Post by Kirikami on Jul 12, 2017 18:35:49 GMT -5
Pathfinder Duskblade v1.2
HD: d10
Good saves: Fort, Will
Skills 2 + Int
Climb, Craft, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) Perception, Sense Motive, Spellcraft, Swim.
1st Cantrips, Spellcasting, Eschew Materials
2nd Arcane Channel, Somatic Weaponry
3rd Armored Mage (Shields)
4th Spell Bending
5th Spell Power (5)
6th Spell Bending
7th Armored Mage (Medium)
8th Spell Bending
9th Spell Power (5/5)
10th Spell Bending
11th Eldritch Channel II
12th Spell Bending
13th Spell Power (10/5)
14th Spell Bending
15th Armored Mage (Heavy)
16th Spell Bending
17th Spell Power (10/10)
18th Spell Bending
19th Master of Magic and Armor
20th Master of Magic and Weaponry
Weapon and Armor Proficiency: A Duskblade is proficient with all simple and martial weapons and all shields except tower shields. A Duskblade is also proficient with light and medium armor. He can cast Duskblade spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Duskblade wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Duskblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting
You cast arcane spells, which are drawn from the duskblade spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day (as shown in the table below) . In addition, you receive bonus spells per day if you have a high Intelligence score.
Duskblade Spells Per Day
Lv 1st 2nd 3rd 4th
01 <2>
02 <3>
03 <4>
04 <5>
05 <5> <2>
06 <5> <3>
07 <6> <4>
08 <6> <5>
09 <6> <5> <2>
10 <6> <5> <3>
11 <6> <6> <4>
12 <6> <6> <5>
13 <6> <6> <5> <2>
14 <6> <6> <5> <3>
15 <6> <6> <6> <4>
16 <6> <6> <6> <5>
17 <6> <6> <6> <5>
18 <6> <6> <6> <5>
19 <6> <6> <6> <6>
20 <6> <6> <6> <6>
Spells Known: You begin play knowing four Cantrips and two 1st-level spells, chosen from the duskblade spell list.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.
At 5th level and every 3 levels thereafter, the duskblade can choose to learn a new spell in place of one she already knows. This swap follows all the same rules as for a sorcerer.
Eschew Materials
The duskblade's magic manifests from within, though it's source is from her mental/astral powers rather than her blood and force of will. She gains the Eschew Materials feat.
Arcane Channel
The hallmark ability of the Duskblade, to channel magic through her weapon and use it to strike foes.
At 2nd level the duskblade can use a standard action to cast any touch spell she knows and deliver the spell through her 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 it misses she can hold the charge as normal, but must dismiss it should she desire casting or channeling a different spell later; and while held it is subject to concentration checks to keep hold the spell when she is damaged as normal. Once channeled like this she can only deliver the spell through a weapon attack.
For touch spells that have a duration and/or number of uses she can channel the effect through her weapon attacks to deviler the spell, but cannot channel other spells while said spell is in effect.
At 11th level, the duskblade can cast any touch spell she knows as part of a full attack action, and the spell affects each target she hits 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. She no longer has to concentrate to hold the charge of her touch spells when she takes damage.
Somatic Weaponry
The duskblade can complete somatic components to her spells using her weapon as though she had a free hand.
Armored Mage
As she gains experience in her worldly efforts, the duskblade learns tricks of the trade to cast spells using armor and shields.
At 3rd level she can cast spells while using Bucklers, Light and Heavy Shields without incurring their spell failure chance.
At 7th level she can use medium armors without incurring its spell failure chance
At 15th level the Duskblade gains proficiency with Heavy Armor and can use it without incuring its spell failure chance.
Spell Bending
The Duskblade develops a secret technique, though strenuous, which allows her to alter her spells with as if applying metamagic on the fly. At fourth level and every two levels after (6th, 8th, 10th etc) she chooses a metamagic feat from the list below, whose affect she borrows once per day. She can apply the effect of a chosen metamagic feat as if she had obtained it, without raising the spell level or the casting time.
If she chooses the same feat when she later recieves Spell Bending again, this increases the number of times per day she can use that particular feat effect.
