin powers that use it, you have holy symbol proficiency as well. [/sblock] [b]Class Features[/b] [sblock] [u][b]Lv. 1[/b][/u] [b]Dark Menace (HoS)[/b]: You add your Charisma modifier to damage with weapon attacks if you have combat advantage. By itself, not really anything special, but the Blackguard's extra damage modifiers are more a sum of parts type of deal, and this is one of the parts. [b][COLOR=#00ccff]Dread Smite[/COLOR] (HoS)[/b]: The negative out of the way: This power is a free-action attack and needs to be errata-ed into a no-action. Now that's out of the way, time to explore the awesomeness of the Blackguard's E-encounter attack booster. Namely, it's simply the most damaging of its kind in the game. The amount of damage it adds on an at-will weapon attack power (and that's ANY weapon at-will, so an MBA and anything a Half-Elf picks up with Dilletante are fair game) starts off very strong and scales beautifully. The initial damage, a scaling amount plus your Charisma modifier, happens hit or miss, and then on top of that, if you hit with the triggering attack, it deals a scaling amount of ongoing damage, save ends. Oh, did I mention the damage is cold and necrotic? The cold part, in particular is very important, since (1) because of the way resistances work, it masks the fact that necrotic is commonly resisted, and (2) a certain little combination called Permafrost (you may have heard of it) is a deliciously cheap way to add extra points to both the initial and the ongoing damage inflicted by this thing. [b][COLOR=#0000ff]Shroud of Shadow[/COLOR] (HoS)[/b] : A per-encounter minor action utility that grants partial concealment and a tier-scaling amoung of THPs. Pretty good, and it gets some nice upgrades later on as well. Note, however, that this utility is strictly Shadow, NOT Divine. One consequence of that is that feats which recover Divine encounter powers do not recover this one. You'll find this a common theme for utility powers originating with the Blackguard. [b]Vengeance Strike (HoS)[/b]: The fixed at-will power that all Blackguards get, this one gives you a power bonus to damage that increases the more enemies surround you. The increasing damage buff effect is reminiscent of the increasing attack buff effect of the O-Paladin and Cavalier power Valiant Strike. On its face, this power is fair enough and deals good stationary damage. However, ironically, it's still not as good for Striker purposes as its fixed Cavalier counterpart. (Humans who take that Valiant Strike will NEVER use Vengeance Strike.) Again, not a bad power, but be aware that there are better powers out there, including from the Paladin archetype itself. You can't charge with this power, either, which also hurts quite a bit. [b]Spirit of Vice[/b] [sblock] [b][COLOR=#0000ff]Domination[/COLOR] (HoS)[/b]: Once per round, if you have THPs, trade in an amount of health equal to your CHA-mod for extra damage on an attack. This extra damage stacks with Dark Menace and isn't reliant on getting CA. (Remember what I said above about the Blackguard's damage mechanics being a sum-of-parts deal?) This one scales pretty nicely, and it's pretty easy for Blackguards to load up on ways to get THPs in all the rounds that matter of most fights. [b]Fury (HoS)[/b]: A flat +2 extra untyped damage bonus when you have CA that becomes +4 if either you're bloodied or you're next to a bloodied creature (this can be an ally or an enemy). This stacks with Dark Menace. Obviously doesn't add as much to a single hit as Domination, but one thing to note is that this bonus applies on all hits you make, versus Domination's bonus on only one hit per round. However, unless there's some blood flowing near you when you make your attacks, you're going to have a tough time getting this to equal or exceed Domination's overall boost to damage even on a good multi-attack nova. [/sblock] [b]Vice at-will[/b] [sblock] [b] Dominator's Strike (HoS)[/b]: Associated with Domination, the effect should look familiar to you if you've seen Paladins in action before. It's exactly a STR-primary/CHA-secondary copy of Bolstering Strike. Which is decent enough when you want a some extra survivability in the form of THPs in a pinch. However, you can't really rely on it to give you the THPs necessary for your Spirit of Domination boost, since a lot can happen between the turn you use this and your next turn (like you getting attacked and having those THPs disappear). [b][COLOR=#ff0000]Ferocious Strike[/COLOR] (HoS)[/b]: Associated with Fury, this one grants CA on your next turn. Which is really not that useful, as (a) you'd rather have had the CA this very minute while the fight is still in doubt, and (b) CA is typically not very hard to get, especially at this point in 4e's lifespan. There's almost always going to be something better for you to use on an attack that this power's card should never come into play at the table. Quite simply, a waste and a trap to use. [/sblock] [u][b]Lv. 2[/b][/u] [b][COLOR=#0000ff]Vice's Reward[/COLOR] (HoS)[/b]: The Blackguard's fixed utility at this level. Fortunately, it's pretty good. This per-encounter pure Shadow power gives you a tier-scaling amount of THPs, a saving throw and a power bonus to all your defenses until the end of your next turn. (For you Domination Blackguards, that's now two THP-granting powers per encounter straight out of the box.) Takes a minor action to cast. [u][b]Lv. 4[/b][/u] [b]Servant of Vice (HoS)[/b]: This daily conjuration isn't too useful [COLOR=#800080][b]in combat[/b][/COLOR], as it's destroyed in one hit and making everyone give up CA, including your allies, isn't the wisest thing to do, typically. However, the part of this in which you get to [COLOR=#0000ff][b]ask your servant [/b][/COLOR]the tough questions about the campaign can be quite useful, albeit subject to DM fiat. [u][b]Lv. 7[/b][/u] [b]Improved Shroud of Shadow (Vice-related)[/b] [sblock] [b][COLOR=#0000ff]Domination[/COLOR] (HoS)[/b]: Now your Shroud of Shadow utility gives you extra THPs, with your CHA mod + a scaling amount involved. The number of THPs that results winds up being quite substantial, improving your survivability and giving you some ammo ripe for your Spirit of Domination damage boost. [b][COLOR=#0000ff]Fury[/COLOR] (HoS)[/b]: A significant untyped bonus to your next damage roll when you use Shroud of Shadow, scaling amount + CHA mod, is quite nice, indeed. Makes your Shroud of Shadow a rather sweet combat starter. [/sblock] [u][b]Lv. 17[/b][/u] [b]Dauntless Presence (HoS)[/b]: Getting CHA-mod THPs when an ally next to you uses a surge sounds like a pretty good deal, at least in the instances that you're in the position for this to trigger. [u][b]Lv. 22[/b][/u] [b]Vice Utility Power[/b] [sblock] Your Lv. 22 utility power is fixed, and it depends on which vice you took. You can't retrain it or take another Paladin power, but interestingly enough, you seem to be able to use a power-swap feat to trade it for another class' utility at this level. (Power-swapping is not the same as retraining.) [b]Dark Grace (HoS)[/b]: From Domination, an aura 1 daily that gives you and your allies in the aura some THPs when they hit enemies. In addition, if an ally in the qura spends a healing surge, you steal half the healing, selfish bastard that your are. Definitely a utility tailor-made for your subclass through and through, although the aura 1 is a rather limiting area to work with. [b]Rampaging Bloodlust (HoS)[/b]: From Fury, this aura 2 daily gives you and allies in the aura a power bonus to damage based on how many enemies you've got in the aura. Aura 2 seems rather small for the heights this power seems to aspire to, though. This one's definitely most effective when the fight is clustered in a small area and you have other solid melee support nearby. Making everyone give up combat advantage in the aura, allies included, is also kind of a double-edged sword. Still, a utility that fits the Blackguard subclass well enough. [/sblock] [u][b]Lv. 23[/b][/u] [b][COLOR=#00ccff]Shadow Step[/COLOR] (HoS)[/b]: A free-action 5-square teleport when you use Shroud of Shadow does wonders for your targeting capacity. [u][b]Lv. 27[/b][/u] [b][COLOR=#0000ff]Shadow Infusion[/COLOR] (HoS)[/b]: Substantial resistance against necrotic and cold damage is quite nice, especially for a Striker. Necrotic, in particular, is a common damage type used by enemies. [u][b]Lv. 29[/b][/u] [b]Avatar of Vice (HoS)[/b]: Your fixed daily capstone. Interestingly however, you can elect to keep all your lower-level powers instead if you don't want this. You can also multiclass power-swap this one with such feats if you wish. If you do decide to keep this, you'll have an encounter-long buff that makes you deal extra CHA-mod necrotic damage on all attacks, gain THPs