Duskblade or its replacement


Conversions


Well with the Magus not becoming the Duskblade replacement I was looking for I was wondering if people could show their class builds and conversions of the Duskblade class. From these I thought maybe we could vote on which one was the best at getting the Duskblade feel of game-play.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Captain Sir Hexen Ineptus wrote:
Well with the Magus not becoming the Duskblade replacement I was looking for I was wondering if people could show their class builds and conversions of the Duskblade class. From these I thought maybe we could vote on which one was the best at getting the Duskblade feel of game-play.

Thread should likely be in the homebrew section, Hexen, but FYI here's my arcane legionary, though I'm leaning towards renaming it 'damascarran'

It's more of a 'psychic warrior made arcane' then the duckblade, but they're all some varient of the 'stabacabara' theme.


Matthew Morris wrote:
Captain Sir Hexen Ineptus wrote:
Well with the Magus not becoming the Duskblade replacement I was looking for I was wondering if people could show their class builds and conversions of the Duskblade class. From these I thought maybe we could vote on which one was the best at getting the Duskblade feel of game-play.

Thread should likely be in the homebrew section, Hexen, but FYI here's my arcane legionary, though I'm leaning towards renaming it 'damascarran'

It's more of a 'psychic warrior made arcane' then the duckblade, but they're all some varient of the 'stabacabara' theme.

You could also theoretically build one with the right classes and PRCs. So that is why I posted this here.

Liberty's Edge

Captain Sir Hexen Ineptus wrote:
Well with the Magus not becoming the Duskblade replacement I was looking for I was wondering if people could show their class builds and conversions of the Duskblade class. From these I thought maybe we could vote on which one was the best at getting the Duskblade feel of game-play.

I would offer up the Vanguard from Super Genius Games as a pretty darn good replacement for the Duskblade ...

Vanguard link

Liberty's Edge

Captain Sir Hexen Ineptus wrote:
then the duckblade

I know that's a typo, but I still couldn't help but wonder at what sort of fowl warrior would be such a thing.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Gulo wrote:
Captain Sir Hexen Ineptus wrote:
then the duckblade
I know that's a typo, but I still couldn't help but wonder at what sort of fowl warrior would be such a thing.

Actually it was an intentional typo (it was really common once). Glad you caught it

Grand Lodge

Dammit, now I'm seeing Ducktales.

Sovereign Court

I always enjoyed Darkwing Duck.


Gulo wrote:
Captain Sir Hexen Ineptus wrote:
then the duckblade
I know that's a typo, but I still couldn't help but wonder at what sort of fowl warrior would be such a thing.

*face palm*

your pun is so bad I had involuntarily vomiting :)

good show sir, good show

Grand Lodge

Jess Door wrote:
I always enjoyed Darkwing Duck.

I love it when we get dangerous! :D

Liberty's Edge

Good lord ... what were we talking about again???

Grand Lodge

Velociraptors, why?


I would take Darkwing Duck over a duskblade...


Are you saying Darkwing Duck wasn't a duskblade?


Spiral_Ninja wrote:

Are you saying Darkwing Duck wasn't a duskblade?

He was so obviously an inquisitor... sheesh

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I am the terror that flaps in the night!
I am the natural one that comes up when you need to hit!

I am... Duskblade Duck!


Honestly, just match up the Duskblade's HD to its BAB and give it infinite cantrips, and it'd probably be just fine. It's a relatively solid class as is, and the infinite cantrips mean that they'll be hitting you with a touch spell every round, which is pretty awesome, even if it isn't terribly overpowered. With the Arcane Strike feat from the Core, they even effectively get a free magic weapon that scales with them so long as they don't use that swift action for something else.

And, while I have fond memories of Darkwing Duck, the actual show upon rewatching... oy.

Scarab Sages

Disciple of Sakura wrote:
Honestly, just match up the Duskblade's HD to its BAB and give it infinite cantrips, and it'd probably be just fine. It's a relatively solid class as is...

