|Characters on Arelith:|
|Race - Alignment |
|Deity - Class |
|Gifts - Backgrounds|
|Mark of Destiny|
Blackguard is a default prestige class with Arelith specific changes.
Arelith Blackguards enjoy many changes that benefit their spell-like abilities and summons. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: Any evil
Base attack bonus: +6
Hit die: d10
Proficiencies: armor (light, medium, heavy), shields, weapons (martial, simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, discipline, heal, intimidate, leadership, listen, lore, parry, ride, sail, spot, taunt
Additional feats: improved turning
Unavailable feats: craft wand, scribe scroll, weapon specialization
Primary saving throw(s): fortitude
Base attack bonus: +1/level
Hit points rolls on Arelith are always maximum.
|2nd||+2||+3||+0||+0||bull's strength, dark blessing, Divine Smite, fearless +2||20||-|
|3rd||+3||+3||+1||+1||create undead, turn undead, Arelith custom poison (ACP) +1 DC||30||-||undead tier 1|
|5th||+5||+4||+1||+1||summon fiend, fearless +4||50||1d6||fiend tier 3|
|6th||+6||+5||+2||+2||inflict serious wounds, ACP +2 DC||60||1d6|
|7th||+7||+5||+2||+2||contagion||70||2d6||undead tier 2, fiend tier 4|
|8th||+8||+6||+2||+2||inflict critical wounds, fearless +6||80||2d6|
|9th||+9||+6||+3||+3||ACP +3 DC, fearless: fear immunity||90||2d6||fiend tier 5|
Bonus feats: The epic blackguard gains a bonus feat every three levels. In other words, at levels 13, 16, and 19.
Epic blackguard bonus feats: armor skin, epic fiendish servant, epic prowess, epic reputation, epic toughness, epic weapon focus, great smiting, improved combat casting, improved sneak attack, overwhelming critical, perfect health, planar turning
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
|11th||110||3d6||undead tier 3|
|12th||ACP +4 DC||120||3d6|
|15th||ACP +5 DC||150||4d6|
|18th||ACP +6 DC||180||5d6|
|Class skills||-||Blackguards on Arelith gain access to Bluff, Listen, Sail and Spot as class skills.|
|Prerequisites||-||Hide Ranks and Cleave are not necessary to take blackguard levels anymore. Only evil and +6 BAB.|
|Divine Wands||-||Blackguards on Arelith gain access to divine wands.|
|Bonus Language||-||Infernal if Lawful. Abyssal if Chaotic or Neutral.|
|Divine Might||-||When using Divine Might, the Blackguard also confers an Attack Bonus and magic damage bonus to their active summon, equivalent to +1 per 4 class levels.|
|Divine Shield||-||When using Divine Shield, the Blackguard also confers a Dodge AC bonus to their active summon, equivalent to +1 per 4 Blackguard levels.|
|Summoning Changes||-||For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.|
|Create Undead||3|| Infinite uses/day, but instead has a cooldown of 6 minutes starting the moment the undead is slain or dismissed.
|Summon Fiend||5|| Infinite uses/day, but instead has a cooldown of 6 minutes starting the moment the fiend is slain or dismissed.
|Epic Fiendish Servant||16||Taking this epic feat increases summon fiend tier to 6.|
|Bull's Strength Spell-Like Ability||2|| Always gives +4 instead of 1d4+1 STR.
|Arelith custom poisons||3||Every 3 levels, a Blackguard receives +1 DC when using Arelith's custom poisons.|
|Inflict Wounds||6||When targeting their own equipped weapon (right-hand equipment slot), a Blackguard casting Inflict Serious Wounds or Inflict Critical Wounds will instead apply a negative damage effect similar to a Temporary Damage Essence. (As with Temporary Essences, this will over-write other similar effects.) This effect lasts a number of hours equal to class levels. Doing so gives the weapon a red glow.|
|Divine Smite||3||Instant use. Adds Charisma Modifier to AB and class levels to damage (Capping at 20). Cooldown is 6 seconds between use, increased by 1 second per Great Smiting feat. You can save up to a single use of this skill, Extra smiting allows you to save up to 3 uses. A single use refreshes every 3 minutes, Extra Smiting halves the refresh time to 1.5 Minutes. Only works with melee weapons. Divine Smite shares the character's weapon threat range and critical multiplier, with the exception of bonuses granted by Weapon Master feats.|
|Turn Undead||3||This feat has been heavily customized on Arelith, read more about it here.|
|Fearless||2||A Blackguard is conditioned to charge into battle against even the most fearsome of opponents and gains a +2 bonus to saving throws vs fear. This bonus increases to +4 at level 5, +6 at level 8, and becomes Fear Immunity at level 9.|
Divine Smite grants scaling Damage based upon the difference between the smiter's alignment and the alignment of the recipient of the Smite.
The full amount of Smite damage (100%) is delivered at opposite ends of the Alignment Chart, meaning a Lawful Good smiter and a Chaotic Evil recipient (or vice versa). Partial Smite damage is delivered based upon the following:
- Start at 0% Smite Damage (same alignment)
- Each difference on the Law <-> Chaos axis is +10%
- Each difference on the Good <-> Evil axis is +40%
- A small, unknown RNG amount is then added to help prevent alignment metagaming
|Lawful Good (LG)||Neutral Good (NE)||Chaotic Good (CG)|
|Lawful Neutral (LN)||True Neutral (N)||Chaotic Neutral (CN)|
|Lawful Evil (LE)||Neutral Evil (NE)||Chaotic Evil (CE)|
- Information about default NWN class are available on NWNWiki.