| shalandar |
I wanted to be careful not to break any copywrite laws, so I’m going to do this a bit vague. You will need to have the PHB II to follow along probably…
Now, according to the conversion document, classes should have the following:
Should get something besides their BaB and Saves each level: Duskblades gets spells and a few other things....
Should get something “cool” at 20th level: Duskblades do NOT get this currently.
Abilities should be based on class level: Duskblades have this in their spells.
Restrictions on class abilities should be relaxed: N/A for Duskblade
Add new abilities: This will be covered in a bit
BaB: Keep the same (Good)
Save: keep the same
Special abilities (current):
Arcane Attunment (1st level): You can cast various spells 3+Int mod / day. All 5 of the spells are 0th level spells to begin with. I suggest dropping this ability and just adding the 5 spells to the list of spells to “possibly know”.
Cantrips (1st level): Give the duskblade the base “cantrip” ability. Now he can cast any of his 0th level spells indefinitely.
Armored Mage (light) (1st level): Keep as is.
Combat casting bonus feat (2nd level): Keep as is.
Arcane Channeling (3rd level): Keep it as is, just clarify it slightly. This only works with spells that have a range of TOUCH. No ranged touch spells. The full attack option at 13th level allows you to use the spell you channel on each strike for the round. (take out the words “each target”)
Armored Mage (medium) (4th level): Keep as is.
Quick Cast (5th level and beyond): I’ve always felt that the “feel” of this ability was to aid you in your current round to strike your opponent, not to do stupid things like cast disintegrate or enervate at someone twice. Therefore, this should be limited to spells that target only yourself or your allies.
Also, move Quick Cast 3/day to 14th level (from 15th), and 4/day to 19th (from 20th)
Spell Power (6th level and beyond): Keep as is, but move +4 to 15th (from 16th).
Special abilities (to add):
These are the levels currently without anything gained: 8th, 9th, 12th, 16th, 17th, 20th.
Spell Knowledge (8th, 12th, 16th, 20th): Choose one arcane spell (of a level you can currently cast) from the wizard/sorcerer spell list that has a casting time of 1 standard action or less and a range of Touch or Personal, or an effect of Ray . You may add this spell to your “known” spell list at the same level that a wizard may cast it at. Once this spell is selected, it not be changed.
current spells from the PHB that would fall into this category:
0th level: Light, Resistance
1st level: Comprehend Languages, Disguise Self, Endure Elements, False Life, Jump, Mage Armor, Nystul’s Magic Aura, Protection from Alignment, Shield
2nd level: Alter Self , Blur, Continual Flame, Darkness, Darkvision, Invisibility , Leomund’s Trap, Levitate , Mirror Image , Obscure Object, Protection from Arrows, Resist Energy, Rope Trick, See Invisibility
3rd level: Arcane Sight, Blink, Daylight, Displacement, Explosive Runes, Fly, Gaseous Form, Gentle Repose, Heroism, Illusionary Script, Magic Circle against Alignments, Nondetection, Protection from Energy, Remove Curse, Secret Page, Sepia Snake Sigil, Shrink Item, Tongues, Water Breathing
4th level: Bestow Curse, Contagion, Dimensional Anchor, Fire Shield, Stone Shape, Stoneskin
5th level: Blight, False Vision, Overland Flight, Passwall, Teleport
6th level: Shadow Walk, Tenser’s Transformation, True Seeing
Thoughts,
Mark
| xorial |
My main problem with the whole melee touch thing is that 3.5e had a number of mechanics, all doing this very thing. In Races of Eberron, the warforged racial sub levels for the artificer had the weapon familiar ability, which did this. I preferred the Channel Spell, which worked with spells besides just touch, from the Spellsword PrC in CW. The main nerf for the ability, is the lack of touch spells that do damage. I personally allowed ranged touch spells. My reasoning was they would only affect one target anyway. The duskblade actually gives up a better attack option, touch AC is lower than regular AC, just to get to add their weapon damage into the mix. I see no problem. That lets the character get more effects to attack with. Otherwise, there are few actual spells to use. Unless you create more spells to fill the void.