That's essentially what I did for my conversion. I added options to allow combat mages of various specialties.

But for what it's worth, the magus is ten times more interesting than the duskblade ever was.


Tom Baumbach wrote:
Disciple of Sakura wrote:
Honestly, just match up the Duskblade's HD to its BAB and give it infinite cantrips, and it'd probably be just fine. It's a relatively solid class as is...

That's essentially what I did for my conversion. I added options to allow combat mages of various specialties.

But for what it's worth, the magus is ten times more interesting than the duskblade ever was.

While I'll admit an only passing familiarity with the Magus, I was not impressed with it in the least. It could have been the presentation, or the alpha-ness of it, but it struck me as largely clunky and poorly done, and that it was a poor Duskblade imitation. Perhaps I'll change my tune once the final class comes out, but I'm not convinced that it'll be better.

RPG Superstar 2012 Top 32

Duskblade

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Craft, Knowledge (all), Linguistics, Profession, Ride, Sense Motive, Spellcraft, Swim.

Skill Ranks per Level: 2 + Intelligence modifier

Duskblades are proficient in all Simple and Martial Weapons, All Armor, and Shields (but not Tower Shields).

Duskblades use the spell casting progression from the PH2, with Int-based spells. He makes concentration checks using his Intelligence modifier.

LEVEL ABILITY
1. Arcane Attunement, Armored Mage (light)
2. Combat Casting
3. Channel Spell, Spell Power +1
4. Quick Cast 1/day,
5. Arcane Bond
6. Spell Power +2
7. Armored Mage (medium)
8. Quick Cast 2/day
9. Spell Power +3
10. Supernatural Spell 1/day
11. Channel Spell (full attack)
12. Quick Cast 3/day, Spell Power +4
13. Armored Mage (heavy shields)
14. Supernatural Spell 2/day
15. Spell Power +5
16. Quick Cast 4/day
17. Supernatural Spell 3/day
18. Spell Power +6
19. Armored Mage (heavy armor)
20. Quick Cast 5/day, Supernatural Spell 4/day, Supernatural Critical

Arcane Attunement (Sp). You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different
spellcasting class.
At 7th level, you learn to use medium armor with no chance
of arcane spell failure.
At 13th level, you learn to use a heavy shield with no chance
of arcane spell failure.
At 19th level, you learn to use heavy armor with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast
any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time
of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 11th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Spell Power (Ex): Starting at 3rd level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by +1 at 6th level and every 3 levels thereafter.

Quick Cast: Beginning at 4th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 8th level, three times per day at 12th level, four times per day at 16th, five times per day at 20th
level.

Arcane Bond (Su). At 5th level, this ability grants the duskblade the choice to either gain a familiar as if a wizard equal to his duskblade level, or choose a weapon and gain a benefit that is identical to the weapon option of the divine bond ability of the paladin, except the is not limited to the listed weapon abilities, although he is limited to the level-based plus allotment.

Supernatural Spell (Su). Beginning at 10th level, the duskblade can choose to cast one of his spells as a supernatural effect once per day. A spell converted into a supernatural ability automatically bypasses spell resistance, does not provoke attacks of opportunities, requires no components, and has a Saving Throw DC of 10 + ½ the duskblade’s class level + his Intelligence modifier.
At 14th level, he can use Supernatural Spell twice a day. At 17th level he can use it 3 times a day. At 20th level he can use it 4 times a day.

Supernatural Critical (Su). At 20th level, when the duskblade scores a successful critical hit while using his Channel Spell ability, he can choose to convert it into a Supernatural Spell as an immediate free action. This use of a Supernatural Spell does not count against his daily allotment of them from his Supernatural Spell ability. Alternatively, if the duskblade scores a successful critical hit while not using his Channel Spell ability, he can cast any spell he knows as an immediate action as long as the opponent he scored the critical hit against is targeted by the spell or within its area of effect; this spell is automatically considered a Supernatural Spell and does not count against the duskblade’s daily allotment of Supernatural Spells.