when you hit and even give you a 1-in-3 chance to recharge Dread Smite if you run out of uses. A fair, but not exhilarating, capstone. [/sblock] [SIZE=6][CENTER][b][u]Talents of the Tainted: Skills[/u][/b][/CENTER] [/SIZE] The Blackguard's class skill list differs quite a bit from that of the O-Paladin and the Cavalier, reflecting his propensity for dishonest or threatening behavior or thirst for forbidden knowledge. Mainly, he won't make quite as good a party face as his morally upright counterparts, unless the party needs someone who can doubletalk or strike the fear of the gods at the bargaining table. However, other than that, the Blackguard still has a class skill list that covers well for skullduggery, as well as the all-important combat and adventuring skills in Athletics and Endurance. You can train up to four skills. [b]Class Skills[/b] [sblock] [COLOR=#ff0000][b]Arcana[/b][/COLOR]: You're not going to be smart enough to use this knowledge skill effectively. [COLOR=#ff9900][b]Athletics[/b][/COLOR]: Helps you climb and swim, and even jump to hit airborne enemies, among other things. A must-train for sure, and with a high Strength you'll be good at it. [COLOR=#00ccff][b]Bluff[/b][/COLOR]: A skill for misdirecting and lying, good in the skill challenges in which this can be useful. With a high CHA you're guaranteed to be good here. [COLOR=#00ccff][b]Endurance[/b][/COLOR]: Resist diseases and a lot of adverse conditions in general. Keys off CON, but don't let that stop you from taking this important skill. [COLOR=#ff0000][b]History[/b][/COLOR]: You won't be smart enough. [COLOR=#00ccff][b]Intimidate[/b][/COLOR]: For when you really need to get your point across, or when you want an enemy to surrender. With your high CHA you'll be great at it. [COLOR=#800080][b]Religion[/b][/COLOR]: You won't be smart enough to pass any skill checks using this, but at least this one has an [COLOR=#0000ff][b]excellent utility power[/b][/COLOR], particularly for Domination Blackguards, so that might make this worth training regardless of your slow wits. [COLOR=#800080][b]Thievery[/b][/COLOR]: Most of you probably won't have the DEX to be great at this. For the few of you [COLOR=#0000ff][b]that might[/b][/COLOR], this is a very useful one to have. [/sblock] [b]Recommended Non-Class Skills[/b] [sblock] [COLOR=#00ccff][b]Diplomacy[/b][/COLOR]: Sometimes it pays to speak civilly. And you'll certainly be great at it if you care to learn. [COLOR=#0000ff][b]Perception[/b][/COLOR]: An all-important skill to have, even if you won't necessarily have the Wisdom to be great at this. [/sblock] [b]Originally posted by Litigation:[/b] [SIZE=6][CENTER][b][u]Fundamentally Tainted: Ability Scores[/u][/b][/CENTER] [/SIZE] [COLOR=#00ccff][b]Strength[/b][/COLOR] is your default attack score, and for optimal results, it's best to play along. [COLOR=#ff9900][b]If that's the case[/b][/COLOR], you should start STR as high as possible and boost it every chance you get. Even if the Blackguard's at-will powers do not impress you (and I don't blame you), the better Striker-inclined daily powers and paragon paths in the game (both Paladin and MC options) use STR for the attack roll, so you'll have a lot more burst damage ammo to play with as a Strength build, overall. ([b]Recommended start: 16-18, before racial adjustments.[/b]) [COLOR=#ff9900][b]Charisma[/b][/COLOR] is the stat that every Blackguard needs to start high and keep high at all times. It determines the damage from all your Striker features, as well as your encounter power Dread Smite. And some Blackguards among the Humans, Half-Elves and Tieflings even have the option of making this their primary attack stat by taking a CHA-based MBA, which they'll spam indiscriminately. [b]Do note[/b] that if you go this route, however, your daily powers and paragon paths are more Defender/Leader inclined, rather than Striker inclined, so your burst damage won't be nearly as destructive. ([b]Recommended start: 14-18, before racial adjustments[/b]. 14 is the [b]BARE[/b] minimum if you're not attacking with it.) [COLOR=#0000ff][b]Constitution[/b][/COLOR] determines your starting hit points and number of healing surges, which is helpful for keeping you upright. Your baseline number of healing surges gives you a nice head start, but it never hurts to have more. A CON of 15 at Paragon Tier or higher lets you make better use of your plate mail with a feat. And finally, if you're using an axe or hammer, you might want to invest points here for weapon mastery. ([b]Recommended start: 12-14, before racial adjustments. [/b]Some Blackguards can make a case for leaving this at a [b]10-11[/b] to start, but that should be a last resort.) [b]Dexterity[/b] is the stat that tends to be all over the place for a Blackguard. If you have a mind either to [COLOR=#0000ff][b]master a heavy blade[/b][/COLOR], or if you want to play with a [COLOR=#0000ff][b]gouge[/b][/COLOR], which is a top DPR option, you need substantial investment here. A DEX 17 is required for a key gouge feat in Surprising Charge (after you multiclass Fighter), and DEX 17 is also required for Heavy Blade Mastery in Epic Tier. DEX 19 can net you Spear Mastery, which also applies to the gouge. If you're not playing with such weapons, or if you don't care about Heavy Blade Mastery, you can afford to leave this average, but it's never an outright dump stat, as a penalty to initiative isn't fun for anyone. ([b]Recommended start: 10-15, before racial adjustments[/b].) [b]Wisdom[/b] is also swingy among Blackguards. Some of you [b][COLOR=#ff0000]won't care[/COLOR][/b] about it at all and can even dump it below Intelligence if you want. On the other hand, Wisdom also powers some existing [COLOR=#0000ff][b]Paladin feats[/b][/COLOR] that help with survivability, particularly if you picked up a decent array of Divine Sanctions. Even a +2 modifier on those feats can go a long way. Another case where Wisdom can be useful for a build is in [COLOR=#0000ff][b]multiclassing Fighter[/b][/COLOR]. STR 13, WIS 13 qualifies for the excellent Fighter entry feat Battle Awareness, so keep that in mind as well. ([b]Recommended starts: 8-13, before racial adjustments[/b].) [COLOR=#ff0000][b]Intelligence[/b][/COLOR], on the other hand, does absolutely nothing for you. At all. You should never feel bad about dumping it. ([b]Recommended start: 8-10, before racial adjustments[/b].) [SIZE=6][CENTER][b][u]Born Tainted: Races[/u][/b][/CENTER] [/SIZE] Any race that gets a bonus to Strength can do well as a Blackguard. If it's accompanied by a bonus to Charisma as well, even better. [b]Dragonborn[/b] come to mind there. Alternatively, races with a bonus to the also-vital Charisma and an accessory stat like Dexterity or Constitution can do well, since they can buy an 18 Strength naturally and still be adequate in other areas. And finally, a select few races with a Charisma bonus can even viably attack with that stat full-time -- [b]Half-Elves[/b], [b]Tieflings[/b] and [b]Humans[/b] come to mind there. [b]PHB[/b] [sblock] [COLOR=#00ccff][b]Dragonborn[/b][/COLOR]: +2 CHA and STR make you perfect for the job. As if that weren't enough, you also get your CON mod to your healing surge value to be even more durable. You're also more dangerous when bloodied, perfect for the Fury Vice in particular. And last but not least, you have a minor-action encounter AoE handy in your breath, which you can even turn into a mass-Sanction power if you wish to assume some Defender responsibility. [COLOR=#00ccff][b]Dwarf[/b][/COLOR]: +2 to CON and STR, minor-action second wind, resistance to forced movement, and some terrific weapons- and survivability-related feat support make you as great a Blackguard as anyone. The only relatively minor point of complaint is that your movement is a bit on the slow side, although at least you won't be slowed any further by wearing plate. [b]Eladrin[/b]: You can get a CHA bonus, but the natural smarts are wasted. Still, having a per-encounter teleport to help your mobility, a bonus to Will and saves against Charm, and a free trained skill out of class do count for quite a bit. This can work out. Remember to buy the natural 18 in Strength. [COLOR=#ff0000][b]Elf[/b][/COLOR]: Awesome racial power, but otherwise not a good match at all. Dexterity and Wisdom are tangentially relevant at best and are in no way an acceptable substitute for more muscle or image. [COLOR=#00ccff][b]Half-Elf[/b][/COLOR]: +2 to CHA and CON are a great set of stats to have. If you go the conventional STR-based route, you can easily afford the natural 18 and still have solid scores in the other vital attributes. Or you can go the route of a full CHA-based attacker, made possible by the Dilletante class feature and a Paragon Tier feat that transforms the per-encounter use of the at-will you