How much conversion does the Duskblade need to be playable / balanced?


Conversions


Question is in the title.

Also, has anyone already done this?


You start by explaining why you wouldn't just use the Magus.


A couple players in my group have said they would like a spontaneous Gish base-class.

Duskblade filled that role, no?


then just swap his spell table for the bard one. Here, done the duskblade conversion.


That's clever! So simple. Keep the magus spell list as-is then, right?


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Grimmy wrote:

Question is in the title.

Also, has anyone already done this?

It is already balanced.

If you want to beef it up like Pathfinder has done to every class (Compare 3.5 Fighter and PF Fighter):
Try this:
Hit dice: Keep at d10

BaB: Keep at "good"

Saves: Good Fort/Will and bad Ref.

Skills: Keep the same as listed, just convert to pathfinder: Climb, Craft, Intimidate, Knowledge (all, taken separately), Linguistics, Ride, Sense Motive, Spellcraft, Swim
2 + Int modifier per level

Weapon and Armor Profs: All simple and martial weapons. All light and medium armors. This is a change from the original material, in that no shields are now offered. This will become apparent why in a bit.

Spells: A duskblade casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. Every duskblade spell has an additional focus component which consists of the duskblade’s weapon (see Arcane Weapon Focus). To learn to cast a spell, a duskblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a duskblade spell is 10 + the spell level + the duskblade’s Intelligence modifier.
Like other spellcasters, the duskblade can cast only a certain number of spells per day. His base daily allotment is given on the duskblade table. In addition, he receives bonus spells per day if he has a high Intelligence score.
The duskblade selection of spells is extremely limited. A duskblade begins play knowing 4 0-level spells and two 1st level spells of the duskblade’s choice. At each new duskblade level, he gains one additional new spell. (Unlike spells per day, the number of spells a duskblade knows is not affected by his Intelligence score).
Upon reaching 5th level, and at every subsequent odd-numbered level, a duskblade can choose to learn a new spell in place of one he already knows. In effect, the duskblade loses the old spell in exchange for the new one.
The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level duskblade spell the duskblade can cast. A duskblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A duskblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level. A duskblade may burn a higher level slot for a lower level spell, but he may not use lower level spells to cast higher level ones (through the use of a feat or other special ability).
To cast a spell with a material component, the duskblade must have 1 hand free and 1 hand holding his weapon (see Arcane Weapon Focus).

Spells progress as such:
1st level: 2
2nd level: 3
3rd level: 3
4th level: 3, 2
5th level: 4, 3
6th level: 4, 3
7th level: 5, 3, 2
8th level: 5, 4, 3
9th level: 6, 4, 3
10th level: 6, 5, 3, 2
11th level: 6, 5, 4, 3
12th level: 7, 6, 4, 3
13th level: 7, 6, 5, 3, 2
14th level: 7, 6, 5, 4, 3
15th level: 8, 7, 5, 4, 3
16th level: 8, 7, 6, 5, 3, 2
17th level: 8, 7, 6, 5, 4, 3
18th level: 9, 8, 6, 5, 4, 3
19th level: 9, 8, 7, 6, 5, 3
20th level: 9, 8, 7, 6, 5, 4
(yes, this means he gets 6th level spells now!)

Arcane Weapon Focus: A duskblade’s weapon is so intricate to their spellcasting, that all spells cast by a duskblade have an additional focus component of the duskblade’s weapon. This weapon works similarly to the wizard’s bonded object, in that it must be wielded to cast a spell (although, unlike the wizard, you may not make a concentration check to cast a spell without the weapon). If the duskblade loses his weapon, he may not replace (described below) it until he gains another level. If the weapon is broken however, he may perform the bonding ritual with a weapon of the same type (longsword, dire flail, etc).
Unlike the wizard’s bonded object, a duskblade may change his weapon upon gaining a new duskblade level. Changing the arcane weapon focus of a duskblade requires the duskblade to perform a meditation for 8 hours with the new weapon. This must be done in complete silence and may not be interrupted. If an interruption occurs, the duskblade may attempt the ritual again the following day, but must pay an additional cumulative penalty of 1 hour of meditation.

Cast in Combat (Ex): At 2nd level, duskblades are so attuned to using magic and casting spells while in combat, that they no longer require concentration checks if they are injured while attempting to cast a duskblade spell. They do still provoke an attack of opportunity if the cast a spell while threatened, but the damage (if any) dealt by those attacks (or other attacks) do not require him to make a concentration check as other spellcasters (see page 206 of the Pathfinder Cole Rulebook).

Arcane Channeling I (Su): Beginning at 3rd level, a duskblade can use a standard action to cast any Range: Touch spell he knows and deliver the spell through his 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. If the melee attack is unsuccessful, the spell harmlessly dissipates and is no longer channeled through your weapon. If the spell normally allows you more than 1 touch attack, all other attacks are wasted when using the Arcane Channeling ability.

Arcane Armor Training (medium): This ability is the same as Arcane Armor Training (light), except that it may now be used with all medium armors. This is achieved at level 5.

Spell Power (Ex): Starting at 6th level, you begin to damage your opponent’s spell resistance when you successfully injure your opponent with a melee attack. If you have injured an opponent with a melee attack, it gains a -2 circumstance penalty to its spell resistance for the remainder of the encounter. This penalty increases to -3 at 9th level, to -4 at 12th level, to -5 at 15th level, and to -6 at 18th level.

Arcane Channeling II (Su): At 8th level, a duskblade can now attack with a full action and cast any Range: Touch spell he knows to deliver the spell through his 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. The duskblade still only channels the spell for one attack (usually the first, but it may be a subsequent attack if preferred). If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If the melee attack is unsuccessful, the spell is not gone unless you channel again while it is still active.

Arcane Channeling III (Su): At 12th level, a duskblade the channels a spell using the full attack option, can now have the spell channeled last for 2 attacks instead of one. These attacks must occur sequentially. Once two attacks are performed, the spell is no longer channeled through the duskblade’s weapon.

Arcane Channeling IV (Su): At 16th level, a duskblade the channels a spell using the full attack option, can now have the spell channeled last for 3 attacks instead of two. These attacks need not occur sequentially any longer, but they must occur in the same action (effects such as the Haste spell that grant an additional attack when making a full attack option may channel the spell, allowing a duskblade to attack once with his highest attack bonus (and channeling), once with the second highest (still channeling), two more times as normal, then once with the hasted action (and channeling).

Arcane Channeling All (Su): At 20th level, a duskblade achieves channeling supremacy and a spell channeled through a duskblade’s weapon lasts until the start of his next turn. This includes all normal attacks as well as attacks of opportunity until the duskblade’s initiative in the following round.


Thanks Starbucks. Exactly what I was looking for.

(I might not have been clear, but I wasn't implying that Duskblade wasn't balanced against other 3.5 classes. I was asking about what needed to be done to fit it into a PF party.)

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