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    Default [3.5] The Duskblade Homebrew Handbook

    The Duskblade Homebrew Handbook!


    This thread is a continuation of what has become a series of homebrew handbooks aimed at providing new options for players of under-supported (in my opinion) base classes; base classes that don’t have the massive corpus of feats, prestige classes, and alternate class features that other classes do. The previous handbooks can be found here: hexblade, spirit shaman, and scout.

    Now, inspired by a character in my IRL gaming group, I’ve decided to take up the duskblade. As far as I can tell from personal experience and from reading about the class, the duskblade is well-regarded by gamers as an example of game design that presents players with a lot of fun options and holds its own in groups of varying levels of optimization skill. It is fairly simple, quite versatile, and a lot of fun to play!

    That said, I haven’t been able to find any prestige classes, feats, alternate class features, or any other content that expands the options available for duskblade players. Not even the Player’s Handbook II, with all of the excellent new feats it introduces, contains anything targeted at the duskblade’s unique abilities.

    With that in mind, the following is a small collection of homebrew content designed to give duskblade players more options. Please feel free to comment, make suggestions and criticisms, and contribute your own content should you so desire. Also, if you know of any duskblade-related homebrew that I haven’t linked in the table of contents, feel free to let me know. And if I’ve linked to anyone’s creations and they’d like me to remove the link, let me know that, too.

    I hope you enjoy the homebrew!

    Last edited by Mephibosheth; 2012-07-09 at 05:40 PM.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Character Themes

    Adventuring Scholar: Scholars often seek knowledge among the dusty shelves and musty books of the world’s great libraries. Others isolate themselves with only a few companions or a mentor, learning away from the distractions of life outside. You know that these paths, while sufficient for a time, will only teach you that which is already known and remembered. The true lost, forgotten, and undiscovered knowledge lies in some of the most dangerous places. So you seek out abandoned temples, the ruins of ancient civilizations, or isolated tribal villages where your preconceptions of the world, as well as your physical abilities, are challenged and honed.
    Build Suggestions: Your skill list includes all Knowledge skills and your spellcasting’s Intelligence requirement ensures that you have adequate skill points to take advantage of them. You would do well to in a diversity of Knowledge skills and consider taking the Knowledge Devotion feat to take advantage of your discoveries.

    “My research indicates we will find the tomes deep within this complex. At least, as long as we can make it past the guardians…”

    Combat Trickster: Often, the greatest advantage in combat comes from catching your enemy surprised with an attack he or she is not expecting. With your skills in the arcane arts as well as conventional melee combat, you are ideally-suited to taking advantage of the surprise attack. You can blindside an opponent who thinks he has you pinned down by dimension hopping or flying out of the way. A foe who expects you to close quickly to melee range will be stunned when you attack with a ranged spell. Or an enemy who is prepared for your spellcasting abilities might not expect a sharp piece of metal shoved through his stomach.
    Build Suggestions:
    While maximizing your caster level, and thus remaining a single-classed duskblade, is often an excellent choice, if you choose to go this route a judicious dip into classes like fighter or rogue might give you the tricks you need to fool your opponent into ignoring one side of your skill set. Prestige classes that expand your repertoire, like shadowspell striker, can also be effective.

    “Because I know something you don’t know. I…am not left handed!”

    Local Hero: Your ability to combine martial and arcane combat is unique. Even the most rudimentary skill puts you a cut above anyone else in your village. You win local tournaments and train promising young swordsmen. Champions from other nearby villages come by to challenge your skills. You are accustomed to being a big fish in a small pond. But now that the pond is getting bigger…
    Build Suggestions: Whatever your chosen fighting style, stick to it and develop it as far as you can, selecting feats and spells that compliment it. You have limited access to outside training and have had to teach yourself, so your selections should not be too wildly out of the blue.

    “But…but…how did I lose? I’m the best swordsman for three villages!”

    Soldier: While magic can be a devastating force on the battlefield, few spellcasters are truly trained as soldiers. However, many military establishments operate schools for martially-inclined casters. Of these, some neglect their combat training to focus intensely on destructive magics, often becoming warmages or battle sorcerers. You, however, value balance between arcane power and martial skill and have joined those elite soldiers who study magic and swordplay in equal measure and dedicate themselves to protecting the vulnerable magic users and being the bridge between the uncanny spellcasters and the army’s mundane rank-and-file.
    Build Suggestions: With your spellcasting geared toward enhancing your martial prowess rather than replacing it, you should focus your feat and skill selection on improving your swordplay. Your emphasis on protecting weaker members of your army lends itself toward battlefield control styles of combat, using feats like Improved Trip and Standstill to keep foes away from more vulnerable characters.