I would also expand the list of spells for the Duskblade to choose from. The list is so short, I toyed with letting player's automatically know all the spells, as per Warmage. That short list is just too restrictive.
Lastly, I feel allot of the features are just plain BORING!!! It doesn't have to be the Duskblade, but it would be nice to make a 'Gish' that actually sounded fun to play. Give it some unique & flavorful abilities.
Also, the Duskblade's spell list as orginally written only went to 5th level. Are you changing it to a Bard-like progression?
| shalandar |
I preferred the Channel Spell, which worked with spells besides just touch, from the Spellsword PrC in CW. The main nerf for the ability, is the lack of touch spells that do damage. I personally allowed ranged touch spells. My reasoning was they would only affect one target anyway.
I was afraid that option may be too powerful, but it does make a bit of sense. In any case, I think it needs to be stated directly. I've seen too many arguements.
I would also expand the list of spells for the Duskblade to choose from. The list is so short, I toyed with letting player's automatically know all the spells, as per Warmage. That short list is just too restrictive.
That is why I tried to add the ability to add some of your own spells. It only gives you a few, so you can't go crazy. There is an item (from Eberron, Explorer's Handbook, Drake Helm) that will also give you spells to your spell known....
Lastly, I feel allot of the features are just plain BORING!!! It doesn't have to be the Duskblade, but it would be nice to make a 'Gish' that actually sounded fun to play. Give it some unique & flavorful abilities.
Also, the Duskblade's spell list as orginally written only went to 5th level. Are you changing it to a Bard-like progression?
I think the "fun to play" part is subjective, so not much I can say about that part.
Hmm, you are right, it does only go to 5th level (must have had a brain fart there). So ya, you can cancel the 6th level options.
kevin_video
|
I'd add d10 HD to this class. A few others, like ranger, went up that route. That alone would definitely help out.
In the empty slots WotC tried to give the dead levels of the duskblade +1 to diplomacy and gather information when talking to elves. While I don't hate it, it's rather useless. I was thinking that maybe they could add that as class skills.
Cantrips is a decent idea, so long as the spells they had before at 0th level are all capable of being used at will.
Arcane Channeling (full attack) should be one level earlier, and maybe Advanced learning wouldn't be a bad idea to add.
A duskblade that's able to cast 6th lvl spells would be awesome.
| xorial |
The only problem is that there are really few 6th level spells that benefit the Duskblade's style. That is why they only went to 5th & got a bunch of spell slots. I think the number of slots makes them as powerful as bards (from a spellcasting point of view). Some unique spells would help, especially ones designed with the duskblade in mind.
| rydi123 |
I suggest:
Increase to D10 HD
Add the 10th lvl Eldritch Knight ability at 20th lvl in Duskblade
Add all rays to spells known, up to 7th lvl (yay, Prismatic Ray!)
Add either Haste, or a swift Haste that only effects caster to the list
With those additions, it feels pretty much on par with the power level of Ranger or Bard, and has more of a primary fighter augmented by casting.
| shalandar |
I suggest:
Increase to D10 HD
Add the 10th lvl Eldritch Knight ability at 20th lvl in Duskblade
Add all rays to spells known, up to 7th lvl (yay, Prismatic Ray!)
Add either Haste, or a swift Haste that only effects caster to the listWith those additions, it feels pretty much on par with the power level of Ranger or Bard, and has more of a primary fighter augmented by casting.
The d10 HD has been added.
Umm, unless I am missing something (and I just looked in the DMG), there is no special ability for the Eldritch Knight at 10th level, so I'm not sure what you are talking about....although I would like to add some "flashy" ability at 20th, I'm still open for suggestions...
Rays? I think I would rather let someone take a few spells with the ability I granted than to just add all rays. And prismatic ray, channeled for each attack, is a bit too much I think.
Swift Haste isn't a bad choice, I like that :).
| shalandar |
Updates to Duskblade:
added stuff is bold
BaB: Keep the same (Good)
Save: Keep the same
Hit Points: d10
Skills: Keep the same
Special abilities (current):
Arcane Attunment (1st level): You can cast various spells 3+Int mod / day. All 5 of the spells are 0th level spells to begin with. I suggest dropping this ability and just adding the 5 spells to the list of spells to “possibly know”.