swiped from another class into a true at-will power. And back to the conventional STR-based Blackguard, there's some great Dilletante options for him, too. [b]Recommended Dilletante Powers[/b] [sblock] [b][COLOR=#00ccff]Eldritch Strike[/COLOR] (Warlock) (PHBH)[/b]: The cornerstone of the fully CHA-based Half-Elf Blackguard. This power counts as an MBA, which takes care of all your charging, leader-grants and OA needs, and it comes with a free slide of the enemy, which can be exploited in various ways. (Deadly Draw, for one. Multiclassing Fighter into either Polearm Momentum or Hindering Shield for others.) A build that revolves around this power matures in Paragon Tier; take Melee Training for Heroic, then retrain that feat for Versatile Master when you hit Paragon. [b][COLOR=#00ccff]Howling Strike[/COLOR] (Barbarian) (PHB2)[/b]: You must be committed to a two-handed weapon to use this one, but if you are, this at-will is the pinnacle of charging at-will attacks with its hefty tier-scaling damage bonus built in. [b][COLOR=#00ccff]Twin Strike[/COLOR] (Ranger) (PHB)[/b]: Ahh, the infamous Twin Strike. Otherwise known as THE way to get huge DPR without charging (and, in fact, tends to beat charging DPR in many cases). Dual-wielding is a bit unorthodox a setup for a Blackguard, but it's very much worth it. And the ability to use Dread Smite with this opens up some hilarity all by itself. [/sblock] [b]Halfling[/b]: CHA and DEX bonuses are reasonable enough to buy a starting 18 in STR, and you do have a great defensive racial power and feat support geared toward defense. However, small size is a bit of a drawback for a Striker class that tends to favor the larger weapons. [COLOR=#00ccff][b]Human[/b][/COLOR]: Floating stat, good. (Put it in Strength or Charisma as you see fit.) Racial bonus to all NADs, good. Bonus feat and trained skill, great. Bonus at-will from your archetype, priceless. Several of the existing Paladin at-wills are significantly better than the Blackguard's fixed ones, so you'll definitely want to take advantage of this. One of the Paladin at-wills even lets you become a fully CHA-based Blackguard. [COLOR=#00ccff][b]Tiefling[/b][/COLOR]: Like the Half-Elf, you can go with bonuses to CHA and CON to buy a natural 18 STR with minimum fuss. Or you could exercise your option to go fully CHA-based with the feat Wrath of the Crimson Legion, which makes your MBA use CHA for both attack and full damage (much better than the weaksauce Melee Training) and, by the way, also comes packaged with an alternative racial power that happens to be a close burst 5 mass-Sanction. And some of the Tiefling's other feat support is just as incredible, namely things like Imperious Majesty, Secrets of Belial, Dispater's Iron Discipline and Icy Clutch of Stygia. Bloodhunt also lets you finish bloodied foes off faster, which doesn't hurt, either. [/sblock] [b]PHB2[/b] [sblock] [b]Deva[/b]: Bonus to the all-important Charisma, and Wisdom can have its uses. You're pretty much going Strength-based through and through, though, since you don't have a viable Charisma MBA option (no, Melee Training doesn't count). Buy that natural 18 in Strength and move on. You do have a good racial power and some handy resistances, so you'll do OK. [COLOR=#ff0000][b]Gnome[/b][/COLOR]: Well, uh, you get a Charisma bonus. That's about all you have going, and the rest of it is just plain awful. Cumpulsory INT bonus that you'll get no use from. Small size cramping your weapon selection. And perhaps the worst of all for the Striker role: Slow speed that is made even slower if you wear plate. Yeah, you can take a feat to bring that unacceptable speed 4 to a 5, but that's a tax no other race needs to pay. Gnomes just shouldn't be Blackguards, period. [COLOR=#00ccff][b]Goliath[/b][/COLOR]: Strong by nature, with the option for extra CON is a great set of bonuses. You could choose to be wise, instead of sturdy, which has its points as well. More generally, your racial power, Stone's Endurance, is fantastic for your survivability, and you also get some great feat support for both offense and defense. [COLOR=#00ccff][b]Half-Orc[/b][/COLOR]: Go with strength and agility and you'll be set. With the extra DEX you'll find things such as Heavy Blade Mastery and Gouge optimization easier than most other Blackguards will. The THPs you get from being bloodied the first time helps if you're going Dominance, the extra speed on a charge is just plain awesome for your targeting capacity, and the per-encounter utility Furious Assault is always great for some extra damage. [COLOR=#0000ff][b]Shifter, Longtooth[/b][/COLOR]: You're strong, which is what counts the most, and being wise has its points. And you've also got a very nice per-encounter racial power you can pop when you're bloodied for some extra damage and regeneration. [COLOR=#ff0000][b]Shifter, Razorclaw[/b][/COLOR]: Same marginal stat bonuses as the Elf, and a racial power that sucks compared to the Elf, never mind a race actually appropriate for the Blackguard duties like its Longtooth counterpart. [/sblock] [b]PHB3[/b] [sblock] [COLOR=#ff0000][b]Githzerai[/b][/COLOR]: At best, you boil down to a more defensive Elf. Yeah, the Blackguard thing just isn't for you. [COLOR=#0000ff][b]Minotaur[/b][/COLOR]: You'll certainly be capable with a guaranteed Strength bonus and the choice of extra CON or WIS. However, you have one rather serious shortcoming in your racial encounter power, which can't hit a bull in the ass with a bass fiddle. On the plus side, you do get some nice feat support, namely the awesome extra attack from Bloodied Ferocity. [b]Shardmind[/b]: Too bad for the cumpulsory smarts, but at least you can be charismatic. And like the Eladrin, you have enough of a solid racial package otherwise to at least be a passable Blackguard. In your case, Living Construct is just great, and like the Eladrin, you have a nice per-encounter teleport. Your particular racial power even manufactures combat advantage, which is great for your class' MO. [COLOR=#800080][b]Wilden[/b][/COLOR]: CON is nice, but DEX is tangential. Neither make up for a lack of bonus to STR or CHA. Only some nice racial powers keep you from bottoming out completely. [/sblock] [b]Other rulebooks/Dragon[/b] [sblock] [b]Changeling/Doppelganger (EPG)[/b]: An interesting option, certainly fun if nothing else. Go with CHA and DEX for the bonuses and remember to buy the natural 18 in STR. [b][COLOR=#0000ff]Drow[/COLOR] (FRPG)[/b]: The potential to be charismatic and quick is fine, and you also have some very nice feat support for the Striker role, as well as power support for it in the form of your Lolthtouched powers. Trance is also an excellent adventuring benefit. [b][COLOR=#0000ff]Genasi[/COLOR] (FRPG)[/b]: The cumpulsory smarts aren't fun, but the option for Strength cures that. The racial powers, the manifestations and the feat support for those are pretty good. [b][COLOR=#800080]Gnoll[/COLOR] (D 367)[/b]: DEX and CON for bonuses, which aren't the worst, but aren't Strength or Charisma. The damage bonuses do help some, though. [b]Kalashtar (EPG)[/b]: Extra Charisma and Wisdom are the best you'll do. You'll basically be a more defensive, Leader-inclined Deva, which can work out serviceably. Saves at the start of your turn against dazed and dominated are nice. [b][COLOR=#00ccff]Mul[/COLOR] (DSCS)[/b]: Same stat bonus options as the Dwarf (go STR and CON), as well as the ability to benefit from either Human or Dwarf racial support (I'd choose Dwarf) make for an excellent Blackguard. [b][COLOR=#0000ff]Revenant[/COLOR] (D 376)[/b]: CHA and DEX are solid bonuses to have, of course, and the ability to pick feat support and even the racial powers of other races can make for some interesting and potentially effective combinations. [b][COLOR=#ff0000]Shadar-Kai[/COLOR] (D 372)[/b]: Worse than an Elf through and through with the same stat bonus options. [b][COLOR=#ff0000]Shade[/COLOR] (HoS)[/b]: Losing a healing surge is an automatic disqualification from playing, well, anything really. It's that bad. Then add a racial power that's utterly useless in combat to the mix and training in a skill that you'll never really be good at, and you have a complete failure of a race. Oh, you have a Charisma bonus, you say? Sorry, you still fail. [b][COLOR=#00ccff]Thri-Kreen[/COLOR] (DSCS)[/b]: If you're lucky enough to be allowed to play one of these guys outside the Dark Sun setting, you'll have a lot going for you. Like the Half-Orc, you'll have an easy time mastering heavy blades and gouges thanks to your STR and DEX bonuses. Then you add the speed of 7, the Trance-like Torpor and a minor-action racial attack power that can actually hit things at higher levels, and you'll be very effective. [b][COLOR=#0000ff]Vryloka[/COLOR] (HoS)[/b]: The penalty to