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    Default [3.5/Heroic]Duskblade Revision

    Disclaimer: I've grown increasingly dissatisfied with all of the Heroic classes. Use them if you wish but I think they all need to be taken back to formula.



    Duskblade

    Note: This class revision is intended for balance within D&D Heroic Edition but it is hoped that it will be playable in regular D&D.

    The duskblade combines martial skill with magical aptitude, enhancing himself and his attacks with a range of magical effects. Neither the best warrior nor the best mage, the duskblade occupies a place somewhere in between. His weapon serves as a focus for his magical powers that he uses to unleash destruction upon his foes.


    Changes to the Duskblade.

    The removal of the spells per day mechanic makes a lot of duskblades abilities useless. They are replaced with a limited number of personal buff abilities and an arcane strike ability that charges his weapon with eldritch energy.

    Hit Die: d8
    Class Skills: The duskblade’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jumpt (Str), Knowledge (all skills taken individually) (Int), Ride (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str).

    Skill Points at 1st Level
    (4 + Int modifier) ×4.

    Skill Points at Each Additional Level
    4 + Int modifier.

    {table=head]Level|BAB|Fort|Reflex|Will|Special Ability|Shield Bonus|Arcana Known
    1|+1|+2|+0|+2|Arcane Attunement, Arcane Strike +1d6, Armored Mage, Adept Arcana|+4|1
    2|+2|+3|+0|+3|Energy Type|-|1
    3|+3|+3|+1|+3|Arcane Resistance, Arcane Strike +2d6|-|2
    4|+4|+4|+1|+4|Advanced Technique, Arcane Insight|-|2
    5|+5|+4|+1|+4|Energy Type, Arcane Strike +3d6|-|3
    6|+6/+1|+5|+2|+5|Damage Reduction 2/magic, Magus Arcana|+5|4
    7|+7/+2|+5|+2|+5|Arcane Might, Arcane Strike +4d6|-|4
    8|+8/+3|+6|+2|+6|Pervasive Arcana|-|5
    9|+9/+4|+6|+3|+6|Advanced Technique, Arcane Strike +5d6|-|5
    10|+10/+5|+7|+3|+7|Energy Type|-|6
    11|+11/+6/+1|+7|+3|+7|Damage Reduction 4/cold iron or magic, Arcane Strike +6d6, Savant Arcana|-|7
    12|+12/+7/+2|+8|+4|+8|Mettle|+6|7
    13|+13/+8/+3|+8|+4|+8|Spell Resistance, Arcane Strike +7d6|-|8
    14|+14/+9/+4|+9|+4|+9|Advanced Technique|-|8
    15|+15/+10/+5|+9|+5|+9|Energy Type, Arcane Strike +8d6|-|9
    16|+16/+11/+6/+1|+10|+5|+10|Damage Reduction 6/cold iron & magic, Archmage Arcana|-|10
    17|+17/+12/+7/+2|+10|+5|+10|Energy Admixture, Arcane Strike +9d6|-|10
    18|+18/+13/+8/+3|+11|+6|+11|Improved Mettle|+7|11
    19|+19/+14/+9/+4|+12|+6|+12|Advanced Technique, Arcane Strike +10d6|-|11
    20|+20/+15/+10/+5|+12|+6|+12|Energy Type, Residual Arcana|-|12[/table]

    Class Features
    Weapon & Armor Proficiencies: The duskblade is proficient with all simple and martial weapons and with light and medium armor.

    Arcane Attunement (Sp): The duskblade learns how to manipulate the basic forms of magic and may use the cantrips dancing lights, detect magic, ghost sound, & read magic as spell-like abilities At-Will as a standard action. The duskblades caster level for these abilities equals his duskblade levels.

    Armored Mage (Ex): A duskblade may use his class granted spell-like abilities while wearing light or medium armor without incurring the normal arcane spell failure chance. This ability does not apply to any other spell-like abilities that the duskblade may have as a result of race, multi-classing or other sources.

    Advanced Technique (Ex): At levels 4, 9, 14 & 19 the duskblade gains a single bonus feat, which may be any feat for which he meets the prerequisites.