Clarification Note: No feat effect can be chosen more than four times. Every time you choose a feat effect you can use it once per day, choosing it again makes you able to use it twice per day and so on.
The duskblade chooses from the following lists of metamagic feats.
At 4th level she can choose from Quicken Spell, Silent Spell, Still Spell, Elemental Spell, Reach Spell
At 8th level she can choose from Burning Spell, Rime Spell, Intensified Spell, Piercing Spell
At 12th level she can choose from Selective Spell, Vast Spell, Widen Spell, Empower Spell
At 16th level she adds Maximize Spell and Dazing Spell to her list of options.
Spell Power
The Duskblade discovers she is capable of harrying foes, mysical and mundane, making them more susceptible to the magic of her allies and herself.
A number of times per day equal to her intelligence modifier, when she strikes an enemy with Spell Resistance or any Energy Resistances with a weapon attack; she can choose to lower one of these defenses by 5 for a number of rounds equal to her intelligence modifier. Multiple hits do not stack, but reset the duration.
At 9th level she can choose both, or two energy resistances to lower by 5.
At 13th level, she can lower one by 10 and the other by 5.
Finally at 17th level she can lower two of her choice by 10.
Master of Magic and Armor
At 19th level the Duskblade has achieved mastery over the use of armor and shields with her magic. She lowers the armor check penalty of armor and shields she wears by her intelligence modifier and her armor never encumbers her movement speed. Once per day, should her armor or shield be sundered, as an immediate action she can sacrifice spell slots, restoring HP equal to the total levels lost to said armor or shield. This can stop a piece of equipment from being outright destroyed as long as the equipment has enough HP when the effect resolves.
Master of Magic and Weaponry
At 20th level the Duskblade has honed her skills to perfection. Whenever she scores a critical hit while Channeling a spell, the spells damage is also multiplied. Further, when she scores a critical hit with a weapon attack; she can cast a spell centralized on her target as an immediate action (damage from the spell, if any, is also doubled).
Once per day, should her weapon on her person be sundered, as an immediate action she can sacrifice spell slots; restoring HP equal to the total levels lost to said armor or shield. This can stop a piece of equipment from being outright destroyed as long as the equipment has enough HP when the effect resolves.
HD: d10
Good saves: Fort, Will
Skills 2 + Int
Climb, Craft, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) Perception, Sense Motive, Spellcraft, Swim.
1st Cantrips, Spellcasting, Eschew Materials
2nd Arcane Channel, Somatic Weaponry
3rd Armored Mage (Shields)
4th Spell Bending
5th Spell Power (5)
6th Spell Bending
7th Armored Mage (Medium)
8th Spell Bending
9th Spell Power (5/5)
10th Spell Bending
11th Eldritch Channel II
12th Spell Bending
13th Spell Power (10/5)
14th Spell Bending
15th Armored Mage (Heavy)
16th Spell Bending
17th Spell Power (10/10)
18th Spell Bending
19th Master of Magic and Armor
20th Master of Magic and Weaponry
Weapon and Armor Proficiency: A Duskblade is proficient with all simple and martial weapons and all shields except tower shields. A Duskblade is also proficient with light and medium armor. He can cast Duskblade spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Duskblade wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Duskblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting
You cast arcane spells, which are drawn from the duskblade spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day (as shown in the table below) . In addition, you receive bonus spells per day if you have a high Intelligence score.
Duskblade Spells Per Day
Lv 1st 2nd 3rd 4th
01 <2>
02 <3>
03 <4>
04 <5>
05 <5> <2>
06 <5> <3>
07 <6> <4>
08 <6> <5>
09 <6> <5> <2>
10 <6> <5> <3>
11 <6> <6> <4>
12 <6> <6> <5>
13 <6> <6> <5> <2>
14 <6> <6> <5> <3>
15 <6> <6> <6> <4>
16 <6> <6> <6> <5>
17 <6> <6> <6> <5>
18 <6> <6> <6> <5>
19 <6> <6> <6> <6>
20 <6> <6> <6> <6>
Spells Known: You begin play knowing four Cantrips and two 1st-level spells, chosen from the duskblade spell list.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.
At 5th level and every 3 levels thereafter, the duskblade can choose to learn a new spell in place of one she already knows. This swap follows all the same rules as for a sorcerer.