healing surge value when bloodied is pretty annoying early in Heroic but in later levels it's almost inconsequential, making for a weird power curve. If you're starting a campaign [COLOR=#00ccff][b]past lower Heroic[/b][/COLOR], you'll actually find a lot to love. You can have the Strength and Charisma bonuses to be a perfect match for the Blackguard, a la the Dragonborn. Your extra speed really helps your targeting capacity, you have some sweet resistance to a common enemy damage type in necrotic, and you have a potent and versatile per-encounter racial utility that can give you an awesome free shift of up to your speed, a nice THP buffer (great for Domination) or a bonus to your attacks as you see fit. [b][COLOR=#00ccff]Warforged[/COLOR] (EPG)[/b]: STR and CON bonuses are both awesome, for starters. Then you add Living Construct, a Trance-like benefit, the fact that you're highly unlikely to ever die from getting KO-ed, and an awesome THP-granting racial power (perfect for Dominance), and you'll rock this class. [/sblock] [b]Monsters, at DM's discretion[/b] [sblock] [/sblock] [CENTER][SIZE=6][u]Themes of the Tainted: Recommended Themes[/u][/SIZE] [/CENTER] [b][COLOR=#0000ff]Devil's Pawn[/COLOR] (NWCS)[/b]: Hellfire and Brimstone is a very handy encounter power for debuffing the attacks and the defenses of enemies within 2 squares of you. Fire resistance at Lv. 10 is nice, too. [b][COLOR=#00ccff]Fey Beast Tamer[/COLOR] (HotF)[/b]: You get a level-scaling beast companion that has half your maximum hit points. And at Lv. 5 said companion grants combat advantage to enemies next to it automatically, flanking or not, which is perfect for you considering how reliant you are on CA. A strong and flavorful theme. [b][COLOR=#00ccff]Guardian[/COLOR] (D 399)[/b]: Guardian's Counter is a per-encounter combination of martyrdom and MBA-based punishment. Perfect for a prospective off-defender Blackguard (and extra attacks in general are always awesome for you). The Lv. 10 bonded charge feature is also pretty nifty, giving you a free +1 to attacks when an important ally that might be a bit on the squishy side gets attacked. [b][COLOR=#0000ff]Pack Outcast[/COLOR] (NWCS)[/b]: Must be a Human or Shifter (and with DM permission, Half-Elf or Half-Orc). Now you get combat advantage whenever an ally and you are both next to an enemy, regardless of positioning. Thus giving you the best part of flanking without actually needing to flank. That's pretty handy, especially for a class so reliant on obtaining CA as you. Oh, and, yeah, there's that shapeshifting thing, but really, that's beside the point. [b][COLOR=#00ccff]Sohei[/COLOR] (D 404)[/b]: This Oriental- and divine-flavored theme presents Sohei Flurry, a much-needed nova power right off the bat. It's a minor action to tack on another attack after you hit an enemy with your standard, and in Epic Tier you can even hit a second enemy with this for collateral damage. (Another Epic Tier note: Since Sohei Flurry is a Divine power, it can be recovered with Divine Mastery.) It also attacks with your highest stat, so you CHA-Blackguards are in luck. The +1 power bonus to saves at Lv. 10 against the three big ones (daze, dominate, stun) is also pretty neat. [SIZE=6][CENTER][b][u]Tools for the Tainted: Basics of Equipment[/u][/b][/CENTER] [/SIZE] [CENTER][Size=4][b]Weapons[/b][/size][/CENTER] [COLOR=#00ccff][b]Axe[/b][/COLOR]: Great for the damage potential, and many fine weapon properties are of the axe variety. Axe mastery is also easier than most. The proficiency on axes is only +2, though. [b]Specific weapons[/b] [sblock] [b][COLOR=#0000ff]Execution Axe[/COLOR] (AV)[/b]: 1d12 brutal 2 and comes with high crit. Can't go wrong with it. [b][COLOR=#00ccff]Gouge[/COLOR] (DSCS)[/b]: Simply the most exploitable weapon out there. Counts as a spear as well, which is the heart of its exploitability. If you're looking to pump your DPR as high as it will go, this is where you look. It requires substantial DEX investment to use it properly (17 for Surprising Charge, 19 for Spear Mastery), and locks you into multiclassing Fighter, but the returns you get on the investment are huge. [b][COLOR=#0000ff]Waraxe[/COLOR] (AV)[/b]: Versatile 1d12 weapon. Unlike many heavy Strikers such as Barbarians and Slayers, you can conceivably have your reasons to go with a shield, and this weapon can do nicely. [/sblock] [COLOR=#0000ff][b]Flail[/b][/COLOR]: Surprisingly good choice for shield Blackguards who multiclass into Fighter, thanks to the slide they can put on their MBAs in conjunction with Hindering Shield's slowing. Also works for anyone who wants to take easy advantage of Deadly Draw for constant combat advantage. [b]Specific weapons[/b] [sblock] [b][COLOR=#00ccff]Triple-Headed Flail[/COLOR] (AV)[/b]: Accurate +3 proficiency and solid 1d10 damage for good times all around. [/sblock] [COLOR=#0000ff][b]Hammer[/b][/COLOR]: Mastering this requires more CON investment than most of you will be comfortable with, but for [COLOR=#00ccff][b]certain builds[/b][/COLOR] (*cough*Half-Elf*hack*Eldritch Strike*wheeze*) it's still a very worthwhile investment, particularly if you're going to use a shield. [b]Specific weapons[/b] [sblock] [b][COLOR=#00ccff]Craghammer[/COLOR] (AV)[/b]: The best one-handed hammer. Half-Elves with Eldritch Strike take this, use a shield, MC Fighter, take Hindering Shield in Paragon, then Overwhelming Impact in Epic and get an at-will daze with an MBA. Delicious. [b][COLOR=#0000ff]Mordenkrad[/COLOR] (AV)[/b]: 2d6 brutal 1 damage is never a bad thing. Even if you can't exploit this weapon quite as well as you can the gouge. [/sblock] [COLOR=#0000ff][b]Heavy Blade[/b][/COLOR]: An iconic, solid option. The heavy blades worth mentioning all have a +3 proficiency bonus for extra accuracy. If this group has a weakness, it's that it's not a super-exploitable group of weapons. Mastery of this group also requires some DEX investment. Still, you can't go wrong with one of these. [b]Specific weapons[/b] [sblock] [b][COLOR=#0000ff]Bastard Sword[/COLOR] (PHB)[/b] : The best one-handed representative of this group, with a 1d10 damage die. [b][COLOR=#0000ff]Fullblade[/COLOR] (AV)[/b] : The best two-handed member of this group, with 1d12 damage die and high crit. [/sblock] [COLOR=#0000ff][b] Light Blade[/b][/COLOR]: Don't laugh. This group is surprisingly solid, noted for its extreme accuracy courtesy of its +3 proficiency bonuses (the ones worth mentioning) and its terrific feat support on top. It requires some substantial DEX to be used properly (again, MC Fighter and DEX 17 for Surprising Charge), and mastery is out of the question with its 21 DEX requirement, but still, more than a worthy option. It's a particularly nice choice for the rare dual-wielders in the audience. [b]Specific weapons[/b] [sblock] [b][COLOR=#00ccff]Rapier[/COLOR] (PHB)[/b]: The best light blade for you, with its 1d8 damage die. And it's a martial weapon, so you start with proficiency in it already. Great times. [/sblock] [COLOR=#ff0000][b]Mace[/b][/COLOR]: Never use one when you can use a hammer instead. [COLOR=#ff0000][b]Pick[/b][/COLOR]: Just not much good Striker support for this. [b]Polearm[/b]: If you have an [COLOR=#00ccff][b]at-will forced movement attack[/b][/COLOR] somehow (Half-Elf with Eldritch Strike is the key example here), then MC Fighter, DEX 15, WIS 15 for Polearm Momentum makes this an awesome choice. Just add some extra squares to that forced movement somehow and you'll be set. [b]Specific weapons[/b] [sblock] [b][COLOR=#00ccff]Greatspear[/COLOR] (AV)[/b]: Accurate +3 proficiency, d10 damage die and open to both Polearm and Spear charging shenanigans. As good as it gets here. [/sblock] [COLOR=#0000ff][b]Spear[/b][/COLOR]: The banner members of this group were already discussed under the other weapon categories that they're also members of (Gouge as Axes and Greatspears as Polearms). That said, you might want to keep a one-handed member of this group as a sidearm for when you need to make ranged attacks. The feat support for this group is undeniably great, especially if multiclassing Fighter. [b]Specific weapons[/b] [sblock] [b][COLOR=#0000ff]Javelin[/COLOR] (PHB)[/b]: +2 proficiency and 1d6 damage die, and it can be thrown up to 10 squares. Solid sidearm. [b][COLOR=#0000ff]Trident[/COLOR] (AV)[/b]: More damaging than the javelin (1d8 die), but it can only be thrown 3 squares. Not as good a sidearm as the javelin, but rather a worthy choice if you want to take advantage of MC Fighter and Surprising Charge while still using a shield. [/sblock] [COLOR=#ff0000][b]Staff[/b][/COLOR]: lol [b]Originally posted by Litigation:[/b] [CENTER][SIZE=6][b][u]For Tainted Humans Only: Lv. 1 At-Will Powers[/u][/b][/SIZE][/CENTER] Both of a Blackguard's usual at-will powers are fixed, but Human Blackguards who opt