    Arcane Strike (Sp): The duskblades is able to infuse his weapon with raw arcane energy, unleashing it upon his opponents. As a swift action the duskblade may charge his weapon with eldritch energy that lasts until the end of his turn. All successful attacks he makes during his turn apply this extra damage. This extra damage is +1d6 at first level and increases by +1d6 for every other duskblade level. Should the duskblade score a critical hit with an arcane strike, this extra damage is not multiplied.

    When a Duskblade uses his Arcane Strike, all the damage (from the ability and the regular physical damage) bypasses damage reduction as a magic weapon. If a duskblade is wielding two weapons each weapon is charged with the energy.

    At first level a duskblade may charge his weapon with eldritch fire and the extra damage is dealt as fire damage. At higher levels a duskblade learns to charge his weapon with different energy types. At 2nd, 5th, 10th, 15th, & 20th level a duskblade learns a new type of energy from the list below. Some energy types have minimum level requirements before the duskblade can select it.

    {table=head]Arcane Strike Energy Type|Benefit
    Frost|Ice covers the duskblades weapon and his arcane strike deals cold damage instead of fire damage.
    Lightning|Sparks jump and crackle on the duskblades weapon, changing the arcane strike damage to electricity.
    Corrosive|A green sheen coats the duskblades weapon and the arcane strike deals acid damage. Minimum level: 5th.
    Thundering|The duskblades weapon vibrates in his hand and the arcane strike damage is transformed into sonic damage. Minimum level: 10th.
    Force|The duskblades weapon becomes semi-translucent and the arcane strike deals force damage. Minimum level: 10th.[/table]

    Combat Arcana (Sp): Through intense study the duskblade learns how to manipulate the laws of magic to provide him with an array of combat magic abilities. Though they are spell-like abilities a duskblade may wear light or medium armor without incurring the risk of arcane spell failure. The caster level for all of a duskblades combat arcana equals his duskblade level. There are four grades of Combat Arcana: Adept, Magus, Savant, and Archmage.

    Unless otherwise noted combat arcana's last 24 hours and require a standard action to activate. At any level when the duskblade learns a new combat arcana, he can also replace a combat arcana he already knows with another combat arcana of the same or lower grade.

    The first combat arcana that a duskblade learns is how to form an intangible shield of force that hovers in front of him, blocking enemies attacks. The shield may take on whatever appearance the duskblade chooses, appearing as a regular shield or a more esoteric form, such as a ball of energy or aura of shifting shadows. The appearance in no way changes the effect of the shield. This ability duplicates the effects of the Shield spell, except that the bonus provided increases by +1 for every 6 levels, to a maximum +7 shield bonus at level 18.
    Spoiler
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    Adept
    • Energy Abjuration - The duskblade learns how to manipulate magic to protect himself and his equipment from energy damage. When activating this ability the duskblade gains energy resistance 10 against either acid, cold, electricity, fire, or sonic. The duskblade chooses the type of energy when activating this arcana and may change the desired energy type with a standard action, losing the resistance to the previous energy type. At 7th level and higher the duskblade gains energy resistance 20 and and at 11th and higher the duskblade gains energy resistance 30.
    • Dark Sight - The duskblades eyes darken, allowing him to take in more visible light. He gains Darkvision out to 60ft and can see normally in magical darkness.
    • Mage's Acceleration - The duskblade channels arcane energy through his body, increasing his reaction time and speed. He gains a +3 insight bonus on Reflex saves and his speed increases by +20ft. The speed increase is considered an enhancement bonus.
    • Revealing Sight - Channeling arcane energy through his eyes, they glow with a faint silver light and the duskblade gains the ability to see invisible and etheral creatures normally. Such creatures are visible to him as translucent shapes, allowing him to easily to discern the difference between visible, invisible, and ethereal creatures. The duskblade does not gain knowledge of how the creature is invisible, nor does this arcana reveal illusions or enable him to see through opaque objects. Furthermore it also does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
    • False Reflection - The duskblade is able to absorb the light that would normally reflect off his body, effectively rendering him invisible as the spell. Any action that would break invisibility ends this effect.


