Divine (Blackguard)

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First, what is a blackguard? To put it simply, a blackguard is the champion of power, ambition, and evil; it is the moral opposite of the paladin, who is a champion of courage, faith, and good. While they are opposites, they have the same function as paladins, but on the opposite end of the moral alignment spectrum. Their abilities, therefore, will be a dark reflection of the paladin's. Instead of defending allies with effects derived from striking a villain, the blackguard will benefit himself with effects while weakening a foe.

As repetitive as that sounds, I am driving a point home.

I am using the same framework for their abilities as I did the paladin's. There are two paths: Vengeance, and Malice.

Basic Abilities are standard fare. They provide a framework for developing a character into one of the two branches of blackguards.

Basic Abilities

Blood Offering: When a blackguard attacks and hits a victim, they can store a "charge" for one of their On Hit, Apply Effect abilities rather than expending the ability right away. In other words, they do not have to enact the effect they chose on that turn. They can save it up. Only one ability can be saved at a time.

Dark Promise: The blackguard draws a line in the ground, and the area is desecrated. They swear that anyone who crosses the line will kill or be killed, and anyone who actually does must face the blackguard in combat, and no one else. The trick is getting them to cross the line. Only cowardice or defeat allows someone to forsake the challenge. However, a blackguard will always remember those who have made him break his Dark Promise...

Path of Malice

Devil's Might: The blackguard strikes a victim, and they are sent flying back supernaturally far. This ability knocks someone 20 feet away, and counts as a Potency II knockback or some shit. If this is taken, the blackguard cannot take Cold Riposte

Hellish Wounds: When a blackguard wounds a victim, it may not stop there! They can cause the victim to feel the pain of this wound not only where it actually is, but also on the symmetrical opposite of their body. In other words, if the black guard slices into someone's left hand, they also feel it in their right hand. If a blackguard takes this, they cannot take Essence Drain.

Antithesis: If an angelic creature, a Good-aligned outsider, or a paladin has been forced to uphold the Dark Promise, a strike from the blackguard will cause a dark manifestation of the blackguard's weapon strike them wherever the blackguard wills it and leave the ghostly wound it inflicts numb, thus lowering the resolve and strength of the creature. If a blackguard takes this, they cannot take Brothers In Battle.

It's Hopeless: The blackguard strikes its victim and wounds them. The blow fills the victim's mind with scenes of carnage and horror, and causes them to lose a charge on any ability that has a daily or encounter-based limit. This cannot be stored with Blood Offering. This can only be used twice-per-day. If a blackguard takes this ability, they cannot take Dark Resolve.

  • Rank II (It's Really Hopeless): The blackguard regains a cast-per-day or cast-per-encounter charge when this works. You CANNOT restore this ability's charge with its own effect.

Path of Vengeance

Cold Riposte: If the blackguard blocks an incoming attack with a shield, he can respond with a dark, ghostly tendril shooting forth and attacking a melee target by stabbing into their armor. It can be warded off by enchantments, but will otherwise penetrate armor and leave the area it pierces through numb and cold. If this is taken, the blackguard cannot take Devil's Might.

Essence Drain: When the blackguard hits a victim and wounds them, the blackguard is blessed by his god(dess) and can regenerate a wound of roughly the same seriousness. This can be only be invoked three times a day. If a blackguard takes this ability, they cannot take Hellish Wounds.

Brothers In Battle: The blackguard can mark an ally. If the ally is attacked in any way, shape, or form, the blackguard can FREELY use a single ability without draining from his daily pool on his next turn. If a blackguard takes this, they cannot take Antithesis.

Dark Resolve: If a blackguard blocks an attack, then next attack of that same type will only have half-potency. If it's Potency I, then it does not effect the blackguard at all. If a blackguard takes this ability, they cannot take It's Hopeless.

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