to take a bonus at-will power instead of Heroic Effort get a free choice of another at-will power from the Paladin archetype, even an at-will from another Blackguard Vice besides their own, if desired. The powers [b]Vengeance Strike[/b], [b]Dominator's Strike[/b] and [b]Ferocious Strike[/b] have already been discussed in the class features section. Other options will be discussed here. Some of those options use Charisma as an attack stat, so these powers will be split into separate categories based on attack stat, for your convenience. Needless to say, this is a feature Humans will want to take full advantage of, since a few of the existing at-wills from the Paladin archetype tends to suit their needs better than the Blackguard's own fixed at-will powers do. [b]Strength OR Charisma, Weapon[/b] [sblock] [b][COLOR=DeepSkyBlue]Ardent Strike[/COLOR] (DP)[/b]: Whoa. Talk about buying back the Paladin's native Defender role in one fell swoop if you take this. If you hit with it, you Divine Sanction the enemy, landing a mark complete with its own no-action punishment mechanic and even some feat support on its own. And even better, you can charge with it, so it's compatible with most of the DPR optimization tricks therein! For you, this is about as perfect a marriage of the Striker and Defender roles imaginable. And finally, as a Blackguard you're more likely to worship the evil deities who hold the domain support for this power. Have fun! [i]Associated Domains[/i]: Darkness, Destruction, Strife, Torment [/sblock] [b]Strength, Weapon[/b] [sblock] [b][COLOR=Red]Challenging Strike[/COLOR] (PHBH)[/b]: Worthless to you. [i]Associated Domains[/i]: None [b][COLOR=#ff0000]Forbidding Strike[/COLOR] (PHBH)[/b]: Meh. If you're going to take a power that boosts your Defender subrole, go all the way and take Ardent Strike, which is also compatible with all the Striker stuff, unlike this one. [i]Associated Domains[/i]: None [b][COLOR=Red]Holy Strike[/COLOR] (PHB)[/b]: Your secondary Striker stat is Charisma, not Wisdom, and you don't have an at-will mark by default. Don't take this one. [i]Associated Domains[/i]: Fate, Freedom, Luck, Strength, Vengeance [b][COLOR=#ff0000]Strike of Hope[/COLOR] (E:HFK)[/b]: A Radiant Cavalier Virtue power that's suited for actual Defenders who have a reliable marking mechanic without having to choose an at-will power. That would not be you. [i]Associated Domains[/i]: None [b][COLOR=DeepSkyBlue]Valiant Strike[/COLOR] (PHB)[/b]: +1 bonus to hit for each enemy next to you. How ironic that this power, an O-Paladin staple from the very beginning which also happens to be the Cavalier's fixed power, is a better Striker power than your own Vengeance Strike! In a crowd, this one strikes true quite often, and unless you use a reach weapon, you're always going to get at least a +1 bonus to hit out of this. Some of you might even be able to justify the use of Power Attack with this one. As if that weren't enough, the domain support for this power is marvelous. One of the associated domain feats even turns this one into a deadly accurate MBA. Amazing. [i]Associated Domains[/i]: Civilization, Hope, Protection, Skill, Storm, Wilderness [b][COLOR=#ff0000]Vengeful Strike[/COLOR] (E:HFK)[/b]: Another Radiant Cavalier Virtue power, and another one far more suitable for fully ordained Defenders than for you. It can deal nice stationary damage with your high CHA as a rider, but you don't want to rely on your allies being bloodied for the damage. And you can't charge with it, so again, skip it for better options. [i]Associated Domains[/i]: None [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=#ff0000]Bolstering Strike[/COLOR] (PHB)[/b]: A waste, pretty much. If you're going to be CHA-based, go all the way with a certain power that can actually be used as an MBA, instead. Even the domain support, very appealing to other Paladins, is just way too much of a stretch for you. [i]Associated Domains[/i]: Change, Creation, Earth, Life, War [b][COLOR=Red]Enfeebling Strike[/COLOR] (PHB)[/b]: Amazing for the O-Paladin, but worthless to you. Without a consistent, reliable, at-will way to mark you're just not going to get much use out of this one. [i]Associated Domains[/i]: Death, Madness, Moon, Poison, Trickery, Tyranny, Undeath, Winter [b][COLOR=DeepSkyBlue]Virtuous Strike[/COLOR] (DP)[/b]: This is the power that Humans take if they want to be a full CHA-based Blackguard. It counts as an MBA, it has the Radiant keyword, it gives you a +2 bonus to saves if it hits, and it has some absolutely wicked domain support. [i]Associated Domains[/i]: Arcana, Justice, Knowledge, Love, Sea, Sun [/sblock] [CENTER][SIZE=6][b][u]Domains of the Tainted: Deities and Domains[/u][/b][/SIZE][/CENTER] You can only apply the benefits of one domain power feat per usage of an at-will. They're optional, just like all feats, but it is recommended you at least consider them, as many of them do provide fairly significant extra bonuses on your at-will powers. Since Blackguards are a lot more likely to spam their at-will powers than O-Paladins are, domains are of particular interest to them. And consequently, some domains that the O-Paladin wouldn't give the light of day are actually of interest to Blackguards. For your convenience, the deities to whom these domains apply and the domain feats that alter the at-wills rated [COLOR=#00ccff][b]sky blue[/b][/COLOR] above will be listed here. [Size=4][b]Deities and Associated Domains[/b][/size] [b]Core[/b] [sblock] [b]Good/Unaligned[/b] Avandra: Change, Freedom, Luck Bahamut: Hope, Justice, Protection Corellon: Arcana, Skill, Wilderness Erathis: Civilization, Creation, Justice Ioun: Fate, Knowledge, Skill Kord: Storm, Strength, War Melora: Life, Sea, Wilderness Moradin: Creation, Earth, Protection Pelor: Hope, Life, Sun The Raven Queen: Death, Fate, Winter Sehanine: Love, Moon, Trickery [b]Evil[/b] Asmodeus: Civilization, Tyranny Bane: Skill, War Gruumsh: Destruction, Strength Lolth: Darkness, Trickery Tharizdun: Destruction, Madness Tiamat: Strife, Vengeance Torog: Earth, Torment Vecna: Knowledge, Undeath Zehir: Darkness, Poison [/sblock] [b]Forgotten Realms (D 378)[/b] [sblock] [b]Good/Unaligned[/b] Amaunator: Civilization, Justice, Sun Angharradh: Hope, Protection Bahamut: Justice, Strength Berronar Truesilver: Life, Protection Chauntea: Earth, Hope, Life Corellon: Arcana, Skill, Wilderness Garl Glittergold: Creation, Trickery Gond: Creation, Knowledge Ilmater: Freedom, Hope Kelemvor: Death, Fate, Justice Mielikki: Freedom, Wilderness Moradin: Creation, Earth, Protection Oghma: Knowledge, Skill, Trickery Selûne: Arcana, Change, Moon Sheela Peryroyl: Love, Wilderness Silvanus: Life, Storm, Wilderness Sune: Love, Skill, Trickery Tempus: Protection, Strength, War Torm: Civilization, Justice, Protection Tymora: Change, Luck Waukeen: Civilization, Knowledge [b]Evil[/b] Asmodeus: Knowledge, Torment, Tyranny Auril: Storm, Winter Bane: Civilization, Tyranny, War Beshaba: Fate, Trickery Cyric: Madness, Strife, Trickery Ghaunadaur: Destruction, Earth, Madness Gruumsh: Destruction, Storm, Strength Lolth: Darkness, Poison, Strife Loviatar: Torment, Vengeance Luthic: Earth, Protection Shar: Darkness, Knowledge, Undeath Sseth: Arcana, Darkness Talona: Destruction, Poison Tiamat: Tyranny, Vengeance Umberlee: Sea, Storm Zehir: Darkness, Poison [/sblock] [b]Eberron (D 378)[/b] [sblock] [b]Good/Unaligned[/b] The Silver Flame: Hope, Justice, Protection The Sovereign Host: Civilization, Fate, Knowledge Arawai: Life, Storm, Wilderness Aureon: Arcana, Justice, Knowledge Balinor: Earth, Strength, Wilderness Boldrei: Civilization, Justice, Protection Dol Arrah: Hope, Sun, War Dol Dorn: Skill, Strength, War Kol Korran: Civilization, Skill, Trickery Olladra: Change, Freedom, Luck Onatar: Civilization, Creation, Strength The Traveler: Change, Creation, Trickery The Blood of Vol: Death, Undeath The Path of Light: Freedom, Skill, Sun The Spirits of the Past: Protection, Vengeance, War The Undying Court: Fate, Knowledge, Undeath [b]Evil[/b] The Dark Six: Destruction, Wilderness The Devourer: Destruction, Sea, Storm The Fury: Madness, Vengeance The Keeper: Death, Torment The Mockery: Trickery, War The Shadow: Arcana, Darkness Cults of the Dragon Below: Darkness, Madness [/sblock] [Size=4][b]Domain power feats[/b][/size] [b]Ardent Strike[/b] [sblock] [b][COLOR=Blue]Power of Darkness[/COLOR] (DP)[/b]: Concealment against the next attack when you hit. This one's pretty good. [b][COLOR=#0000ff]Power of Destruction[/COLOR] (DP)[/b]: Tier-scaling damage boost against unbloodied enemies. Far more of interest to you than to your Defender-inclined counterparts, especially since you took Ardent Strike with the full intention of spamming it, more than likely. A good boost to your DPR against fresh foes that stacks with