    Magus
    • Energy Sensitivity - By detecting the faint energy that all creatures emit, the duskblade can sense their proximity. He gains Blindsense 30ft.
    • Mage's Flight - The duskblade can telekentically lift himself off the ground, gaining a fly speed of 60 (or 40 feet if he wears medium or heavy armor, or if he carries a medium or heavy load) and good maneuverability. He may charge and run while flying, and this ability follows the rules for the Fly spell if it is dispelled.
    • Combat Transformation - The duskblade uses his own body as the focus for his magical energy, enhancing his natural ability. He gains a +2 insight bonus to Strength, Dexterity, and Constitution.
    • Dimension Stride - The duskblade can step behind the barrier of reality and emerge instantenously nearby. He can use the spell Dimension Door as a swift action, but his range is limited to short (25ft. + 5 ft./2 levels). The duskblades class level equals his caster level.
    • Disruptive Arcana - With a single touch of his weapon the duskblade can erase the patterns of magic bound in a spell. The duskblade makes either a melee or ranged touch attack with his weapon. If the attack hits the target takes the duskblades arcane strike damage and is subject to the effects of a targeted Dispel Magic. The duskblade's class level equals his caster level for this arcana.
    • Knockback - The duskblades weapon initiates a bull rush attempt against a single target as a large charging creature. The duskblade does not move into the opponents square nor does he have to move with the target to push the target back additional distance. The duskblade makes the bull rush attempt as normal, adding his Srength bonus and the +6 bonus from this ability. If the duskblade fails strength check nothing happens. The duskblades arcane strike deals it's normal damage in addition to this effect.


    Savant
    • Dimension Step - The duskblade can flicker through reality with only a moments thought. This combat arcana functions as Dimension Stride, but there are no restrictions on the duskblades actions after using it.
    • Disjoining Arcana - With a single touch of his weapon the duskblade can erase the patterns of magic bound in a spell. The duskblade makes either a melee or ranged touch attack with his weapon. If the attack hits the target takes the duskblades arcane strike damage and is subject to the effects of a targeted Greater Dispel Magic. The duskblade's class level equals his caster level for this arcana.
    • Greater Combat Transformation - The duskblade's power increases and he is able to pour more energy into his body than another person could handle. He gains a +4 insight bonus to Strength, Dexterity, and Constitution.
    • Greater Mage's Acceleration - As the duskblades power grows, so does his control over his body. This arcana functions as Mage's Acceleration, except it grants a +5 insight bonus to Reflex saves and increases the duskblades speed by 40ft.
    • Sensitive Mind - The duskblade channels his energy through his mind, further enhancing it's sensitivity and perception. He gains Telepathy 100ft.
    • Whirling (Attack) - The duskblade may throw or shoot his weapon in a 60ft line, making a single attack against each enemy. The weapon deals damage as if wielded normally, either melee or ranged, including bonuses from feats. If the duskblade throws his weapon the weapon immediately returns to his hand after the last of the attacks is resolved. If the duskblade fires his weapon the ammunition fired is instanteously destroyed after the last of the attacks is resolved. The duskblades arcane strike deals it's normal damage to each target that is hit by this effect.


    Archmage
    • Greater Mage's Flight - The duskblade is able to carry himself aloft with superior grace and speed. His speed increases to 120ft and he gains perfect maneuverability.
    • Energy Immunity - Calling up the raw elemental forces to protect him, the duskblade gains immunity to acid, cold, electricity, fire or sonic damage for 24 hours. The duskblade chooses the type of energy when activating this arcana and may change the desired energy type with a standard action, losing the immunity to the previous energy type.
    • Mage's Protection - The duskblade constructs a mental barricade around his mind, guarding it from insidious attacks. He gains the benefit of the Mindblank spell.
    • Moment of Prescience - The arcane insight the duskblade has learned provides him with the ability to greatly effect probability for a brief instant. He can use the Moment of Prescience spell as a spell-like ability. His duskblade level equals his caster level.
    • Supreme Combat Transformation - The duskblade's body is transformed by the raw magical power coursing through it. He gains a +6 insight bonus to Strength, Dexterity, and Constitution.


    Arcane Resistance (Su): The power of a duskblade's mind both fuels his abilities and protects him. A duskblade of at least 4th level adds his Intelligence modifier on all saving throws against spell-like and supernatural abilities and effects. This ability does not stack with any other ability that allows the duskblade to add his Intelligence modifier to his saving throws.

