Dwarf Blackguard 12
LG Medium Humanoid (dwarf)Init ; Senses Listen +3, Spot +3, Darkvision 60 ft
Languages Common, celestial
AC 31, touch 15, ff 31 combat expertise factored
hp 78 (12 HD)
Immune disease
Fort +12 Ref +7 Will +11
Aura Evil, Dispair (-2 to saves within 10 ft.)
Speed 20ft.
Melee +2 Warhammer power attack factored // ( /×3) or
Melee +1 Longsword power attack factored // ( /19-20/×2) or
Base Atk +12, Grp +20
Attack Options Sneak attack , Smite good3/day (+4 to atk, +12 dmg vs good), Command undead 6/day, Combat Expertise, Power Attack
Combat Gear potion of cure serious wounds , oil of bless, potion of magic weapon , greater (+0), potion of magic vestments (+0) (cl0), potion of shield of faith (+0), potion of eagle's splendor (cl 3), potion of bull's strength(cl 3), potion of bear's endurance (cl 3), potion of owl's wisdom (cl 3), potion of haste, potion of barksin (+0)
Paladin Spells 2/2/2 DC 13 + spell level, CL 6
3rd - True Prayer of the Chosen, heal mount
2nd - Shield other, resist energy
1st - Rhinos rush, bane
Abilities Str 26 Dex 8 Con — Int 13 Wis 18 Cha 20
Feats Combat Expertise, Divine Might, Divine Vigor, Power Attack, Weapon Focus(Warhammer)
Skills Concentration +0, Diplomacy +10, Handle Animal +9, Heal +7, Knowledge (nature) +6, Knowledge (religion) +4, Ride +3, Sense Motive +9
Equipment +2 warhammer, +1 longsword, mwk unarmed strike, +1 full plate, mwk shield, heavy steel, ring of protection +1, belt of giant's strength +4, cloak of charisma +2, periapt of wisdom +4, 2pp, 0g (banked)
Current Buffs
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Divine Might
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
Divine Vigor
As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.
Abyssal Blast (Su):[/b] Once per day a death knight can unleash a blast of eldritch fire. The blast fills a 20-foot-radius spread anywhere within a range of 880 ft. The blast deals points of damage. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A Reflex save DC 20 reduces the damage by half.
Fear Aura (Su): Death knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of a death knight must succeed at a Will save DC 20 or be affected as though by a fear spell cast by a sorcerer of the death knight's level.
Undead Followers: A death knight attracts lesser undead creatures that happen to exist within a 200-mile radius. It may have up to twice its levels in Hit Dice of followers. The followers arrive monthly in the following increments: 1d6 ghouls, 1d4 ghasts, 1d12 medium skeletons, 1d4 wights, or 1d8 medium zombies once per week. These creatures remain in the service of the death knight until destroyed. These creatures are in addition to any undead creatures the death knight might be able to command or rebuke as a class ability.
Damage Reduction (Su): A death knight's undead body is tough, giving the creature damage reduction 15/+1.
Immunities (Ex): Death knights are immune to cold, electricity, and polymorph in addition to those immunities possessed by undead (see undead traits, below).
Spell Resistance (Su): A death knight gains spell resistance 20 + 1 per character's level beyond 10th.
Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount may have no more Hit Dice than half the death knight's levels. If the mount is lost or killed, the death knight may summon another one after a year and a day.
Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word, however, just as if it were an evil outsider. (The banished death knight returns to the plane of the evil god it serves.)
Undead Traits: A death knight is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A death knight cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