everything. [b][COLOR=#00ccff]Power of Strife[/COLOR] (DP)[/b]: A hefty tier-scaling damage bonus. +1/2/3 bonus for [i]each[/i] enemy within 3 squares of the target, which can have some really nasty results. [b]Power of Torment (DP)[/b]: A hit with Ardent Strike sets up combat advantage for your ally's next attack. Decent. [/sblock] [b]Valiant Strike[/b] [sblock] [b][COLOR=#0000ff]Power of Civilization[/COLOR] (DP)[/b]: +1 damage bonus per enemy next to you. This one is of a lot more interest to you than to O-Paladins, since you took Valiant Strike with more or less the full intention of spamming it. A good damage boost. [b][COLOR=Blue]Power of Hope[/COLOR] (DP)[/b]: Grant a +1 power bonus to attack to an ally up to 5 squares away when you hit. It sure doesn't hurt to help an ally kill a little better while you're hacking at the enemy yourself. [b]Power of Protection (DP)[/b]: A hit gives an ally up to 5 squares away +1 power bonus to all defenses. Pretty much a Defender-inclined choice through and through, but you'll be in position to grant this a lot. Not a priority for you like it will be for actual Defenders, but not the worst choice you can make. [b][COLOR=#ff9900]Power of Skill[/COLOR] (DP)[/b]: Turns Valiant Strike into a deadly accurate melee basic attack. If you qualify for this domain, you're taking this, period. [b][COLOR=DeepSkyBlue]Power of the Storm[/COLOR] (DP)[/b]: Gives Valiant Strike the Thunder keyword, along with the +2/3/4 damage bonus. This one is actually really nice. The Thunder keyword gets great support from feats and other features (Echoes of Thunder, Oncoming Storm). And if you're in Eberron and have the Mark of Storm Dragonmark, even better. [b]Power of the Wilderness (DP)[/b]: On a hit, you and adjacent allies ignore difficult terrain. Not bad. [/sblock] [b]Virtuous Strike[/b] [sblock] [b][COLOR=DeepSkyBlue]Power of Arcana[/COLOR] (AP)[/b]: Makes your Virtuous Strike an Arcane power when you use it, which opens it up for synergies with certain feats you can get via Arcane multiclassing, such as the White Lotus line. Master Riposte, in particular, is a great way to get extra attacks. [b]Power of Justice (DP)[/b]: A hit grants a +1 power bonus to attack for all bloodied allies within 10 squares. Situational, but it comes up often enough to warrant a look. [b][COLOR=Blue]Power of Knowledge[/COLOR] (DP)[/b]: A hit gives you a +1 power bonus to all defenses. Solid. [b][COLOR=Red]Power of Love[/COLOR] (DP)[/b]: Even Defender Paladins think this one is a horrible deal. How much more so you. [b][COLOR=Blue]Power of the Sea[/COLOR] (DP)[/b]: A hit either allows you to make a save or slaps a -2 penalty on the enemy's save. Solid choice, and very versatile. It can save you or help prolong an enemy's misery from a save-ends status power (hi, Dread Smite). [b][COLOR=DeepSkyBlue]Power of the Sun[/COLOR] (DP)[/b]: Cause tier-scaling Radiant vulnerability (3/5/8) when you hit, which is very, very exploitable for the DPR potential. Amazing to have on an MBA power. [/sblock] [b]Originally posted by Litigation:[/b] [SIZE=6][CENTER][b][u]Dark Prayers of the Tainted: Daily Powers[/u][/b][/CENTER] [/SIZE] For your convenience, powers will be separated into Strength-based and Charisma-based attacks and whether they use a weapon or implement (or are other things like stances, etc.). Remember that your Lv. 29 daily is fixed and replaces your Lv. 15 power. Overall, weapon-based powers will tend to be the way to go, since your damage features are not added on implement attacks. An implement-based power will have to do something pretty special to get a good rating in the Blackguard's arsenal. [Size=4][b][u]Lv. 1 Daily (at Lv. 5)[/u][/b][/size] Although you do not get to choose a Lv. 1 daily power at Lv. 1, these powers are options for you at Lv. 5, when you do get your first daily power selection. And there are some very nice choices here. Namely [b]Blood of the Mighty[/b], which is about as good as a single attack can get in Heroic Tier. Shield-using Blackguards will probably want [b]Blazing Brand[/b], instead. Even Charisma has some good options here, too, with [b]Majestic Halo[/b] doing solid damage along with a secondary Defender effect. [b]Strength, Weapon[/b] [sblock] [b][COLOR=#00ccff]Blood of the Mighty[/COLOR] (DP)[/b]: 4[W] and Reliable is amazing in Heroic Tier, especially with a big-die, superior two-handed weapon of some sort. You take 5 damage whenever you use this, but that's a small price to pay at this stage in the game considering the potential to off enemies instantly with the help of this power. [b][COLOR=#0000ff]Blazing Brand[/COLOR] (DP)[/b]: Attacks Fortitude and is also Reliable. Deals ongoing fire damage and makes the enemy give up combat advantage, save ends. Pretty good for shield-using Blackguards who won't use weapons big enough to take full advantage of Blood of the Mighty. Driving Blades (D 383): When you hit, the save-ends effect deals untyped ongoing damage and lets you push and follow the target as long as that lasts. Solid when you hit, no doubt, but unfortunately the miss effect is quite feeble, so its Reliable competitor, Blazing Brand, probably still holds the edge. [b][COLOR=#ff0000]Paladin's Judgment[/COLOR] (PHB)[/b]: You're a Striker. Repeat after me: You're a Striker. Not a Defender or a Leader. And a non-Reliable power that deals no damage on a miss is not Striker-worthy, even if this lets an ally spend a healing surge. [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=#ff0000]Glorious Charge[/COLOR] (DP)[/b]: You won't have the Wisdom to put up the healing numbers possible with this. And besides that, it's just not good Striker material with its mere 2[W] damage and lack of miss damage. [b][COLOR=#0000ff]Majestic Halo[/COLOR] (DP)[/b]: 3[W], half-damage on miss, and you spread Divine Sanctions around for a whole encounter after the attack. Lets a CHA-based Blackguard take on a strong Defender presence for the encounter, and while the damage isn't quite as good as Blood of the Mighty, it's still serviceable at this level. [/sblock] [b]Charisma, Implement[/b] [sblock] [COLOR=#800080]Frost of Letherna[/COLOR] (D 381): A mass-slowing power that's definitely more suitable for Defenders as a whole. [b][COLOR=Blue]On Pain of Death[/COLOR] (PHB)[/b]: Attacks Will and makes the target take damage whenever it attacks your or your allies, until it saves. This one's actually a pretty good implement power thanks to the more or less guaranteed extra damage out of turn. [b][COLOR=Blue]Radiant Delirium[/COLOR] (PHB)[/b]: Attacks Reflex and dazes whether it hits or misses. That's great. If it hits, it imposes a -2 penalty to AC until the enemy saves. Even better. This one is well worth its status as an implement power. [/sblock] [Size=4][b][u]Lv. 5 Daily[/u][/b][/size] [b]Frenzying Smite[/b] is the clear winner for you if you're talking strictly Lv. 5 powers, although the decision between it and Blood of the Mighty is rather difficult. Charisma-based attacks, on the other hand, are not very Striker-worthy here. The Lv. 1 list is probably more your style. [b]Strength, Weapon[/b] [sblock] [b][COLOR=Blue]Arc of Vengeance[/COLOR] (DP)[/b]: A solidly damaging close burst 1 whirlwind that, hit or miss, applies Divine Sanction until the end of your next turn. Half-damage on miss. [b][COLOR=#0000ff]Chilling Smite[/COLOR] (E:HFK)[/b]: Cold-based attack that reduces the enemy's damage by -5 until they save. Even if you miss, the effect lasts a round, and the attack does half-damage. Pretty good. [b][COLOR=Purple]Dark Majesty[/COLOR] (HoS)[/b]: Attacks Will, so at least it hits often. The damage is pretty mediocre on hit, though, and the splash damage isn't exactly going to make its recipient cry, either. Can be a bit [b]better[/b] if you have ways to take advantage of sliding your enemies. [b][COLOR=#ff0000]Fiery Smite[/COLOR] (E:HFK)[/b]: A garden-variety, fire-based Brute Strike ability that also pops minions next to the target. Meh, whatever. [b][COLOR=#00ccff]Frenzying Smite[/COLOR] (HoS)[/b]: Another 4[W] attack in Heroic, this time dealing half-damage on miss and coming packed with a nice push-and-follow effect. You give up CA, but who cares? Tough choice between this and Blood of the Mighty. [b][COLOR=Red]Martyr's Retribution[/COLOR] (PHB)[/b]: 4[W], like Blood of the Mighty and Frenzing Smite, but far costlier than those two powers. Too costly in fact. Stick with the other 4[W] powers; this should never see the light of day in your arsenal. [COLOR=#0000ff]Shadow's Apathy[/COLOR] (D 381): Reliable attack that save-ends slows and weakens on hit. A good power that would be even better if it weren't Necrotic. [b][COLOR=#ff0000]Unrelenting Punishment[/COLOR] (DP)[/b]: Er, no. A healing effect that you won't have the WIS to benefit from substantially, and the