Cantrips (1st level): Give the duskblade the base “cantrip” ability. Now he can cast any of his 0th level spells indefinitely. Add the restriction that you cannot use your 0th level spells with the feat Versatile Spellcaster (from Races of Dragons).
Armored Mage (light) (1st level): Keep as is.
Combat casting bonus feat (2nd level): Keep as is.
Arcane Channeling (3rd level): Keep it as is, just clarify it slightly. This works with spells that have a range of touch and ranged touch (although it will only affect the target(s) you strike with your weapon). The full attack option at 13th level allows you to use the spell you channel on each strike for the round. (take out the words “each target”)
Armored Mage (medium) (4th level): Keep as is.
Quick Cast (5th level and beyond): I’ve always felt that the “feel” of this ability was to aid you in your current round to strike your opponent, not to do stupid things like cast disintegrate or enervate at someone twice. Therefore, this should be limited to spells that target only yourself or your allies.
Also, move Quick Cast 3/day to 14th level (from 15th), and 4/day to 19th (from 20th)
Spell Power (6th level and beyond): Keep as is, but move +4 to 15th (from 16th).
Special abilities (to add):
These are the levels currently without anything gained: 8th, 9th, 12th, 16th, 17th, 20th.
Spell Knowledge (8th, 12th, 16th, 20th): Choose one arcane spell (of a level you can currently cast) from the wizard/sorcerer spell list that has a casting time of 1 standard action or less and a range of Touch or Personal, or an effect of Ray . You may add this spell to your “known” spell list at the same level that a wizard may cast it at. Once this spell is selected, it not be changed.
Spells possible to know:
Add: Haste, Swift at 2nd level (found in the Spell Compendium)
| kyrt-ryder |
This is my suggestion, take it for a grain of salt.
Spells: A duskblade automatically knows all the spells on the duskblade list.
In addition, at each caster level he chooses to learn 1 paladin or ranger spell, or one wizard spell at GM approval, that is of a level he is capable of casting.
(Also you may want to accellerate the rate at which spell levels are acquired, the gap between getting 1st level spells and 2nd is HUGE if I remember right.)
| shalandar |
This is my suggestion, take it for a grain of salt.
Spells: A duskblade automatically knows all the spells on the duskblade list.
In addition, at each caster level he chooses to learn 1 paladin or ranger spell, or one wizard spell at GM approval, that is of a level he is capable of casting.(Also you may want to accellerate the rate at which spell levels are acquired, the gap between getting 1st level spells and 2nd is HUGE if I remember right.)
While I don't like the idea of having all spells known (ala the warmage), I do like the idea of accelerating the spells and adding a bit of new functionality (this could give us the level 20 "great power"?)
Here is the proposed spell progression:
Level 1 2 3 4 5 6
1 3
2 4
3 5
4 5 3
5 5 4
6 6 4
7 6 5 3
8 7 5 4
9 7 5 5
10 8 6 5
11 8 6 5 3
12 9 7 6 4
13 9 7 6 5
14 9 8 7 5 3
15 10 8 7 6 4
16 10 9 8 7 5
17 10 9 8 7 6 3
18 10 9 8 8 7 4
19 10 10 9 8 7 5
20 10 10 10 8 7 6
At 17th level through 20th level, you gain the following ability:
Advanced Learning: At 17th and 18th level, choose any 7th level or lower spell from any class that has specific target. You may add this spell to your known list as a 6th level spell. You may only cast this spell through your Arcane Channel ability.
At 19th level, you may choose any 8th level or lower spell that has a specific target. You may add this spell to your known list as a 6th level spell. You may only cast this spell through your Arcane Channel ability.
At 20th level, you may choose any 9th level or lower spell that has a specific target. You may add this ability to your known list as a 6th level spell. You may only cast this spell through your Arcane Channel ability.
Spells selected in this way may not be used to create magic items. Spells selected in this way that could have multiple targets only affect a target that you hit using your Arcane Channel ability.
