I just whipped this up real fast. Some stuff might not make much sense - it's 4:30am, don't worry about it.
The BlackguardHD: d10
Saves: Good Fort/Will, Poor Ref
LV Base Atk Bonus Class Features
1. +1 Evil Eye, Cursed Smite 1/encounter, Poison Use
2. +2 Least Invocation (1), Fearless
3. +3 Blasphemous Defiance
4. +4 Aura of Despair
5. +5 Least Invocation (2)
6. +6/+1 Improved Curse
7. +7/+2 Cursed Smite 2/encounter
8. +8/+3 Lesser Invocation (1)
9. +9/+4 Aura of Pain
10. +10/+5 Mettle
11. +11/+6/+1 Lesser Invocation (2)
12. +12/+7/+2 Greater Curse
13. +13/+8/+3 Cursed Smite 3/encounter
14. +14/+9/+4 Greater Invocation (1)
15. +15/+10/+5 Aura of Unluck
16. +16/+11/+6/+1 Heart of Darkness
17. +17/+12/+7/+2 Greater Invocation (2)
18. +18/+13/+8/+3 Dark Curse
19. +19/+14/+9/+4 Cursed Smite 4/encounter
20. +20/+15/+10/+5 Dark Invocation (1), Aura of DisasterClass Skills (4+Int): Bluff, Climb, Concentration, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Arcane, Religion), Move Silently, Spellcraft, Swim, Use Magic Device
Proficiencies: All simple and martial weapons, all light and medium armors, light shields.
Evil Eye: As long as a Blackguard holds nothing in his off-hand he can detect good as a Paladin detects evil, and can use Detect Magic at-will as a spell-like ability, although he only learns the presence of magical effects originating from an Evil source, or with the [Evil] descriptor. While a Blackguard manifests his Evil Eye he has an Evil aura as a Paladin has a good aura.
Cursed Smite: Once per encounter a Blackguard can make a Cursed Smite attack against a foe gaining a bonus to the attack roll equal to his Charisma modifier and bestowing a -2 penalty to the struck foe's attack rolls, damage rolls, skill checks, and ability checks if the attack hits. The foe can make a Will saving throw to remove this penalty at the end of each of it's turns DC 10 + 1/2 Blackguard level + Blackguard's Charisma modifier +1/round effected. Further, any damage dealt to the effected creature (including damage dealt by the Smite itself) can't be healed by any means until the victim makes it's saving throw against the penalty. A Blackguard can make an additional Cursed Smite each encounter every six levels after 1st.
Poison Use: As Assassin.
Invocations: Starting at 2nd level, a Blackguard gains divine invocations drawn from the Warlock's list of invocations. He can gain any Least Invocation at 2nd and 5th levels; any Least or Lesser Invocation at 8th and 11th levels; any Least, Lesser, or Greater Invocation at 14th and 17th levels; and any Least, Lesser, Greater, or Dark Invocation at 20th level. The saving throws against these Invocations are determined by the Blackguard's Charisma modifier. A Blackguard can gain Eldritch Essence Invocations and apply them to any Cursed Smite attacks he makes, but he cannot gain Eldritch Shape Invocations.
Fearless: 2nd level Blackguards are immune to all fear effects.
Blasphemous Defiance: 3rd level Blackguards add their Charisma modifier to saving throws against spells and spell-like abilities, and to saving throws against any effect generated by an Outsider or Deity. Further, they become immune to "divine damage" and take only half damage from divine spells or effects originating from Outsiders or Deities.
Aura of Despair: Starting a 4th level, any foe within 10ft of a Blackguard takes a penalty to saving throws equal to 1+1/2 the Blackguard's Charisma modifier.
Improved Curse: The penalty from a Blackguard's Cursed Smite increases to -4 and he deals an extra 1d6 negative energy damage with the attack if it hits, as well as dealing 1d6 negative energy damage whenever the foe fails its save to remove the penalty.
Aura of Pain: Starting at 9th level, whenever any foe within 10ft of a Blackguard fails a saving throw it becomes nauseated for 1 round.
Mettle: As Hexblade.
Greater Curse: The penalty from a Blackguards Cursed Smite increases to -6 and he deals an extra 2d6 negative energy damage with the attack if it hits, as well as dealing 2d6 negative energy damage whenever the foe fails its save to remove the penalty. This extra damage does not stack with the extra damage from Improved Curse.
Aura of Unluck: Starting at 15th level, whenever any foe within 10ft of a Blackguard makes an attack roll, skill check, or ability check it must roll twice and take the lowest result.
Heart of Darkness: Starting at 16th level a Blackguard is healed by negative energy as well as by positive energy, is immune to gaining negative levels, death effects, and any effect which can be removed by Remove Curse.
Dark Curse: The penalty from a Blackguard's Cursed Smite increases to -8 and he deals an extra 3d6 negative energy damage with the attack if it hits, as well as dealing 3d6 negative energy damage whenever the foe fails its save to remove the penalty. This extra damage does not stack with the extra damage from Improved Curse or Greater Curse.
Aura of Disaster: Starting at 20th level, whenever a foe within 10ft of a Blackguard fails a d20 roll consult the following (stolen from...
http://www.myth-weavers.com/showthread.php?t=26674 I actually have no idea who originally wrote it...):
Attack failures (Roll D10)Failures on attribute or skill rollsStrength [spoiler]
Strength roll and strength skill failures (Roll D10)Dexterity [spoiler]
Dexterity roll and dexterity skill failures (Roll D10)Constitution [spoiler]
Constitution roll and constitution skill failures (Roll D10)Intelligence [spoiler]
Intelligence roll and intelligence skill failures (Roll D10)Wisdom [spoiler]
Wisdom roll and wisdom skill failures (Roll D10)Charisma [spoiler]
Charisma roll and charisma skill failures (Roll D10)Failure of Reflex, Fortitude and Will Saves[spoiler]All variables in the description of the effect of the failed save are doubled.[/spoiler]