Twogunkid
2012-09-08, 11:51 AM
The Duskblade introduced in PHBII was a cool class. Hold on. It was a really cool class. And sitting at tier 3 can be used safely in almost any campaign without disrupting party balance. The problem with the Duskblade was there was never any followup on it. Spell Lists were never expanded, PRCs that worked with it were never released (excluding using Arcane Disciple to be a Phantom Knight or Abjurant Champion) and there was never an awesome divine variant. Some of you may say the Paladin is the Divine Variant, but the paladin's focus isn't using spells, it's hunting evil. So without further delay. The Dawnsword!
Dawnsword
The Dawn sword is a direct servant of their gods will on Earth. They move to further their deity's ends and draw power from him. Their numbers are few due to the rigorous nature of the training and the strict adherance to their deity's teachings. A combination of combat, magic, and religious training take up most of a Dawnsword's days for the majority of their youth. Those who cannot make the training often drop the martial focus and become clerics of their gods, though becoming monks and paladins is not unheard of. They generally have few friends due to their reclusive nature, but they tend to be loyal to a fault to those few they have.
Making a Dawn Blade: The Dawnswords is a hybrid character and as such requires multiple abilty scores to be at their best. A character will have little oppurtunity for advancement outside of the base class so becoming a Dawn Blade is not a decision to be taken lightly.
Abilities:Their number of spells per day and save DCs are based of Wisdom. They should also have higher than normal strengths and constitutions if they wish to be effective in combat.
Races: Among the civilized races Dawnswords are rare, but they are most common among Dwarves and Humans, though other races having a few Dawnswords is not unheard of.
Alignment: Same as deity
Starting Age: Complex
Starting Gold: 6d4x10 (150gp)
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{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day{table=head]{colsp=6}Spell Level
0|1|2|3|4|5|[/table]
1|+1|+2|+0|+2|Divine Attunement,Divine Aura Lesser|3 2 - - - -
2|+2|+3|+0|+3|Divine Smite, Combat Casting|4 3 - - - -
3|+3|+3|+1|+3|Divine Channeling|5 4 - - - -
4|+4|+4|+1|+4||6 5 - - - -
5|+5|+4|+1|+4|Quick Cast 1/day, Overchannel 1/day|6 5 2 - - -
6|+6/+1|+5|+2|+5||6 6 3 - - -
7|+7/+2|+5|+2|+5|Divine Aura Greater|6 6 5 - - -
8|+8/+3|+6|+2|+6| |6 7 6 - - -
9|+9/+4|+6|+3|+6||6 7 6 2 - -
10|+10/+5|+7|+3|+7|Quick Cast 2/Day, Overchannel 2/day|6 8 7 3 - -
11|+11/+6/+1|+7|+3|+7||6 8 7 5 - -
12|+12/+7/+2|+8|+4|+8||6 8 8 6 - -
13|+13/+8/+3|+8|+4|+8|Divine Channeling Full Attack|6 9 8 6 2 -
14|+14/+9/+4|+9|+4|+9||6 9 8 7 3 -
15|+15/+10/+5|+9|+5|+9|Quick Cast 3/Day, Overchannel 3/day|6 9 8 6 5 -
16|+16/+11/+6/+1|+10|+5|+10||6 9 9 7 6 -
17|+17/+12/+7/+2|+10|+5|+10||6 10 9 7 6 2
18|+18/+13/+8/+3|+11|+6|+11||6 10 9 8 7 3
19|+19/+14/+9/+4|+11|+6|+11||6 10 10 9 7 5
20|+20/+15/+10/+5|+12|+6|+12|Quick Cast 4/Day, Overchannel 4/day| 6 10 10 10 8 6[/table]
Class Skills: (2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all
skills taken individually), Ride, Sense Motive, Spellcraft, Swim.
Weapons and Armor Proficiency: The Dawnsword is proficient with all simple and martial weapons as well as their deity's favored weapon if these would overlap the Dawnsword gains Weapon Focus (Diety's Favored Weapon). They are proficient with all shields and armor
Spells: Spells: You cast divine spells, which are drawn from the
dawnsword spell list to be provided soon. You can cast any spell you
know without preparing it ahead of time.To cast a spell, you must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class
for a saving throw against your spell is 10 + the spell level +
your Wisdom modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table
the table above. In addition, you receive bonus spells per day if you have
a high Wisdom score
Divine Atunement:(Sp) You can use the spell like powers light, guidance, detect magic, detect posion, and resistance a number of time per day equal to 3+Wisdom Modifier
Divine Aura:(Su)At first level the Dawnsword may project an aura of courage granting all within 30 feet who are within 1 step of her diety's alignment a +2 Morale bonus to saving throws vs. fear. At 7th level this bonus improves to +4.
Divine Smite:(Su) When this ability is gained the Dawnsword must choose Chaos, Good, Law or Evil (She may not choose elements that are part of her diety's alignment) She gains a +1 to it for each point of Wisdom modifier she posses and this deals +1 damage for each Dawnsword level she has. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1)
Combat Casting:At 2nd level the Dawnsword gains combat casting as a bonus feat.
Divine Channeling: At 3rd level you may use a standard action to channel any touch spell you know and deliver it 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 13th 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.