Thoughts?
| xorial |
I would not let them have 6th level spells. The original got 5th level. If you give them 6th, you need to make the progression like the bard's. If you have some 6th level spells you think should be available to the duskblade, it is possible to rule some of them are 5th level for him. The bard has a few spells that are like that. I just don't agree giving full attack & that many spell slots, at least not up to 6th level spells.
| shalandar |
I would not let them have 6th level spells. The original got 5th level. If you give them 6th, you need to make the progression like the bard's. If you have some 6th level spells you think should be available to the duskblade, it is possible to rule some of them are 5th level for him. The bard has a few spells that are like that. I just don't agree giving full attack & that many spell slots, at least not up to 6th level spells.
It was a bit of a shot in the dark. I wasn't sure how people would react to it. Anyone else have any thoughts on it?
Xorial, do you have any otehr ideas perhaps? it feels odd not having a "20th level ability" to work towards.
| xorial |
Xorial, do you have any otehr ideas perhaps? it feels odd not having a "20th level ability" to work towards.
I was working on my own 'gish' class, called a Mage Knight. The idea for the capstone was going to be called Knight Arcane. What I am leaning to is auto-confirmed criticals with a bonded weapon. Maybe something else, but doesn't really mesh with how the Duskblade plays out thru the levels. The EK capstone is an immediate channel on a critical hit. It does fit, somewhat, but seems a little redundant for the DB. Maybe make him an Arcane Champion. Gain a subtype, DR/10 Magical, SR 20, Channeled spells considered supernatural abilities.
| SmiloDan RPG Superstar 2012 Top 32 |
How about this for the 20th level capstone ability?
At 20th level, if you successfully score a critical hit, you may cast a single spell, as an immediate action, that targets the opponent you scored the critical hit against.
I think I heard the Pathfinder Eldritch Knight had an ability like this, but I'm still waiting for my copy of the PFRPG Handbook to come in the mail!
EDIT:
Maybe give them some "dusk-like" abilities in the empty levels, like Low Light Vision, Superior Low-Light Vision, MAYBE darkvision, blindsense, and eventually blindsight. Maybe someway to negate concealment from darkness or lack of light? Maybe some-drow like abilities, like Faerie Fire, Darkness, and/or Deeper Darkness as spell-like abilities? Maybe Blindfighting as a bonus feat?
Re-EDIT:
Maybe give them some of the Sustaining Shadow abilities the Shadowcaster gets? Now that I think about it, a Mystery-casting variant of the Duskblade might be really interesting. Especially a High BAB combined with Flicker (a multiple round, very short range teleport effect).
Fake Healer
|
I would not let them have 6th level spells. The original got 5th level. If you give them 6th, you need to make the progression like the bard's. If you have some 6th level spells you think should be available to the duskblade, it is possible to rule some of them are 5th level for him. The bard has a few spells that are like that. I just don't agree giving full attack & that many spell slots, at least not up to 6th level spells.
Yeah they only get 5th level spells but several of them are higher level spells for wiz/sorcerers, like Polar Ray. An 8th level wizzo spell. Keep the progression the same for ease but add better/more options that help out at higher levels. Grab higher level wizzo spells to add to their list at lower levels and call it happy.
| shalandar |
At 20th level, if you successfully score a critical hit, you may cast a single spell, as an immediate action, that targets the opponent you scored the critical hit against.
EDIT:
Maybe give them some "dusk-like" abilities in the empty levels, like Low Light Vision, Superior Low-Light Vision, MAYBE darkvision, blindsense, and eventually blindsight. Maybe someway to negate concealment from darkness or lack of light? Maybe some-drow like abilities, like Faerie Fire, Darkness, and/or Deeper Darkness as spell-like abilities? Maybe Blindfighting as a bonus feat?
Ahh, I didn't realize it was a Pathfinder ability at 10th level. I see it now. I dunno, that doesn't seem to mesh good enough with the Duskblade.
If I keep the Spell Knowledge at 8, 12, 16, and 20 (which I think is just fine as an ability), there are only levels 9 and 17 without an ability. Although, a better "20th level ability" would be better I think.
