lets add some things that were left out:
Supersized Monk-without-MonkHuman
Rogue 1/ ex-Paladin 1/ Blackguard 10/ Assassin 8BAB +17
4th lvl Arcane Spells
4th lvl Divine Spells
8d6 Sneak Attack
Rebuke/Command Undead
Feats:Power Attack(human Bonus)
1st lvl: Improved Unarmed Strike
3rd lvl: Cleave
6th lvl: Improved Sunder
9th lvl: Run
12th lvl: Stunning Fist
15th lvl: TWF
18th lvl: Imp TWF
items:+1 adamantine gauntlet of speed
Monk's belt
Periapt of health
Ring of evasion
Ring of feather falling
what has been left out: ..... is this:
Class Abilities:TrapfindingDetect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.
Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.
Arcane Spells known:1st Level:
disguise self,
detect poison,
feather fall
jump
obscuring mist
sleep
true strike.or pick from this list if Non-Core is allowed:
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Dead End: Removes spoor of one creature/level.
Distract Assailant: One creature is flat-footed for 1 round.
Ebon Eyes: Subject can see through magical darkness.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
Low-Light Vision: See twice as far as a human in poor illumination.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Silent Portal: Negates sound from door or window.
Sniper’s Shot: No range limit on next ranged sneak attack.
Sticky Fingers: You get +10 on Sleight of Hand checks.
2nd Level:
alter self,
cat’s grace
invisibility, or pick from this list if Non-Core is allowed
Blade of Pain and Fear: Creates blade of gnashing teeth.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Invisibility, Swift: You are invisible for 1 round or until you attack.
3rd Level:
false life,
magic circle against good,
misdirection,
nondetection.
or pick from this list if Non-Core is allowed
Find the Gap: Your attacks ignore armor and natural armor.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
4th Level:
dimension door
greater invisibilityor pick from this list if Non-Core is allowed
Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow Phase: Subject becomes partially incorporeal.
Sniper’s Eye: Gain +10 Spot, darkvision, 60-ft. range for sneak attacks, and death attacks with ranged weapons.
Blackguard Spells to choose from every day:1ST-LEVEL BLACKGUARD SPELLS
cause fear,
corrupt weapon,
cure light wounds,
doom,
inflict light wounds,
magic weapon,
summon monster I
or pick from this list if Non-Core is allowed
Blessed Aim: +2 bonus for allies’ ranged attacks.
Divine Sacrifice: You sacrifice hit points to deal extra damage.
Golden Barding: Your mount gets force armor.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.
Resurgence: You grant subject a second chance at a saving throw.
Strategic Charge: Gain the benefits of the Mobility feat.
Summon Undead I: Summons undead to fight for you.
Traveler’s Mount: Creature moves faster but can’t attack.
2ND-LEVEL BLACKGUARD SPELLS
bull’s strength,
cure moderate wounds,
darkness,
death knell,
eagle’s splendor,
inflict moderate wounds,
shatter,
summon monster II*.
or pick from this list if Non-Core is allowed
Blade of Pain and Fear: Creates blade of gnashing teeth.
Curse of Ill Fortune: Subject takes –3 penalty on attacks,checks, and saves.
Demonhide: Evil creature gains DR 10/cold iron or good.
Hand of Divinity: Gives +2 sacred or profane bonus on saves to worshiper of your deity.
Summon Undead II: Summons undead to fight for you.
Veil of Shadow: Darkness grants you concealment.
Wave of Grief: Cone imposes –3 penalty on attacks,checks, and saves.
Zeal: You move through foes to attack the enemy you want.
3RD-LEVEL BLACKGUARD SPELL
contagion,
cure serious wounds,
deeper darkness,
inflict serious wounds,
protection from elements,
summon monster III*.
or pick from this list if Non-Core is allowed
Fangs of the Vampire King: Grow vampire fangs.
Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor.
Resurgence, Mass: As resurgence, but multiple subjects.
Spiritual Chariot: Creates ghostly chariot behind your mount.
Summon Undead III: Summons undead to fight for you.
Unholy StormM: Evil-aligned rain falls in 20-ft. radius.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
4TH-LEVEL BLACKGUARD SPELLS
cure critical wounds,
freedom of movement, inflict critical wounds,
poison,
summon monster IV*.
or pick from this list if Non-Core is allowed
Implacable Pursuer: You know where prey is, as long as it’s moving.
Revenance: Restores dead creature to life for 1 minute/level.
Summon Undead IV: Summons undead to fight for you.
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Winged Mount: Your mount grows wings and flies at speed of 60 ft.
that should take care of the Advantages that you Claim the monk has over this build