Blackguard

Bulls Strength:

Prerequisite:

+13 Strength

+13 Charisma

3 uses / day

The blackguard draws unholy energy from wounded players nearby. (Radius increases by Blackguard lvls) The more wounded creatures nearby, the more power the blackguard will gain.

This ability is cast instantly.

Attack Bonus:

Blackguard Bulls Strength increases AB by atleast 1 and more AB depending on the number of wounded players nearby.

Max AB increase - 1 + 1 at lvl 10 + 1 per every 4 lvls. (Max AB after lvl 10 - number of BG lvls / 4 + 2)

lvl 2-9 +1 AB

lvl 10-12 +2 AB

lvl 14-17 +3 AB

lvl 18-21 +4 AB

lvl 22-25 +5 AB

lvl 26-29 +6 AB

lvl 30 +7 AB

Some classes will modify the max AB, but it will never go under 1.

Fighter +2 AB

Ranger -1 AB

Druid -2 AB

Barbarian -3 AB

Cleric -5 AB

Paladin -5 AB

The BG Bulls Strength uses will recharge at a rate of 1 use per 60 seconds.

AB Increase from wounded players:

Player with < 90% HP: +2 AB

Player with < 60% HP: +3 AB

Player with < 20% HP: +4 AB

Feat Modifications:

Epic Fiendish Servant how grants +1 to the min and max AB calculations, and damages all enemies hit.

Any enemy hit will now grant at least +2 AB to the BG, regardless of the enemy health.

Damage to players hit is equivalent to: Max AB attainable x 8

Grants 1 AC for every 4 AB granted from BG Bulls Strength. Max of +4.

Epic Reputation:

Your vile reputation emanates corruption into the very soil you walk on. Nearby enemies can be corrupted up the flick of your wrist.

Your Bulls Strength ability decreases your saves by 1 due to your evil nature, but will also decrease the saves of enemies by 2 and their skills by 3. This affect lasts 5 rounds at lvl 10 BG, and one additional round for every 4 lvls of BG after that. Epic Fiendish Servant adds and additional round.

BG Contagion:

BG Contagion is like a vampiric touch ability (but without the touch attack). Target creature takes negative energy damage. This is applied to the BG as a heal affect.

Amount: (1d3 + 1) x BG lvl

3 uses per day

Damage capped at 40.

Full damage and half life gain if cast on a hostile target.

Half damage and full life gain if cast on a neutral target.

Spell will never damage or heal more than the current HP of the target.

Other Spells:

Inflict Serious/Critical Wounds each get 3 uses per day.

These spells are subject to the Necromancy spell changes.