Class Summary
Prime Requisite: STR and INT Requirements: None Hit Dice: 1d6 Maximum Level: 12
Lhazaaran Blackguard
Lhazaaran Elf class — see Classes for the full list.
Before the Trembling, the elven Bloodsails of the Lhazaar Principalities often served the Emerald Claw cult. In the centuries since the Trembling, Lhazaaran culture has been conquered and absorbed by the Emerald Queen. Her most faithful servants, known as blackguards, channel arcane energy into their weapons and drink the dying breaths of their foes for nourishment. They openly proclaim their devotion to the true lineage of Vol, the Dragon House of Death.
Lhazaaran Blackguard Level Progression / Lhazaaran Blackguard Spell Progression
Experience Title Level Hit Dice Damage Bonus 1 2 3 4 5 Caster Level 0 Insignificant 1 1d6+1 +1 - - - - - - 3,700 Ruinborn 2 2d6 +1 1 - - - - 1 7,400 Ruinchild 3 3d6 +2 2 - - - - 2 14,800 Son of Ruin 4 4d6 +2 2 - - - - 2 29,600 Ruinwielder 5 5d6 +2 2 1 - - - 3 59,200 Ruinscourge 6 6d6 +3 2 2 - - - 4 120,000 Ruinmaster 7 7d6 +3 2 2 1 - - 5 240,000 Father of Ruin 8 8d6 +3 2 2 2 1 - 7 410,000 Lord of Ruin 9 9d6 +4 3 2 2 1 - 7 580,000 Lord of Secrets 10 9d6 + 2* +4 3 2 2 2 - 8 750,000 Lord of Bindings 11 9d6 + 4* +4 3 2 2 2 1 9 920,000 Prince of Ruin 12 9d6 + 6* +5 4 3 3 2 1 9
Lhazaaran Blackguard Saving Throws and Attack Bonus
Level Paralysis Death Blast Implement Spells Attack Bonus 1 10+ 11+ 13+ 14+ 15+ +0 2-3 9+ 10+ 12+ 13+ 14+ +1 4 8+ 9+ 11+ 12+ 13+ +2 5-6 7+ 8+ 10+ 11+ 12+ +3 7 6+ 7+ 9+ 10+ 11+ +4 8-9 5+ 6+ 8+ 9+ 10+ +5 10 4+ 5+ 7+ 8+ 9+ +6 11-12 3+ 4+ 6+ 7+ 8+ +7
Combat Characteristics
Blackguards are brutal combatants who rarely show mercy. The chthonic powers a blackguard channels revel in the chaos and brutality of face-to-face combat. They favor the heaviest armor available so they can wade into close quarters and frown upon weapons which draw blood from a distance.
Combat Proficiencies: Blackguards have weapon proficiency with battle axes, great axes, flails, swords, two-handed swords, and whips. They have armor proficiency with all armors. They have fighting style proficiency with the weapon and shield and two-handed weapon styles, but not with the dual weapon style.
Combat Progression: Blackguards advance in attack throws and saving throws as fighters, by two points every three levels. They increase their base damage roll from successful melee attacks using these weapons by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. They can cleave after felling a foe a maximum of once per round per class level.
Starting Class Powers
At the start of play, blackguards have the following class powers.
Dark Blessing: Blackguards enjoy the blessing of the chthonic gods. They gain a +2 bonus to all saving throws. (These adjustments are already factored into the saving throws on the Lhazaaran Blackguard Saving Throws and Attack Bonus table.)
Manual of Arms: The blackguard is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) troop in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization (Judge’s discretion). (This class power is equivalent to one rank of Manual of Arms proficiency.)
Preternatural Quickening: Blackguards act with supernatural celerity. A blackguard gains a +1 bonus to initiative and a +1 bonus to avoid surprise. The initiative bonus does not apply when casting spells.
Weapon Focus: Blackguards are experts with their weapon of choice. The blackguard gains the Weapon Focus proficiency with his choice of one specific weapon type (axes; maces, flails and hammers; swords and daggers).