WHY the )(#% did they move this. This is a conversion/advice/homebrew subject, thus the general section I put it in...


Tom Baumbach wrote:
Disciple of Sakura wrote:
Honestly, just match up the Duskblade's HD to its BAB and give it infinite cantrips, and it'd probably be just fine. It's a relatively solid class as is...

That's essentially what I did for my conversion. I added options to allow combat mages of various specialties.

But for what it's worth, the magus is ten times more interesting than the duskblade ever was.

They magus really isn't made to use TWF or THF at all. You generally HAVE TO use one weapon with the other hand free.

The magus isn't impressing me because it is, in my opinion, it is trying to do caster/melee rather than the melee with casting.

Liberty's Edge

Captain Sir Hexen Ineptus wrote:
Tom Baumbach wrote:
Disciple of Sakura wrote:
Honestly, just match up the Duskblade's HD to its BAB and give it infinite cantrips, and it'd probably be just fine. It's a relatively solid class as is...

That's essentially what I did for my conversion. I added options to allow combat mages of various specialties.

But for what it's worth, the magus is ten times more interesting than the duskblade ever was.

They magus really isn't made to use TWF or THF at all. You generally HAVE TO use one weapon with the other hand free.

The magus isn't impressing me because it is, in my opinion, it is trying to do caster/melee rather than the melee with casting.

In all seriousness, you really might want to check out the Vanguard - it sounds like it might be what you are looking for!


Matthew Morris wrote:
Gulo wrote:
Captain Sir Hexen Ineptus wrote:
then the duckblade
I know that's a typo, but I still couldn't help but wonder at what sort of fowl warrior would be such a thing.
Actually it was an intentional typo (it was really common once). Glad you caught it

LOL, everyone is miss-quoting me. For once I am not the one who made the typo.


Disciple of Sakura wrote:
While I'll admit an only passing familiarity with the Magus, I was not impressed with it in the least. It could have been the presentation, or the alpha-ness of it, but it struck me as largely clunky and poorly done, and that it was a poor Duskblade imitation. Perhaps I'll change my tune once the final class comes out, but I'm not convinced that it'll be better.

The revised version just released is much better than the first one. While it still doesn't have full base attack, it can add enough bonuses up with the arcana pool at critical moments to still perform well, and it can cast from a wider selection of spells.

I'm not going to say it is better than the duskblade, but it does seem to be pretty close, although with a slightly more magical focus.


Jason Ellis 350 wrote:
Disciple of Sakura wrote:
While I'll admit an only passing familiarity with the Magus, I was not impressed with it in the least. It could have been the presentation, or the alpha-ness of it, but it struck me as largely clunky and poorly done, and that it was a poor Duskblade imitation. Perhaps I'll change my tune once the final class comes out, but I'm not convinced that it'll be better.

The revised version just released is much better than the first one. While it still doesn't have full base attack, it can add enough bonuses up with the arcana pool at critical moments to still perform well, and it can cast from a wider selection of spells.

I'm not going to say it is better than the duskblade, but it does seem to be pretty close, although with a slightly more magical focus.

Not to start discussing the magus on this thread, but the arcana pool is an enhancement bonus. Meaning the second +5 weapons are available, the power is useless for helping their to-hit. Also all the other class abilities making using normal two weapons impossible unless you use spiked gauntlets, unarmed strikes, and others that keep a hands free. Meaning, it is much more of a caster than a duskblade, and much less a melee combatant than a duskblade.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Captain Sir Hexen Ineptus wrote:
Matthew Morris wrote:
Gulo wrote:
I acutally wrote:
then the duckblade
I know that's a typo, but I still couldn't help but wonder at what sort of fowl warrior would be such a thing.
Actually it was an intentional typo (it was really common once). Glad you caught it
LOL, everyone is miss-quoting me. For once I am not the one who made the typo.