    “Sir, we’ve detected enemy incursions into this sector. I suggest you Dimension Door to the fallback point while we cover your retreat.”
    Last edited by Mephibosheth; 2012-07-08 at 04:02 PM.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Alternate Class Features and Variants


    Alternate Class Feature: Arcane Tactician

    Some duskblades use their magic as a supplement to conventional melee rather than as the driving force behind their combat style. These duskblades have developed a means to convert magical energy into temporary bursts of adrenaline and prowess that give them an edge over their opponents.
    Level: 6th
    Replaces: If you select this class feature, you do not gain the spell power ability or its improvements.
    Benefit: You can sacrifice one of your spell slots for the day (of 1st level or higher) to gain a bonus on opposed checks made to bull rush, disarm, feint, grapple, overrun, sunder, or trip an opponent for 1 round/level of the spell slot sacrificed. The bonus is equal to 2 plus the level of the spell slot sacrificed. The bonus increases to 3 plus the level of the spell slot sacrificed at 11th level, 4 plus the level of the spell slot sacrificed at 16th level, and 5 plus the level of the spell slot sacrificed at 18th level. If you sacrifice a spell slot of 3rd level or higher, you can also make special attacks without provoking attacks of opportunity.


    Racial Substitution Levels: Elven Duskblade

    Most duskblades are masters of the blade, combining melee prowess with spellcasting skill. Elven culture, however, emphasize the bow as much as the sword, and so a select few elven duskblades have studied how to merge their arcane abilities which ranged combat with the same efficiency of their more in-your-face bretheren.
    Hit Dice: d8

    Requirements: To take an elven duskblade substitution level, a character must have the elf subtype and be about to take its 3rd, 4th, 7th, 12th, 13th or 17th level of duskblade.

    Class Skills: Elven duskblade substitution levels grant the same class skills as the standard duskblade class, plus Hide, Move Silently, and Survival.
    Skill Points at Each Level: 4 + int modifier

    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    3|+3|+1|+3|+3|Ranged channeling 30 ft|As standard duskblade
    4|+4|+1|+4|+4|Bonus ranged feat|As standard duskblade
    7|+7/+2|+2|+5|+5|Bonus ranged feat|As standard duskblade
    12|+12/+7/+2|+4|+8|+8|Bonus ranged feat|As standard duskblade
    13|+13/+8/+3|+4|+8|+8|Ranged channeling (full attack, 60 ft)|As standard duskblade
    17|+17/+12/+7/+2|+5|+10|+10|Bonus ranged feat|As standard duskblade[/table]

    Class Features:

    Ranged Channeling: As a standard action, an elven duskblade can cast any touch spell she knows and deliver the spell through a ranged attack with a longbow or shortbow. The spell must have a casting time of 1 standard action or less and the target must be within 30 feet. If the ranged attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

    At 13th level, she can cast any touch spell she knows as part of a full attack action and the spell affects each target she hits with a ranged attack 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. Additionally, the range at which she can use this ability increases to 60 feet.

    Bonus Ranged Feat: At 4th level, an elven duskblade gets a bonus ranged combat-oriented feat. She gains additional bonus feats at 7th, 12th, and 17th levels. The elven duskblade must still meet all feat prerequisites. She can choses these bonus feats from the following list: Able Sniper, Bowslinger, Deadeye Shot, Defensive Archery, Exotic Weapon Proficiency (bow only), Far Shot, Fell Shot, Greater Manyshot, Greater Psionic Shot, Greater Weapon Focus (bow only), Improved Critical (bow only), Improved Precise Shot, Improved Rapid Shot, Manyshot, Mounted Archery, Penetrating Shot, Plunging Shot, Point Blank Shot, Precise Shot, Psionic Shot, Quick Draw, Ranged Disarm, Ranged Pin, Ranged Sunder, Ranged Weapon Mastery, Rapid Shot, Return Shot, Sharp Shooting, Shot on the Run, Weapon Focus (bow only), Woodland Archer, Zen Archery. Players and DMs should feel able to work together to expand this list as they deem appropriate, keeping with the theme of bow use.

    Racial Substitution Levels: Undead Duskblade


    As beings whose very unlife depends on magic, undead duskblades have a unique connection with their magical abilities. They are not only able to channel their spells through their melee strikes, but can do the same with some of the negative energy that gives unlife to their tissues.
    Hit Dice: d12

    Requirements: To take an undead duskblade substitution level, a character must have the undead type and be about to take its 6th, 11th, or 16th level of duskblade.

    Class Skills: Undead duskblade substitution levels grant the same class skills as the standard duskblade class.
    Skill Points at Each Level: 2 + int modifier

    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    6|+6/+1|+5|+2|+5|Essence of undeath|As standard duskblade
    11|+11/+6/+1|+7|+3|+7|Glimpse of age and decay|As standard duskblade
    16|+16/+11/+6/+1|+10|+5|+10|Touch of mortality|As standard duskblade[/table]

    Class Features:

    Essence of Undeath: An undead duskblade learns to channel the negative energy that knits her together and animates her tissue into her strikes. Whenever she uses her arcane channeling ability, she can choose to sacrifice some of the energy that maintains her undeath (in the form of hit points) in order to damage her opponent. If she sacrifices 3 hit points per spell level of the spell she is channeling, any hit point damage dealt by the spell and the attack becomes negative energy damage. For example, an undead duskblade uses this ability to channel polar ray, a 5th level spell. She sacrifices 15 hit points (3 per spell level, with a 5th level spell), and the spell deals negative energy damage instead of cold damage.