    Arcane Insight (Su): At 4th level the duskblade's study of magic allows him a brief glimpse into the probable future, letting him position himself better to avoid disaster. He adds his Intelligence modifier to his Initiative checks.

    Damage Reduction (Ex): At 6th level the duskblade gains Damage Reduction 2/magic. At 11th level this improves to DR 4/cold iron or magic and at 16th level it improves again to DR 6/cold iron and magic.

    Arcane Might (Su): A duskblade favors magical ability and intellect over brute fighting prowess. At 7th level and after he adds his Intelligence modifier to weapon damage rolls.

    Pervasive Arcana (Su): At 8th level and beyond, magic flows through a duskblades body, enhancing his normal abilities to a near super-mortal level. Individually targeted spell-like effects have a 20% chance of failing against the duskblade, instead simply sliding off his body. This spell failure chance increases by +10% at 12th, 16th, and 20th level. The effect of this ability does not stack with blink or similar effects.

    Mettle (Ex): At 12th level the duskblade gains the mettle ability. If the duskblade succeeds on a Fortitude or Will save against an attack that woud normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), the duskblade instead negates the effect. The duskblade does not gain the effect of mettle when he is unconscious or sleeping.

    Spell Resistance (Su): At 13th level the duskblade gains Spell Resistance equal to 10 + his duskblade level.

    Energy Admixture (Sp): At 17th level the duskblade may combine two types of energy when using arcane strike. Each energy type deals the full damage amount of the arcane strike. This is similar to the Energy Admixture meta-magic feat, in that if the duskblade chose for his arcane strik to deal Fire and Acid damage the strike would deal 9d6 Fire damage and 9d6 Acid damage.

    Improved Mettle (Ex): At 18th level the duskblade gains the improved mettle ability. If the duskblade is subjected to an effect that allows a Fortitude or Will save for a partial or half effect, the duskblade takes only the partial or half effect on a failed save (and no effect on a successful save, just as with mettle).

    Residual Arcana (Ex): The duskblade has mastered the art of magical manipulation and his body is permanently infused with raw magical energy. He becomes a native outsider and no longer needs to eat, breath, or sleep. In addition the duskblades damage reduction improves to DR 10/cold iron and magic.


    ---

    Extra Combat Arcana [Genera]
    Prerequisite: Duskblade 6th level.
    Benefit: You gain an additional combat arcana of a grade up to one lower than your highest grade known. You may take this feat multiple times, each time gaining a new combat arcana.
    Last edited by Chambers; 2013-07-24 at 11:47 AM.
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    Default Re: [3.5/Heroic]Duskblade Revision

    Shouldn't the Duskblade receive Residual Arcana at 4th level? Table says fifth and the text says every fourth.

    Beyond that it looks good. The abilities don't seem to be listed in any particular order, but that's more of a personal preference and a formatting issue.

    I really like it, especially how Arcane Strike is compatible with ranged attacks. Also, kudos on keeping Intelligence relevant.
    Are any of my tables still broken?



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    Default Re: [3.5/Heroic]Duskblade Revision

    I like it, but a few things,
    1: Needs much more Arcana and I'd give it a few more Arcana Known. It's not that strong right not, and it needs more interesting options.
    2: The (Attack) Arcana are almost all really weak, and not very interesting. I would suggest a separate line of Arcana Known, only for Attack types, with much more individualism in them.
    3: Residual Arcana is kind of wierd. Why +1 attack and saves? I would change attack to DR or AC or something defensive.
    4: You have 2 abilities, both which stop spells cast on the Duskblade. Kind of redundant.
    5: Dual Strike is never mentioned.
    6: I really liked the original Duskblade.

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    Default Re: [3.5/Heroic]Duskblade Revision

    Cool! I want to play this...
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    Default Re: [3.5/Heroic]Duskblade Revision

    Quote Originally Posted by Tinydwarfman View Post
    I like it, but a few things,
    1: Needs much more Arcana and I'd give it a few more Arcana Known. It's not that strong right not, and it needs more interesting options.
    2: The (Attack) Arcana are almost all really weak, and not very interesting. I would suggest a separate line of Arcana Known, only for Attack types, with much more individualism in them.
    3: Residual Arcana is kind of wierd. Why +1 attack and saves? I would change attack to DR or AC or something defensive.
    4: You have 2 abilities, both which stop spells cast on the Duskblade. Kind of redundant.
    5: Dual Strike is never mentioned.
    6: I really liked the original Duskblade.
    Gah! I forgot to type Dual Strike up in the post. I will later - basically you can do two attack arcana's at once. I'll respond to the rest later, when I'm not crunched for time. Thanks for checking it out.