I should have corrected it when I replied.

Grand Lodge

Captain Sir Hexen Ineptus wrote:


Not to start discussing the magus on this thread, but the arcana pool is an enhancement bonus. Meaning the second +5 weapons are available, the power is useless for helping their to-hit. Also all the other class abilities making using normal two weapons impossible unless you use spiked gauntlets, unarmed strikes, and others that keep a hands free. Meaning, it is much more of a caster than a duskblade, and much less a melee combatant than a duskblade.

You use the arcana pool at that point to add ABILITIES... like dancing or Vorpal. Because quite seriously at the level you should be getting +5 weapons, you shouldn't be looking for more plusses to hit, but effects and damage. The duskblade like the eldritch knight does not truly blend spells and swords, it's primarily a switch hitter. That's where the magus stands apart from both of them.


Dancing especially adds a great deal to the Magus. Free attacks are always a good thing. The thought of attacking three times with my primary weapon, three more with a dancing weapon, and then blasting with an empowered spell and again with a quickened spell, all in the same round gives me goosebumps. And it gives my DM nightmares.


LazarX wrote:
Captain Sir Hexen Ineptus wrote:


Not to start discussing the magus on this thread, but the arcana pool is an enhancement bonus. Meaning the second +5 weapons are available, the power is useless for helping their to-hit. Also all the other class abilities making using normal two weapons impossible unless you use spiked gauntlets, unarmed strikes, and others that keep a hands free. Meaning, it is much more of a caster than a duskblade, and much less a melee combatant than a duskblade.
You use the arcana pool at that point to add ABILITIES... like dancing or Vorpal. Because quite seriously at the level you should be getting +5 weapons, you shouldn't be looking for more plusses to hit, but effects and damage. The duskblade like the eldritch knight does not truly blend spells and swords, it's primarily a switch hitter. That's where the magus stands apart from both of them.

Jason has caped the bonus on a sword at +10. So it is never better than a sword that already is made except in the versatility.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's not a "duskblade conversion," but the eldritch champion homebrew class I posted in September fills a similar role. Note that it was built using the Pathfinder RPG paladin (full BAB, 4 spell levels) as the basis and it's heavily focused on elemental effects, so it may not suit everyone.


Captain Sir Hexen Ineptus wrote:
LazarX wrote:
Captain Sir Hexen Ineptus wrote:


Not to start discussing the magus on this thread, but the arcana pool is an enhancement bonus. Meaning the second +5 weapons are available, the power is useless for helping their to-hit. Also all the other class abilities making using normal two weapons impossible unless you use spiked gauntlets, unarmed strikes, and others that keep a hands free. Meaning, it is much more of a caster than a duskblade, and much less a melee combatant than a duskblade.
You use the arcana pool at that point to add ABILITIES... like dancing or Vorpal. Because quite seriously at the level you should be getting +5 weapons, you shouldn't be looking for more plusses to hit, but effects and damage. The duskblade like the eldritch knight does not truly blend spells and swords, it's primarily a switch hitter. That's where the magus stands apart from both of them.
Jason has caped the bonus on a sword at +10. So it is never better than a sword that already is made except in the versatility.

Until much later levels, it is a huge boost in power. Look at level 12: +1 Spellstoring Corrosive sword. Use GMW to make it +3 Spellstoring Corrosive. Use the arcane pool to make it +3 Spellstoring corrosive frost flaming shocking. Suddenly you have a class that at 12th level is rocking a +8 weapon. That's pretty nasty. Only waaaayyyy later does this little level 1 class ability become useful only in changing up what's on your weapon if you need to. Which is still nice when you fight things with resistances and immunities.

Aside from that, it eventually casts in Heavy, like a duskblade. It gets to channel through a weapon, like a duskblade, and it full attacks while casting a spell, like a duskblade. It's not an exact conversion by any stretch, but it's fairly close.

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