Maybe something more like giving you the ability to cast 2 "quickened" (swift) spells per turn? You'd still be restricted to quick casting 4 times per day though....
| shalandar |
Yeah they only get 5th level spells but several of them are higher level spells for wiz/sorcerers, like Polar Ray. An 8th level wizzo spell. Keep the progression the same for ease but add better/more options that help out at higher levels. Grab higher level wizzo spells to add to their list at lower levels and call it happy.
While it won't give them HIGHER spells, the Spell Knowledge ability will give them the chance to add a few more spells (like a spell you can actually CHANNEL above 3rd level).
Fake Healer
|
Fake Healer wrote:While it won't give them HIGHER spells, the Spell Knowledge ability will give them the chance to add a few more spells (like a spell you can actually CHANNEL above 3rd level).
Yeah they only get 5th level spells but several of them are higher level spells for wiz/sorcerers, like Polar Ray. An 8th level wizzo spell. Keep the progression the same for ease but add better/more options that help out at higher levels. Grab higher level wizzo spells to add to their list at lower levels and call it happy.
If they changed the channelable spells to touch and ranged touch, as proposed, then there are some higher that 3rd level spells that are channelable. I just would like to see a bit more variety.
Maybe let them know all spells on their list but they have to choose a certain number of ones for the day(like the amount that they know in the old version of DB). Perhaps even allow them to re-"memorize" their spell allotment for the day with a certain amount of meditation during the day for each spell swapped out.| xorial |
This could let the orb spells, 2nd level I believe. I think the burst spells would be a neat channeled spell. Like a personal ground zero fireball.
Another thing, Arcane Attunement is useless with the new way they use 0-level spells now. All spellcasters that have 0-level spells cast them unlimited number of times. Why don't we give them Bonded Weapon, like the wizard's Bonded Item, but it must be a weapon.
| xorial |
Maybe give them some "dusk-like" abilities in the empty levels, like Low Light Vision, Superior Low-Light Vision, MAYBE darkvision, blindsense, and eventually blindsight. Maybe someway to negate concealment from darkness or lack of light? Maybe some-drow like abilities, like Faerie Fire, Darkness, and/or Deeper Darkness as spell-like abilities? Maybe Blindfighting as a bonus feat?
The thing is, the Dusk in Duskblade is about their reputation, not abilities. The elves used to call them something else, but a group of them betrayed the good elves, so it cast a 'shadow' on the rest of the group. They are 'Duskblade' now because they aren't completely trusted & there are so few of the order left.
| shalandar |
This could let the orb spells, 2nd level I believe. I think the burst spells would be a neat channeled spell. Like a personal ground zero fireball.
Another thing, Arcane Attunement is useless with the new way they use 0-level spells now. All spellcasters that have 0-level spells cast them unlimited number of times. Why don't we give them Bonded Weapon, like the wizard's Bonded Item, but it must be a weapon.
First, the easier one. I never liked bonding weapons, since that forces a character to be stuck with the SAME longswong +1, even though they just got a better one, a longsword +1 with flaming, in their treasure. The idea is nice, but it forces one to sell items that they would normally use just to upgrade an item they are bonded to.
Now, as far as the spells, here is what I figured out briefly:
At 8th level (the first level you can get Spell Knowledge), you have 2nd level spells, meaning you can add one of the following to your spell list (this was a fast check):
Defensive:
PHB: Blur, Mirror Image, Protection from Arrows, Resist Energy
SC: Death Armor, Bristle
Offensive:
PHB: None
SC: Ray of Stupidity, Sting Ray, Combust (1d8 / level), Ray of Ice, Scorch, Bladeweave, Ray of Sickness, Ray of Weakness, Belker Claws, Infernal Wound, Scale Weakning, Sonic Weapon, Wraithstrike
At 12th level, you have 3rd level spells, and can get:
Defensive:
PHB: Blink, Displacement, Heroism, Magic Circle, Protection from Energy,
SC: Reverse Arrows, Mage Armor Greater, Diamondsteel, Dragonskin, Hamatula Barbs
Offensive
PHB: None
SC: Ray of Dizziness, Disrupt Undead Greater, Mind Poison, Spider Poison, Dolorous Blow, Weapon of Energy
And these were just doing a quick search of 2 books…..
| xorial |
The bonded weapon, sans wizard, is NOT like that. You can change weapons fairly easily. As in, buy another one & go.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Takes a week, but you can upgrade to a new weapon from a horde & not be stuck. It isn't like similar abilities in the past. Mainly an arcane focus for casting. It also has nice benefits.
| SmiloDan RPG Superstar 2012 Top 32 |
I think the duskblade spell list (and spells known) is stictly limited for balance issues. Adding to it could be somewhat unbalancing.