Additional Class Powers
As a blackguard gains experience, he learns how to tap arcane energy to cast spells and enhance his prowess in battle. They gain the following additional class powers:
Arcane Magic (2nd): Due to their elven heritage, Lhazaaran blackguards learn to cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The blackguard’s caster level, and the number and levels of spells the blackguard can cast in a single day, are listed on the Blackguard Spell Progression table. Like a mage, a blackguard’s spell selection is limited to the spells in his repertoire. A blackguard’s repertoire can include the number of spells up to the number and level of spells listed for his level, increased by his Intellect bonus. Unlike (human) mages, a Lhazaaran blackguard can cast spells while wearing any type of armor he is proficient with.
Arcane Striking (2nd): The blackguard learns to channel arcane energy through his melee weapons. Whenever the blackguard successfully hits a target with a melee attack, he can immediately expend one of his daily spell slots to increase damage. Damage is increased by 1d6 per level of the spell slot expended. Damage dealt by arcane striking counts as extraordinary arcane damage. If the target is slain by his arcane strike, the blackguard is eligible to cleave as if he had slain the target in melee.
Death Healing (4th): The blackguard learns to drain the life force of fallen foes in order to heal himself. Whenever the blackguard successfully slays a sentient creature with a melee attack, he can expend a spell slot to heal himself. Healing is 1d6 per level of the spell slot expended, to a maximum value equal to the slain victim’s maximum (starting) hit points. The blackguard can cleave after death healing if he has any cleaves remaining. A blackguard with sufficient spell slots can combine death healing and arcane striking.
Dark Charisma (5th): The blackguard’s sinister presence begins to inspire the forces of evil to follow him. Any Chaotic characters or monsters in the blackguard’s service gain a +1 bonus to their morale score whenever he personally leads them. The bonus stacks with any modifiers from the blackguard’s Charisma or proficiencies.
Minor Magical Research (7th): The blackguard can research spells, scribe magical scrolls, and brew potions as if he were a 5th level mage.
Dark Fortress (9th): By acquiring a dark fortress worth at least 15,000gp, the blackguard can attract followers to his service. 5d6 x 10 0th level Lhazaaran troops and 1d6 blackguards of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the fortress. If the blackguard already has a fortress, the followers arrive to serve him within 1d3 months of him reaching 9th level. The blackguard must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. Should he prove a powerful, ruthless leader, the blackguard’s power may spread like a dark blight across the realm as those drawn to dark power flock to his banner. Additional rules for dark fortresses are detailed in Campaigns.
Spell Storing (9th): The blackguard learns to channel his spells into his weapon. Whenever a blackguard casts a spell that would normally target a creature, he can instead cast it into his melee weapon, where it remains stored until discharged. The effect will discharge onto the next creature the blackguard strikes with the weapon, resulting in both melee damage and the normal effects of the spell. The blackguard can only store one spell at a time, and the spell will discharge harmlessly if not used in 1 turn (10 minutes), if the weapon is sundered, or if the blackguard loses his grip on the weapon. A blackguard with sufficient spell slots can combine spell storing, death healing, and/or arcane striking. A character being killed by a stored spell does not allow the blackguard to cleave.
Major Magical Research (12th): The blackguard can create more powerful magic items such as weapons, rings, and staffs, as if he were a 9th level mage.
Racial Traits
As Lhazaaran elves, all blackguards also possess certain benefits and drawbacks from their bloodline.
After the Flesh: For most mortals, undeath is a curse. For Lhazaaran elves, it is a pathway to power. If transformed into intelligent undead, the Lhazaaran retains his racial powers and his class abilities. Once transformed, the blackguard can continue to advance in Hit Dice without limit, even past his class’s maximum level. All of the Lhazaaran’s class abilities will continue to progress without regard to his class’s maximum level, to a maximum of 14th level. The ACKS II Judges Journal offers additional rules for characters advancing via this power.
Illmarrow’s Blessing: Because of their connection to the Emerald Queen, Lhazaaran elves are completely unaffected by diseases caused by undead and gain a +1 bonus to Paralysis and Death saving throws. Their robust vitality grants a +1 bonus to their HD roll at 1st level. (These adjustments are already factored into their HD and saving throws on the tables.)