attack itself does no miss damage, nor is it Reliable, which is a no-no for a single-hit Striker power. [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=#800080]Unyielding Faith[/COLOR] (DP)[/b]: Imposes Divine Sanction for the whole encounter, but only if it hits. Does do half damage on a miss. Overall, you're better choosing a Lv. 1 power like Majestic Halo over this. [/sblock] [b]Charisma, Implement[/b] [sblock] [b][COLOR=Red]Hallowed Circle[/COLOR] (PHB)[/b]: Even Defender Paladins find this one rather iffy, and in your hands it's completely worthless. [b][COLOR=#800080]Name of Might[/COLOR] (DP)[/b]: Close blast attack vs. Fortitude that save-ends slows if it hits and still slows until the end of the enemies' next turns if it misses. More a Defender and Controller power through and through, and you don't get to add your Blackguard damage modifiers. I'd pick something else. [b]Sign of Vulnerability (PHB)[/b]: Ranged attack vs. Fortitude that imposes Radiant vulnerability if it hits. If you have the Sun domain you don't need this at all. Everyone else who deals Radiant damage might actually want to give it a look though, especially if you have Bless Weapon. [/sblock] [b]Strength/Weapon AND Charisma/Implement[/b] [sblock] [b][COLOR=Red]Prayer of Two Paths[/COLOR] (DP)[/b]: Utter garbage. [/sblock] [Size=4][b][u]Lv. 9 Daily[/u][/b][/size] [b]Death Angel[/b] is incredible with other melee support around, and failing that you still have other solid choices like Knightly Intercession, Spirit Harrow or, for you Radiant Mafiosi, [b]Whirling Radiance[/b]. Charisma attacks here leave a lot to be desired for your role (even the weapon power is mediocre), but at least [b]Ray of Reprisal[/b] is a nice off-action attack that serves a secondary Defender purpose. [b]Strength OR Charisma, Weapon[/b] [sblock] [COLOR=#ff0000]Reaper's Harvest[/COLOR] (D 380): Just plain terrible. [/sblock] [b]Strength, Weapon[/b] [sblock] [b][COLOR=#00ccff]Death Angel[/COLOR] (HoS)[/b]: This attack vs. Will is positively nasty if you have other melee allies surrounding the target of this one. You force any one enemy in the close blast 3, if you hit, to choose between running away from you and eating your allies' OAs for a quick death, or standing there save-ends dazed. You also get to teleport anywhere in the blast regardless of hit or miss. [b]Final Rebuke (DP)[/b]: Attack Fortitude, push the enemy far and add some extra damage if you push the enemy into something solid. Not too bad. It's Reliable, too, which helps its case for Striker viability. [COLOR=#ff0000]Holy Outrage[/COLOR] (D 383): No miss damage, and the effect that happens regardless of hit or miss requires a combination of some serendipitous positioning and a source of plenty of extra attacks in a round to be worthwhile. Pass on it. [b][COLOR=Blue]Knightly Intercession[/COLOR] (DP)[/b]: A power flavored for more selfless folk than you probably are, but an immediate interrupt daily for what is still a common trigger is still what it is -- a good selfish reason to take this one. You take the hit for an ally under attack, then pull the offender to you and attack him. If it hits, the enemy is Sanctioned for the rest of the encounter. The only weakness is that the attack does nothing on a miss, but it's an off action, so you can't complain too much about this one. [COLOR=#0000ff]Shadow Blades of Shared Doom[/COLOR] (D 381): You've got a pretty strong possibility to DS an entire cluster of enemies if you hit with the initial attack, since the secondary attack triggered on hit is still weapon-based versus Will. You Sanction the initial target for a round hit or miss. Good multi-target power that would be even better if it wasn't Necrotic. [b][COLOR=#0000ff]Spirit Harrow[/COLOR] (HoS)[/b]: Close burst 1 Psychic attack vs. everyone around you, and if you hit the enemies can't shift or make OAs until they save. It's actually more suited for Defenders than for you, but if you are looking for some nice area control, this is great for it. And there is something to be said about limiting enemy options in moving away from you and combining that with ways to force attacks. [b]Thundering Smite (E:HFK)[/b]: Thunder-based attack that knocks all enemies within 2 squares of the target (but not the target itself) prone. Eh, fair enough. Half-damage on miss helps its case. [b]Whirling Radiance (E:HFK)[/b]: Close-burst attack vs. Reflex, so this radiant attack will hit often and invoke the save-ends ongoing 5 radiant damage. If you can [COLOR=#0000ff][b]create radiant vulnerability[/b][/COLOR] the damage from this can add up quickly. Still deals half-damage on miss. [/sblock] [b]Strength, Implement[/b] [sblock] [b][COLOR=#800080]Shout of Condemnation[/COLOR] (DP)[/b]: One of the rare STR-based implement powers, and a Defender/Controller power through and through. Other Paladins like this one well enough, but you should pass on it. [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=Red]Shackles of Justice[/COLOR] (DP)[/b]: No miss damage. At least the save-ends condition, moderate radiant damage for damaging an ally, happens hit or miss, but this still doesn't add up to anything remotely Striker-worthy. [/sblock] [b]Charisma, Implement[/b] [sblock] [b][COLOR=Purple]Crown of Glory[/COLOR] (PHB)[/b]: Close burst 1 attack vs. Will, followed, hit or miss, by you slowing enemies who start their turns next to you. This can be sustained with minor actions. Again, a power much better suited to Defenders than to you. No real justification to use this implement power and sacrifice your damage modifiers. [b][COLOR=#800080]One Stands Alone[/COLOR] (PHB)[/b]: Close burst 1 vs. Will, save-ends weakens regardless of hit or miss. Another power more suited to Defender use than Striker use, and this one requires some coordination. Pass. [b][COLOR=Red]Radiant Pulse[/COLOR] (PHB)[/b]: Even Defender Paladins hate this one, and you absolutely have no use for it. [b][COLOR=Blue]Ray of Reprisal[/COLOR] (DP)[/b]: An immediate interrupt to an enemy hitting one of your allies. A Defender power through and through, but it's an off-turn attack to a common trigger, which is always valuable to keep around. This Radiant attack vs. Fortitude deals half damage on a miss, and regardless of hit or miss, the damage the ally takes from the triggering attack is cut in half. An implement attack well worth taking. [/sblock] [Size=4][b][u]Lv. 15 Daily[/u][/b][/size] For the typical Strength-based path, this is a pretty mediocre level, to be honest. Your best bets are probably the Avatar powers, but even those aren't terribly exciting. This is a good level to start exercising your right to power swap. Charisma has some very nice options this time around with the likes of [b]True Nemesis[/b] and [b]Knight's Defiance[/b]. [b]Stance[/b] [sblock] [b][COLOR=Red]Divine Vengeance[/COLOR] (DP)[/b]: You won't have the Wisdom to make this one effective. [/sblock] [b]Strength, Weapon[/b] [sblock] [b][COLOR=#ff0000]Avatar of Righteous Nobility[/COLOR] (E:HFK)[/b]: This one's only useful for Cavaliers. [b]Avatar of Slaughter (HoS)[/b]: Hit or miss, gain a nice power bonus to damage and the ability to splash necrotic damage on a second enemy next to you. Fair enough. [b]Avatar of Subjugation (HoS)[/b]: Hot or miss, gain a bonus to attack rolls, THPs at the start of all your turns and even let an ally take some damage in exchange for twice the THPs in return. Interesting, if nothing else. [b]Avatar of Undaunted Bravery (E:HFK)[/b]: Regardless of hit or the half-damage miss, you get to pull one enemy at the start of every single one of your turns a couple squares as a free action. Not the worst choice you can make, as it certainly makes targeting enemies for annihilation easier. [b]Bloodied Retribution (PHB)[/b]: Hit hard when bloodied and use a healing surge. Basic enough. Does deal half-damage on miss. [b][COLOR=Purple]Flames of Devotion[/COLOR] (DP)[/b]: Hit or miss, your attacks deal 2d6 extra fire damage for as long as you sustain the effect with minor actions. A little too costly for the effect, especially compared to something like Bless Weapon. Lack of miss damage hurts a lot, too. [b]Pyre of Judgment (DP)[/b]: Reliable attack that causes ongoing 10 fire damage and damages surrounding enemies by a fair amount until a save. Decent. [b]Wayfinder's Charge (D 375)[/b]: Get enemies in the way out of the way and make them pay for taking OAs, then hit the marked target for decent damage, halved on miss. Not bad. [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=#00ccff]Knight's Defiance[/COLOR] (DP)[/b]: Pull all enemies within 5 squares to you, save-end Sanction all of them, then attack one of them in melee. Great secondary Defender power. [b]Tower of Faith (DP)[/b]: Attack deals half on a miss, and hit or miss you get