Eschew Materials
The duskblade's magic manifests from within, though it's source is from her mental/astral powers rather than her blood and force of will. She gains the Eschew Materials feat.
Arcane Channel
The hallmark ability of the Duskblade, to channel magic through her weapon and use it to strike foes.
At 2nd level the duskblade can use a standard action to cast any touch spell she knows and deliver the spell through her 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 it misses she can hold the charge as normal, but must dismiss it should she desire casting or channeling a different spell later; and while held it is subject to concentration checks to keep hold the spell when she is damaged as normal. Once channeled like this she can only deliver the spell through a weapon attack.
For touch spells that have a duration and/or number of uses she can channel the effect through her weapon attacks to deviler the spell, but cannot channel other spells while said spell is in effect.
At 11th level, the duskblade can cast any touch spell she knows as part of a full attack action, and the spell affects each target she hits 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. She no longer has to concentrate to hold the charge of her touch spells when she takes damage.
Somatic Weaponry
The duskblade can complete somatic components to her spells using her weapon as though she had a free hand.
Armored Mage
As she gains experience in her worldly efforts, the duskblade learns tricks of the trade to cast spells using armor and shields.
At 3rd level she can cast spells while using Bucklers, Light and Heavy Shields without incurring their spell failure chance.
At 7th level she can use medium armors without incurring its spell failure chance
At 15th level the Duskblade gains proficiency with Heavy Armor and can use it without incuring its spell failure chance.
Spell Bending
The Duskblade develops a secret technique, though strenuous, which allows her to alter her spells with as if applying metamagic on the fly. At fourth level and every two levels after (6th, 8th, 10th etc) she chooses a metamagic feat from the list below, whose affect she borrows once per day. She can apply the effect of a chosen metamagic feat as if she had obtained it, without raising the spell level or the casting time.
If she chooses the same feat when she later recieves Spell Bending again, this increases the number of times per day she can use that particular feat effect.
Clarification Note: No feat effect can be chosen more than four times. Every time you choose a feat effect you can use it once per day, choosing it again makes you able to use it twice per day and so on.
The duskblade chooses from the following lists of metamagic feats.
At 4th level she can choose from Quicken Spell, Silent Spell, Still Spell, Elemental Spell, Reach Spell
At 8th level she can choose from Burning Spell, Rime Spell, Intensified Spell, Piercing Spell
At 12th level she can choose from Selective Spell, Vast Spell, Widen Spell, Empower Spell
At 16th level she adds Maximize Spell and Dazing Spell to her list of options.
Spell Power
The Duskblade discovers she is capable of harrying foes, mysical and mundane, making them more susceptible to the magic of her allies and herself.
A number of times per day equal to her intelligence modifier, when she strikes an enemy with Spell Resistance or any Energy Resistances with a weapon attack; she can choose to lower one of these defenses by 5 for a number of rounds equal to her intelligence modifier. Multiple hits do not stack, but reset the duration.
At 9th level she can choose both, or two energy resistances to lower by 5.
At 13th level, she can lower one by 10 and the other by 5.
Finally at 17th level she can lower two of her choice by 10.
Master of Magic and Armor
At 19th level the Duskblade has achieved mastery over the use of armor and shields with her magic. She lowers the armor check penalty of armor and shields she wears by her intelligence modifier and her armor never encumbers her movement speed. Once per day, should her armor or shield be sundered, as an immediate action she can sacrifice spell slots, restoring HP equal to the total levels lost to said armor or shield. This can stop a piece of equipment from being outright destroyed as long as the equipment has enough HP when the effect resolves.
Master of Magic and Weaponry
At 20th level the Duskblade has honed her skills to perfection. Whenever she scores a critical hit while Channeling a spell, the spells damage is also multiplied. Further, when she scores a critical hit with a weapon attack; she can cast a spell centralized on her target as an immediate action (damage from the spell, if any, is also doubled).
Once per day, should her weapon on her person be sundered, as an immediate action she can sacrifice spell slots; restoring HP equal to the total levels lost to said armor or shield. This can stop a piece of equipment from being outright destroyed as long as the equipment has enough HP when the effect resolves.