    Edit:

    1. I chose to err on the side of lower power because of concerns of overpowering the class. I didn't want it to be a categorically better warrior than the fighter. The duskblade is meant to be a warrior, but have a different style of fighting that isn't inherently better than the fighter.

    2. The Attack arcana are primarily meant to allow the Duskblade to deal different types of energy damage. The Knockback & Whirling arcana's are there for the more interesting arcane attack options. That said, I'm open to the idea of new Attack arcana that function like the Knockback or Whirling; specifically I mean ones that let the duskblade attack differently. I'll probably keep the energy attack arcana's as they are.

    3. I see what you're saying about Residual. The flavor is meant to reflect changes to his body, not really his attack. How about keeping the save bonus and replacing the attack for DR (as you suggested)? (DR 1/--, +1 per four levels). [sidenote]Forgot to add DR to the Fighters Battle Fortitude. Will change that.[/sidenote]

    4. You mean the Spell Resistance & Mage's Protection? Spell Resistance can be beat pretty easy, and Mage's Protection is only against mind-affecting.

    edit: Or do you mean Pervasive Arcana?

    5. Added the capstone, changed the name to Dual Arcana.
    Last edited by Chambers; 2010-07-27 at 01:48 PM.
    The Great Wave off Kanagawa by Hokusai Me.
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    Default Re: [3.5/Heroic]Duskblade Revision

    This class seems mod seems rather cool. Just a few questions however.

    1. If the Duskblade fails his/her SR roll, does the entire attack become useless or does the weapon damage at least pierce through. If that is the case, does this ability count as untyped energy for the purpose of DR?

    2. The Protective Arcana that acts Shield, seems to have the math wrong. If he's getting +1 every 6 levels, then by the 18th level shouldn't it be +3 shield bonus to AC?

    Really like how you still incorporate the Int score for high importance.

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    Default Re: [3.5/Heroic]Duskblade Revision

    Actually, it seems as though it should be +4 for 1-5, +5 for 6-11, +6 for 12-17, and +7 at 18 and above, if it acts as Shield and gets an additional +1 at every 6th level.
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    Default Re: [3.5/Heroic]Duskblade Revision

    Tacitus is correct. It starts at +4 and increases by +1 every 6 levels. My math in the OP is incorrect - I'll change it.

    Akirakun

    If the Duskblade fails to penetrate the target's Spell Resistance, only the extra damage from his Arcane Strike is negated. The target still takes physical damage from the weapon.

    When a Duskblade uses his Arcane Strike, all the damage (from the ability and the regular physical damage) bypasses damage reduction as a magic weapon.
    The Great Wave off Kanagawa by Hokusai Me.
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    Default Re: [3.5/Heroic]Duskblade Revision

    I've done a heavy revision of the class.

    Key changes:
    • Arcane Strike is now a swift action that adds the extra damage to all the attacks for that round.
    • The distinction between Protective and Attack arcana's have been removed. All arcana's that change the energy type of the arcane strike have been removed as combat arcana and instead advance similar to the dragonfire adepts breath effects.
    • They can cast in light or medium armor.
    • I've added more Combat Arcana.


    Right now there are more combat arcana in each grade than the duskblade can know of each grade, so that's good. It means that there are more choices than there were before (and hopefully better choices), so each individual duskblade can be different than others depending on which combat arcana they choose.

    I may add more combat arcana to the Adept and Magus grades. Any suggestions?
    Last edited by Chambers; 2011-01-05 at 04:31 PM.
    The Great Wave off Kanagawa by Hokusai Me.
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    Default Re: [3.5/Heroic]Duskblade Revision

    i like this a lot, and dont think it overpowering. for the first tie in awhile i want to do a level20 character!