some pretty good bonuses to saves. Fair. [/sblock] [b]Charisma, Implement[/b] [sblock] [b]Break the Wall (PHB)[/b]: Debuff all of an enemy's defenses, -2 if you hit, -1 if you miss. Decent. Darkness Unleashed (D 381): This Necrotic close burst 1 power is actually pretty good for Dwarves and anyone else whose [COLOR=#0000ff][b]second winds are minor-action or better[/b][/COLOR]. In their employ it can amount to an AoE attack above and beyond their standard action. If your second wind is a standard action you're better off [COLOR=#800080]looking elsewhere[/COLOR]. [b][COLOR=DeepSkyBlue]True Nemesis[/COLOR] (PHB)[/b]: Whether you hit or miss with the initial attack, this power lets you make all the immediate-reaction attacks against the target you could possibly want for the rest of the encounter. These happen if the enemy attacks you or allies, so the attacks are practically guaranteed. Great against a solo, and one of the few ways CHA-Blackguards can get any kind of true burst damage going. [/sblock] [Size=4][b][u]Lv. 19 Daily[/u][/b][/size] Some decent options for Strength if you were going more for a control option and less for a nova power here. [b]Ruinous Smite[/b], [b]Deathguide's Sanction[/b] and [b]Smite the Soul[/b] are good at what they do, although if you're looking for a true nova power you need to look out-of-class. If you want a CHA-based option, [b]Corona of Blinding Radiance[/b] is as good as it gets. [b]Special[/b] [sblock] [b]Plundering Smite (HoS)[/b]: A no-action tacked on to an at-will attack (this can stack with Dread Smite, by the way), this adds necrotic damage on the spot and additional ongoing necrotic, and gives you a little self-healing each time the target takes the ongoing damage. The consensus is that the ongoing necrotic damage is of a different type than the cold/necrotic from Dread Smite, so the damages should stack. In that case, it's fair enough, but you also might find yourself looking for better nova powers outside the class. [b][COLOR=#0000ff]Ruinous Smite[/COLOR] (HoS)[/b]: Tacked on to an at-will attack (a no-action, so it stacks with Dread Smite), this adds some nice extra damage and makes the enemy yell, "I'm fallen and I can't get up!" when you're standing over him until he saves. This one's pretty nice for keeping one foe locked next to you. You give up CA, but that's a pretty small price to pay. [/sblock] [b]Strength OR Charisma, Implement[/b] [sblock] [COLOR=#800080]Visage of Sorrow[/COLOR] (D 380): Close burst 2 mass sanction for a turn and hit or miss a debuff to attacks against yourself. Not that impressive, and unless you have a more lasting mass-Sanction power to follow up with, it's counterintuitive. [/sblock] [b]Strength, Weapon[/b] [sblock] [b][COLOR=Red]Crusader's Boon[/COLOR] (PHB)[/b]: Simply inadequate. [COLOR=#0000ff]Deathguide's Sanction[/COLOR] (D 381): This one does solid damage, it's Reliable, it's Radiant, and when it hits, it save-ends Sanctions the target while also turning it into a fencing dummy of free healing (5 + CHA mod) every round for all your allies who hit it while the Sanction lasts. Great for a little secondary Defender/Leader action, while still being at least a somewhat competent Striker power. [b]Overwhelming Fervor (DP)[/b]: Solid damage on hit, halved on miss. You want to hit with it so you can impose Divine Sanction on the target for the rest of the encounter. [b][COLOR=#ff0000]Smite of the Flame Cage[/COLOR] (E:HFK)[/b]: Far more suited for Defenders than for you. The lack of miss damage on this one kills it for you. [b][COLOR=#0000ff]Smite of Winter's Grip[/COLOR] (E:HFK)[/b]: A good status effect -- restraining -- hit or miss with this cold-based attack (save-ends if you hit) and also some ongoing cold damage on hit. Pretty solid. [b][COLOR=Blue]Smite the Soul[/COLOR] (DP)[/b]: Save-end stuns on hit, with a dazing aftereffect. A little low on the damage for a daily of this level, but a worthy pick nonetheless, especially if you can put a penalty on the save. On miss, deals half-damage and dazes for a round. [b][COLOR=#800080]Wheel of Fate [/COLOR](DP)[/b]: A solidly-damaging close burst 1 attack with a free surge's worth of healing if you hit at least two enemies. However, your WIS isn't that of a typical STR-based O-Paladin, so the regeneration when bloodied isn't quite as useful for you. The lack of miss damage also hurts in your case. [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=DeepSkyBlue]Corona of Blinding Radiance[/COLOR] (PHB)[/b]: Close burst 1 vs. Reflex, Radiant, and is just plain devastating even if it misses (which it won't too often). Save-end blinds on hit, and even on miss, half damage and blinds until the end of your next turn. Second to none for melee control. [b][COLOR=Red]Righteous Resolve[/COLOR] (DP)[/b]: O-Paladins don't even like it, and without a high WIS it's even less useful for you. [/sblock] [b]Charisma, Implement[/b] [sblock] [b][COLOR=Purple]Name of Potency[/COLOR] (DP)[/b]: Close burst 2, mass save-ends immobilization if it hits, save-ends slow if it misses. Much better for Defenders than for you. You should stick with Corona of Blinding Radiance, which unlike this one will benefit from your class damage modifiers. [b][COLOR=Red]Righteous Inferno[/COLOR] (PHB)[/b]: Not impressive even for Defender Paladins, and total weaksauce in your hands. [/sblock] [Size=4][b][u]Lv. 25 Daily[/u][/b][/size] [b]Exalted Retribution[/b], when set up correctly, is a solid way to get a more-or-less guaranteed extra attack for a nova sequence, and even has the chance to give you more. If you're CHA-based, you'll go with [b]Discipline the Unruly[/b], a Defender power at its core, but a very good one, at least. [b]Strength OR Charisma, Weapon[/b] [sblock] [COLOR=#ff0000]World in Winter[/COLOR] (D 380): Crippling your allies' movement and offensive capability for the good-on-paper control effect is not a good idea. [/sblock] [b]Strength, Weapon[/b] [sblock] [b][COLOR=#00ccff]Exalted Retribution[/COLOR] (PHB)[/b]: Hit or miss with this (and it deals half-damage on miss), you threaten the enemy you targeted with this one with a souped-up OA if it makes an attack at all, against either you or your ally. With other melee support nearby (or a wall), you can force a highly damaging extra attack for a nova sequence. Too bad the enemy can save against this, but you're going to get the opportunity for at least one extra attack out of this regardless of that fact. It sure is nice to have a workable nova option out of the box. [b][COLOR=#800080]Mark of Weakness[/COLOR] (DP)[/b]: Save-end weakens and Sanctions on hit, half damage and weaken for one turn on miss. Pretty tame for a Striker power at this point. [b][COLOR=#ff0000]Radiant Storm[/COLOR] (E:HFK)[/b]: Tailor-made for a Cavalier, pretty much. You won't be able to force the AoE damage this one is capable of. [b][COLOR=#800080]Ravenous Shadows[/COLOR] (HoS)[/b]: Creates a wall that can slide nearby enemies into it upon conjuration and the minor-action sustains, immobilize them and make them eat some combined cold/necrotic damage. It's not bad control, but you're a Striker, and you really should be looking at something that improves your nova damage, instead. [b][COLOR=#800080]Roaring Thunder[/COLOR] (E:HFK)[/b]: Pretty much Thundering Smite, Mark II, this time with a daze on the target and an extra square's distance on the mass-prone effect. Can't say I'm impressed. [b][COLOR=Purple]Spurn the Unworthy[/COLOR] (DP)[/b]: The attack itself isn't that good for this level, and all you get are an extra weapon die's worth of damage on your melee basic attack. Not impressive. [b][COLOR=#800080]Venomous Infection[/COLOR] (HoS)[/b]: Attack that deals a fairly hefty amount of ongoing acid and poison damage and comes with a minor spray damage effect when the target is bloodied or killed. Cool enough flavor, but in practice it doesn't exactly inspire. [/sblock] [b]Charisma, Weapon[/b] [sblock] [b][COLOR=#00ccff]Discipline the Unruly[/COLOR] (DP)[/b]: Easily the CHA-Blackguard's best choice. Enemies within 5 squares of you, marked or not, that attack any ally automatically suffer a solid amount of radiant damage and are blinded for a round. You can sustain this with minor actions, and you will most definitely want to do that. Perfect for off-defending, this one allows for some incredible punishment-stacking combos. [b][COLOR=Red]Harsh Verdict[/COLOR] (DP)[/b]: No reason for this power. [/sblock] [b]Charisma, Implement[/b] [sblock] [b][COLOR=Red]To the Nine Hells with You[/COLOR] (PHB)[/b]: To the Nine Hells with this power, you mean. Generic marks suck, and the fire damage is hardly impressive. [/sblock] [/QUOTE]
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Tainted Faith: The Blackguard's Guide
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