Zman
2014-01-01, 07:24 PM
This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.
Duskblade
{table=head]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd
1st|+1|+2|+0|+2]|Arcane Attunement, Armored Mage|3|2|—|—
2nd|+2|+3|+0|+3|Combat Casting|4|3|—|—
3rd|+3|+3|+1|+3|Arcane Channeling|5|4|—|—
4th|+4|+4|+1|+4|Armored Mage(Heavy Armor), Advanced Learning|6|5|—|—
5th|+5/+1|+4|+1|+4|Quick Cast 1/day|6|5|2|—
6th|+6/+2|+5|+2|+5|Spell Power +2, Arcane Channeling (Charge)|7|6|3|—
7th|+7/+3|+5|+2|+5|Armored Mage(Heavy Shield)|7|6|4|—
8th|+8/+4|+6|+2|+6|Advanced Learning|8|7|5|—
9th|+9/+5/+1|+6|+3|+6|Quick Cast 2/day|8|7|5|2
10th|+10/+6/+2|+7|+3|+7|Arcane Channeling(Full Attack), Spell Power +3|9|8|6|3
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Climb(Str), Concentration (Con), Craft (Int), Decipher Script(Int), Jump(Str), Knowledge(All) (Int), Listen(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft(Int), Spot(Wis) and Swim(Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Duskblades are proficient with all Simple and martial weapons, as well as all armors and shields (except tower shields).
Spells: You cast arcane spells, which are drawn from the duskblade spell list on page 98. 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.
Your base daily spell allotment is given on Table 1–3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
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.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s 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 spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Arcane Attunement (Sp): You add dancing lights, detect magic, flare, ghost sound, and read magic to your list of spells known.
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, medium armor, and light shields. This training does not extend to heavy armor, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use heavy armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield 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 or ranged 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 6th level, you can cast any touch spell you know as part of a charge action, and the spell affects the first 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.
At 10th 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 or ranged 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.
Advanced Learning: At 4rd and 8th level a Duskblade can add a new spell to his list, representing the result of personal study and experimentation, with a few restrictions. The spell must be a wizard spell and for the purposes of selecting this spell the Duskblade counts as a Wizard of 1/2 his level for determining what level of spell the Duskblade can choose. For instance, an 8th level Duskblade counts as a 4th level Wizard and can choose a 2nd level spell from any school to learn as part of his Advanced Learning.
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 9th level.
Spell Power (Ex): Starting at 6th 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 +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 10th level.
ACF's
Duskblade
{table=head]Level|BAB|Fort|Ref|Will|Special |0th|1st|2nd|3rd
1st|+1|+2|+0|+2]|Arcane Attunement, Armored Mage|3|2|—|—
2nd|+2|+3|+0|+3|Combat Casting|4|3|—|—
3rd|+3|+3|+1|+3|Arcane Channeling|5|4|—|—
4th|+4|+4|+1|+4|Armored Mage(Heavy Armor), Advanced Learning|6|5|—|—
5th|+5/+1|+4|+1|+4|Quick Cast 1/day|6|5|2|—
6th|+6/+2|+5|+2|+5|Spell Power +2, Arcane Channeling (Charge)|7|6|3|—
7th|+7/+3|+5|+2|+5|Armored Mage(Heavy Shield)|7|6|4|—
8th|+8/+4|+6|+2|+6|Advanced Learning|8|7|5|—
9th|+9/+5/+1|+6|+3|+6|Quick Cast 2/day|8|7|5|2
10th|+10/+6/+2|+7|+3|+7|Arcane Channeling(Full Attack), Spell Power +3|9|8|6|3
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Climb(Str), Concentration (Con), Craft (Int), Decipher Script(Int), Jump(Str), Knowledge(All) (Int), Listen(Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft(Int), Spot(Wis) and Swim(Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Duskblades are proficient with all Simple and martial weapons, as well as all armors and shields (except tower shields).
Spells: You cast arcane spells, which are drawn from the duskblade spell list on page 98. 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.
Your base daily spell allotment is given on Table 1–3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
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.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell’s 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 spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Arcane Attunement (Sp): You add dancing lights, detect magic, flare, ghost sound, and read magic to your list of spells known.
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, medium armor, and light shields. This training does not extend to heavy armor, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use heavy armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield 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 or ranged 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 6th level, you can cast any touch spell you know as part of a charge action, and the spell affects the first 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.
At 10th 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 or ranged 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.
Advanced Learning: At 4rd and 8th level a Duskblade can add a new spell to his list, representing the result of personal study and experimentation, with a few restrictions. The spell must be a wizard spell and for the purposes of selecting this spell the Duskblade counts as a Wizard of 1/2 his level for determining what level of spell the Duskblade can choose. For instance, an 8th level Duskblade counts as a 4th level Wizard and can choose a 2nd level spell from any school to learn as part of his Advanced Learning.
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 9th level.
Spell Power (Ex): Starting at 6th 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 +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 10th level.
ACF's