Overchannel: Beginning at 5th level the Dawnsword may expend their overchannel ability to apply their divine channeling ability twice to any one attack (ie deliver two Inflict Minor Wounds) The Overchanneled spells combined level may not exceed 1/2 Dawnsword level. The Dawnsword may use this ability twice a day at level 10 and three times a day at level 15 and four times a day at level 20
Quick Cast: Beginning at 5th 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 10th level, three times per day at 15th level, and four times per day at 20 level.
Dawnsword
The Dawn sword is a direct servant of their gods will on Earth. They move to further their deity's ends and draw power from him. Their numbers are few due to the rigorous nature of the training and the strict adherance to their deity's teachings. A combination of combat, magic, and religious training take up most of a Dawnsword's days for the majority of their youth. Those who cannot make the training often drop the martial focus and become clerics of their gods, though becoming monks and paladins is not unheard of. They generally have few friends due to their reclusive nature, but they tend to be loyal to a fault to those few they have.
Making a Dawn Blade: The Dawnswords is a hybrid character and as such requires multiple abilty scores to be at their best. A character will have little oppurtunity for advancement outside of the base class so becoming a Dawn Blade is not a decision to be taken lightly.
Abilities:Their number of spells per day and save DCs are based of Wisdom. They should also have higher than normal strengths and constitutions if they wish to be effective in combat.
Races: Among the civilized races Dawnswords are rare, but they are most common among Dwarves and Humans, though other races having a few Dawnswords is not unheard of.
Alignment: Same as deity
Starting Age: Complex
Starting Gold: 6d4x10 (150gp)
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{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day{table=head]{colsp=6}Spell Level
0|1|2|3|4|5|[/table]
1|+1|+2|+0|+2|Divine Attunement,Divine Aura Lesser|3 2 - - - -
2|+2|+3|+0|+3|Divine Smite, Combat Casting|4 3 - - - -
3|+3|+3|+1|+3|Divine Channeling|5 4 - - - -
4|+4|+4|+1|+4||6 5 - - - -
5|+5|+4|+1|+4|Quick Cast 1/day, Overchannel 1/day|6 5 2 - - -
6|+6/+1|+5|+2|+5||6 6 3 - - -
7|+7/+2|+5|+2|+5|Divine Aura Greater|6 6 5 - - -
8|+8/+3|+6|+2|+6| |6 7 6 - - -
9|+9/+4|+6|+3|+6||6 7 6 2 - -
10|+10/+5|+7|+3|+7|Quick Cast 2/Day, Overchannel 2/day|6 8 7 3 - -
11|+11/+6/+1|+7|+3|+7||6 8 7 5 - -
12|+12/+7/+2|+8|+4|+8||6 8 8 6 - -
13|+13/+8/+3|+8|+4|+8|Divine Channeling Full Attack|6 9 8 6 2 -
14|+14/+9/+4|+9|+4|+9||6 9 8 7 3 -
15|+15/+10/+5|+9|+5|+9|Quick Cast 3/Day, Overchannel 3/day|6 9 8 6 5 -
16|+16/+11/+6/+1|+10|+5|+10||6 9 9 7 6 -
17|+17/+12/+7/+2|+10|+5|+10||6 10 9 7 6 2
18|+18/+13/+8/+3|+11|+6|+11||6 10 9 8 7 3
19|+19/+14/+9/+4|+11|+6|+11||6 10 10 9 7 5
20|+20/+15/+10/+5|+12|+6|+12|Quick Cast 4/Day, Overchannel 4/day| 6 10 10 10 8 6[/table]
Class Skills: (2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all
skills taken individually), Ride, Sense Motive, Spellcraft, Swim.
Weapons and Armor Proficiency: The Dawnsword is proficient with all simple and martial weapons as well as their deity's favored weapon if these would overlap the Dawnsword gains Weapon Focus (Diety's Favored Weapon). They are proficient with all shields and armor
Spells: Spells: You cast divine spells, which are drawn from the
dawnsword spell list to be provided soon. You can cast any spell you
know without preparing it ahead of time.To cast a spell, you must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class
for a saving throw against your spell is 10 + the spell level +
your Wisdom modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table
the table above. In addition, you receive bonus spells per day if you have
a high Wisdom score
Divine Atunement:(Sp) You can use the spell like powers light, guidance, detect magic, detect posion, and resistance a number of time per day equal to 3+Wisdom Modifier
Divine Aura:(Su)At first level the Dawnsword may project an aura of courage granting all within 30 feet who are within 1 step of her diety's alignment a +2 Morale bonus to saving throws vs. fear. At 7th level this bonus improves to +4.
Divine Smite:(Su) When this ability is gained the Dawnsword must choose Chaos, Good, Law or Evil (She may not choose elements that are part of her diety's alignment) She gains a +1 to it for each point of Wisdom modifier she posses and this deals +1 damage for each Dawnsword level she has. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1)
Combat Casting:At 2nd level the Dawnsword gains combat casting as a bonus feat.
Divine Channeling: At 3rd level you may use a standard action to channel any touch spell you know and deliver it 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 13th 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.
Overchannel: Beginning at 5th level the Dawnsword may expend their overchannel ability to apply their divine channeling ability twice to any one attack (ie deliver two Inflict Minor Wounds) The Overchanneled spells combined level may not exceed 1/2 Dawnsword level. The Dawnsword may use this ability twice a day at level 10 and three times a day at level 15 and four times a day at level 20
Quick Cast: Beginning at 5th 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 10th level, three times per day at 15th level, and four times per day at 20 level.