One thing it could definitely use is a boost to the Save DCs of their spells. Maybe a cumulative +1 bonus at levels 8, 12, 16, and 20? And maybe re-arrange the Spell Power bonuses a bit? Or steal a page from the Beguiler, and at level 20, if you score a crit, you automatically bypass SR.
Maybe squeeze in an Armored Mage (heavy armor) at an empty, relatively high level?
Also, I think Quick Cast should apply to any spell the duskblade casts; they should be able to fill their roll as melee combatant and spellchucker at the same time at least once in a while.
| Nero24200 |
I have only on thing to say about range touch spells via Arcane Channelling. Channeled Disintegrate, which amounts to all attacks gaining a bonus to rolls equal to 2D6 per caster level, which, at 13th level when this ability is gained, provides the duskblade with 26D6 damage per attack.
At that level that's a possible 78D6 damage simply from normal attacks, but as much as 156D6 from two-weapon duskblades.
| SmiloDan RPG Superstar 2012 Top 32 |
I have only on thing to say about range touch spells via Arcane Channelling. Channeled Disintegrate, which amounts to all attacks gaining a bonus to rolls equal to 2D6 per caster level, which, at 13th level when this ability is gained, provides the duskblade with 26D6 damage per attack.
At that level that's a possible 78D6 damage simply from normal attacks, but as much as 156D6 from two-weapon duskblades.
Um.
WOW!
But the Save DC is relatively low, especially since duskblades suffer from MAD (Multiple Attributes Disorder).
Then again, I wouldn't want to mess with a Maralith Duskblade!!!
But I DO want to DM one, now......
| shalandar |
I have only on thing to say about range touch spells via Arcane Channelling. Channeled Disintegrate, which amounts to all attacks gaining a bonus to rolls equal to 2D6 per caster level, which, at 13th level when this ability is gained, provides the duskblade with 26D6 damage per attack.
At that level that's a possible 78D6 damage simply from normal attacks, but as much as 156D6 from two-weapon duskblades.
You may be right....we may have to remove ranged touch from channeling. That can get sick, quickly.
| shalandar |
I think the duskblade spell list (and spells known) is stictly limited for balance issues. Adding to it could be somewhat unbalancing.
One thing it could definitely use is a boost to the Save DCs of their spells. Maybe a cumulative +1 bonus at levels 8, 12, 16, and 20? And maybe re-arrange the Spell Power bonuses a bit? Or steal a page from the Beguiler, and at level 20, if you score a crit, you automatically bypass SR.
Also, I think Quick Cast should apply to any spell the duskblade casts; they should be able to fill their roll as melee combatant and spellchucker at the same time at least once in a while.
Well, I think limiting the spells to spells that target yourself or allies allows the duskblade spell list to be expanded some now. True, without limiting the quickened spells, you may not be able to expand the spell list, but I think most people would rather see more spells available (possibly, without using the Drake Helm).
Fake Healer
|
Fake Healer wrote:If they changed the channelable spells to touch and ranged touch, as proposed, then there are some higher that 3rd level spells that are channelable. I just would like to see a bit more variety.What do you mean by a bit more variety? Can you give me an example?
Sub out variety for utility and that is exactly what I meant. I didn't make that clear at all. Sorry.