    Spoiler
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    Energy Admixture (Sp): At 17th level the duskblade may combine two types of energy when using arcane strike. Each energy type deals the full damage amount of the arcane strike. This is similar to the Energy Admixture meta-magic feat, in that if the duskblade chose for his arcane strik to deal Fire and Acid damage the strike would deal 9d6 Fire damage and 9d6 Acid damage.
    seems super powerful tho. am i understanding it correctly? 18d6 damage at level 17? or is it 9d6 damage that deals both eneergy types ie cold and electric?

    you know, this has a lot of diablo 2 assassin flavor...energy damage in strikes, DR, etc. with some stealth options, this could be close

    also, what is shield bonus?
    Last edited by SylvanPrincess; 2011-01-05 at 06:34 PM.

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    Default Re: [3.5/Heroic]Duskblade Revision

    I'm glad you like it. It's taken me some time to work on revising the magic type classes. The previous ones (Bard, Hexblade, Dragon Shaman) I'm not that pleased with, although the Dragon Shaman would be the most useable as is right now.

    It'd be 9d6 of one energy type and 9d6 of another energy type. It seems powerful but for comparison there are maneuvers that a martial adept can have at that level that drop a hundred+ of untyped hit points or allow multiple full attack actions in the same turn.

    The other point is that this extra damage is an energy type which can be resisted. Sonic resistance is rare, and I'm not sure if there is Force resistance, but it's no problem for a 17th level mage to resist 9d6 fire from a single hit (average of 27 fire damage, which resist energy would cover).

    Shield bonus is the armor class bonus you get from wearing a shield. In this case the Duskblade is emulating the Shield spell.

    Also...I really need to edit the main page for this project. I think the scope and intention has changed from what it originally says. [/ponders]
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    Default Re: [3.5/Heroic]Duskblade Revision

    Epic Duskblade Progression
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    Epic Heroic Duskblade

    Hit Die: d8
    Skill points at Each Additional Level
    4 + Int modifier

    Epic Heroic Duskblade
    {table=head]Duskblade Level|Special
    21st|Arcane Strike +11d6
    22nd|Extra Combat Arcana
    23rd|Arcane Strike +12d6
    24th|Advanced Technique, Shield Bonus +8
    25th|Arcane Strike +13d6, Damage Reduction 12/Cold Iron & Magic, or Epic
    26th|Extra Combat Arcana
    27th|Arcane Strike +14d6
    28th|Extra Combat Arcana
    39th|Advanced Technique, Arcane Strike +15d6
    30th|Damage Reduction 14/Cold Iron, Magic, & Epic, Shield Bonus +9[/table]

    Arcane Strike
    The epic duskblades arcane strike damage increases by +1d6 at every odd numbered level.

    Extra Combat Arcana
    At 22nd, 26th, and 28th level the epic duskblade learns an additional combat arcana of any grade.

    Advanced Technique
    At 24th and 28th the epic duskblade gains an epic bonus feat.

    Shield Bonus
    At levels 24 and 30 the epic duskblades shield bonus increases by +1.

    Damage Reduction
    At 25th level the epic duskblades damage reduction improves to DR 12/Cold Iron & Magic or Epic.

    At 30th level the epic duskblades damage reduction improves to DR 14/Cold Iron, Magic, & Epic.


    All comments welcome. I have intentions to create Epic Duskblade feats that are similiar to the Epic Warlock feats.
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    Default Re: [3.5/Heroic]Duskblade Revision

    I've been working on my character for Niezck's game a bit more and I've noticed a bit of a problem with combat arcana.

    You get three combat arcana per grade, and then in epic levels you gain even more arcana as you gain levels.
    The problem is, most of the combat arcana at lower grades are rendered completely obsolete after a grade or two. You run out of options after a short while.
    For example, only two of the Magus arcana - Energy Sensitivity and Knockback - are not replaced by higher grade arcana. Pre-epic this isn't a problem, but once you get into epic and start getting more and more high-grade arcana almost everything you could have picked up in the lower grades is rendered useless.

    Maybe more attack or utility arcana would be a good step towards rectifying this - adapting a few of the warlock's invocations could help with this.

  14. - Top - End - #14
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    Default Re: [3.5/Heroic]Duskblade Revision

    Have you made a version of the dusk blade for 4th ed D&D???
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