Dark Soul: Because of their black spirits, the grim embrace of death holds special perils for Lhazaaran elves. Whenever a deceased Lhazaaran elf rolls on the Tampering With Mortality table, he suffers a penalty on the 1d20 roll of -1 per class level.
Inexorable: Lhazaarans are inexorable in the face of horrors that terrify normal men. They are immune to all fear effects.
Lhazaaran Tongues: Due to their background and training, all Lhazaarans can speak Caernathi, Common, Dwarf Giant, and Lhazaaran.
Class Proficiencies
Proficiency Progression: At 1st level, blackguards select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th and 9th level.
Lhazaaran Blackguard Proficiency List: Alertness, Ambushing, Battle Magic, Berserkergang, Black Lore of Mabar, Blind Fighting, Combat Ferocity, Combat Trickery (force back, knock down, overrun, sunder), Command, Dungeonbashing Expertise, Elementalism, Familiar, Fighting Style Specialization, Kin-Slaying, Leadership, Martial Training, Mastery of Conjuration and Summoning, Military Strategy, Mystic Aura, Navigation, Seafaring, Sensing Good, Sensing Power, Skirmishing, Transmogrification, Unflappable Casting, Wakefulness
Lhazaaran Blackguard Templates
Templates
3d6 Template Proficiencies Starting Equipment 3 – 4 Flesheater Kin-Slaying
Craft (cooking)
Weapon Focus (swords)Serrated sword, wooden shield, curiously pale-colored hide armor, bloodstained wool tunic and pants, belt embossed with tooth marks, low boots, backpack, waterskin, 2 weeks’ dried white meat, 2gp (enc. 4 3/6 st) 5 – 6 Hatemonger Berserkergang
Intimidation
Weapon Focus (axes)Great axe tipped with a spike, chain mail armor, torn wool tunic and pants, spiked belt, low boots, backpack, 1 week’s iron rations, 4gp (enc. 6 2/6 st) 7 – 8 Grimguard Fighting Style Spec. (weapon and shield)
Manual of Arms 2
Weapon Focus (axes)Jagged battle axe, iron-shod shield, grey banded plate armor, grey hooded cloak, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 6gp (enc. 7 3/6 st) 9 – 10 Avenger Sensing Good
Profession (torturer)
Weapon Focus (swords)Serrated sword, copper-barbed scourge, iron-shod shield, grey plate armor, wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 9gp (enc. 8 4/6 st) 11 – 12 Doomwielder Fighting Style Spec. (two-handed weapon)
Endurance
Weapon Focus (swords)Serrated two-handed sword, barbed morning star, plate armor adorned with skulls, skull-shaped heavy helmet, blood-stained wool tunic and pants, embossed belt, low boots, backpack, waterskin, 1 week’s iron rations, 9gp (enc. 9 2/6 st) 13 – 14 Warmaster Combat Ferocity
Military Strategy
Weapon Focus (maces, flails, hammers)Ball-and-chain, black steel shield bearing taloned hand of Bel, black plate armor, heavy black horned helmet, black armiger’s tunic and pants, leather belt, high boots, backpack, crowbar, tinderbox, 6 torches, flask of military oil, waterskin, 1 week’s iron rations, 27gp (enc. 10 st) 15 – 16 Ruinbinder Familiar (vulture)
Knowledge (occult)
Weapon Focus (swords)Vulture familiar, rune-carved two-handed sword, red-lacquered plate armor, heavy helmet with crimson crest, red armiger’s tunic and pants, embossed belt, low boots, backpack, 2 flasks of unholy water, waterskin, 1 week’s iron rations, 1gp (enc. 8 4/6 st) 17 – 18 Shadowcrown Command
Riding
Weapon Focus (swords)Polished sword, black steel shield bearing red eye of fire, black plate armor, heavy helmet affixed with black iron crown, black armiger’s tunic and pants, riding boots, medium riding horse, riding saddle and tack, saddlebags, waterskin, 1 week’s iron rations, 13gp (enc. 7 2/6 st with rations on horse) Notes: Each template’s choice of Weapon Focus is marked in bold.
Spells
Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spells for how repertoires work.