Sneaksy Dragon
|
ive got a converted duskblade in my game, two questions for the peanut gallery. if the weapon blow crits does the spell effect crit ( for balance reasons i have said no but still interested in feedback)when you get multiple channels can you channel a vampiric strike and get the extra damage and healing with each strike ( that is a bit powerful, maybe too powerful, but comments?)
| SlimGauge |
ive got a converted duskblade in my game, two questions for the peanut gallery. if the weapon blow crits does the spell effect crit ( for balance reasons i have said no but still interested in feedback)when you get multiple channels can you channel a vampiric strike and get the extra damage and healing with each strike ( that is a bit powerful, maybe too powerful, but comments?)
If you go by the v3.5 FAQ of 06/30/08, No and No. It says the spell effect is simply a rider, applied after the (multiplied, because it was a crit) weapon damage. It also says a single target can't be affected by a channeled spell more than once a round (but you could affect multiple targets).
LazarX
|
Not every class you want to bring from 3.5 needs to be upgunned nor should it be. The core classes in Pathfinder were bumped up to get them up to the splatbooks, bumping up splatbook classes as well is a defeat of the design of pathfinder itself.
The Duskblade has far more spellcasting capability than a Ranger or Paladin so comparisons to them are premature.
Personally with that much spellcasting power and full BAB the Duskblade needs to sacrifice somewhere so the D8 hit die is justified.
About the only things that need changing would perhaps make the cantrips unlimited use to bring in line with the main class and spells need to be looked at in comparison to Pathfinder spells.
I can't think of what to do with a capstone though.
BTW, there is no way of publishing this without running afoul of Wizard's IP, but homebrew swapping on this level is ok.
| SmiloDan RPG Superstar 2012 Top 32 |
Possible Capstones:
1. Automatically overcome SR on a confirmed crit.
2. What the Eldritch Knight gets (cast a spell as an immediate action on a critical hit, as long as it targets the opponent you critted, or the target is in the area of effect).
3. Greater Dispel Magic on a confirmed critical hit.
4. Disrupt Magic (no spells, spell-like effects, or supernatual abilities) for 1 round if critted by a duskblade.
5. Add Strength (or Dex if Weapon Finessing) to Save DCs of spells.
LazarX
|
ive got a converted duskblade in my game, two questions for the peanut gallery. if the weapon blow crits does the spell effect crit ( for balance reasons i have said no but still interested in feedback)when you get multiple channels can you channel a vampiric strike and get the extra damage and healing with each strike ( that is a bit powerful, maybe too powerful, but comments?)
The only time a spell effect can crit is when it uses it's own attack roll.
| xorial |
I have only on thing to say about range touch spells via Arcane Channelling. Channeled Disintegrate, which amounts to all attacks gaining a bonus to rolls equal to 2D6 per caster level, which, at 13th level when this ability is gained, provides the duskblade with 26D6 damage per attack.
At that level that's a possible 78D6 damage simply from normal attacks, but as much as 156D6 from two-weapon duskblades.
By the time a Duskblade would get that, the wizard would be doing allot more with Quicken & other metamagic spells to MULTIPLE targets.
| xorial |
Nero24200 wrote:By the time a Duskblade would get that, the wizard would be doing allot more with Quicken & other metamagic spells to MULTIPLE targets.I have only on thing to say about range touch spells via Arcane Channelling. Channeled Disintegrate, which amounts to all attacks gaining a bonus to rolls equal to 2D6 per caster level, which, at 13th level when this ability is gained, provides the duskblade with 26D6 damage per attack.
At that level that's a possible 78D6 damage simply from normal attacks, but as much as 156D6 from two-weapon duskblades.
Also, if you stick to 5th level spells, the Duskblade doesn't get disintegrate to begin with.
| xorial |
xorial wrote:But where is the spell list?Ah!
scurries off to make a spell listEdit: Since the class is based on the duskblade, it'll have a duskblade-like spell list.
Liked you class. I would modify it slightly at the first 2 levels.
1. Combat Casting, Cantrips ( personal fave is to also give Arcane Bond-weapon only.)
2. Arcane Strike, Eschew Material Component
The rest stay as they are. I would do this because those feats are necessary, therefore shouldn't be put into options. The rest of the class builds from these, so you may as well hand them out in the first couple of levels. I like the bonded weapon as you can use it as an excuse for all of the channeling, but I know some wouldn't like it, so that would be for my game.