    Spell Power: An undead duskblade does not gain the spell power ability or any of its improvements.

    Glimpse of Age and Decay: Beginning at level 11, as a standard action, an undead duskblade can attack an opponent and cause that creature to experience some of the weakness of age. Doing so requires her to sacrifice some of her hit points as part of the standard action. If she successfully hits the target with a melee attack, for every 9 hit points she sacrifices, the target takes 1d2 points of damage to an ability score of the duskblade’s choice.

    Touch of Mortality: Beginning at level 16, as a standard action, an undead duskblade can attack an opponent and inflict upon that creature some of the experiences of death that still remain magically bound into her undead flesh. Doing so requires her to sacrifice some of her hit points as part of the standard action. If she successfully hits the target with a melee attack, for every 12 hit points she sacrifices, the target takes 1 negative level. The save DC to remove these negative levels is equal to 10 + half the undead duskblade’s class level + her Intelligence modifier.
    Last edited by Mephibosheth; 2013-03-22 at 12:54 PM.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Prestige Classes


    Shadowspell Striker

    Scholars say that the duskblade’s art, the combination of spell and sword, began with the elves. It spread quickly, however, and was eventually taken up by members of many races. Among them were the gnomes who, not content to simply learn the tradition as it was taught to them, shifted and molded the duskblade’s art to incorporate their skill with and love for illusions. This was the beginning of the shadowspell strikers, a group of gnomish duskblades who assailed their opponents’ minds with individually crafted illusions delivered on the point of a sword.

    Adaptation: While the tradition began with the gnomes, it has spread beyond their communities and become a part of the training of duskblades of other races as well. While they are by no means high in numbers, shadowspell strikers are occasionally found where duskblades and other magic users train and share their ideas.

    Hit Dice: d8
    Requirements:
    Base Attack Bonus: +5
    Feats: Spell Focus (illusion)
    Skills: Spellcraft 8 ranks, Bluff 2 ranks
    Special: Arcane channeling class ability
    Spellcasting: Ability to cast 2nd level spells, including at least one of the illusion school
    Class Skills:
    The shadowspell striker’s class skills are Bluff (cha), Climb (str), Concentration (con), Craft (int), Decipher Script (int), Disguise (cha), Hide (dex), Jump (str), Knowledge (all skills taken individually) (int), Move Silently (dex), Ride (dex), Sense Motive (wis), Spellcraft (int), Swim (str)
    Skill Points at Each Level: 4 + int modifier

    {table=head]Lvl|BAB|Fort|Rev|Will|Special|Spellcasting
    1|+1|+0|+2|+2|Channel figment, shadow secret|+1 level of duskblade
    2|+2|+0|+3|+3|Your worst nightmares|+1 level of duskblade
    3|+3|+1|+3|+3|Shadow secret|+1 level of duskblade
    4|+4|+1|+4|+4|--|+1 level of duskblade
    5|+5|+1|+4|+4|Your worst nightmares|+1 level of duskblade
    6|+6|+2|+5|+5|Shadow secret|+1 level of duskblade
    7|+7|+2|+5|+5|--|+1 level of duskblade
    8|+8|+2|+6|+6|Your worst nightmares|+1 level of duskblade
    9|+9|+3|+6|+6|Shadow secret|+1 level of duskblade
    10|+10|+3|+7|+7|Inescapable fantasy|+1 level of duskblade[/table]

    Class Features:

    Weapon and Armor Proficiency: Shadowspell strikers gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known: At each level, a shadowspell striker gains new spells per day (and spells known, if applicable) as if she had also gained a level in duskblade. In addition, whenever she gains a new spell known, she can select any spell of the illusion school even if it is not normally on the duskblade spell list. She uses the spells level on the sorcerer/wizard list if the spell is not normally on the duskblade spell list. She does now, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming shadowspell striker, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

    Channel Figment: Beginning at first level, a shadowspell striker can use her arcane channeling ability to channel any illusion spell she knows, even if it is not normally a touch spell. An illusion spell channeled in this way affects only the target of the channeling, with all effects experienced in the creature’s mind. If there is a save associated with the spell, the DC increases by 4 when channeled.

    Shadow Secret: At the levels indicated on the above table, a shadowspell striker gains one extra spell known. These spells must be selected from the illusion school, using the spells’ level on the sorcerer/wizard spell list if it is not normally on the duskblade spell list. These spells known are in addition to those she normally gains at each level.

    Your Worst Nightmares: At second level, a shadowspell striker learns to tailor her illusions to their specific targets. Whenever she uses her channel figment ability to successfully affect a creature with an illusion, she can also select one of the following conditions to impose upon the target in addition to the normal effects of the illusion: dazzled, fatigued, shaken, and sickened. At fifth level, she can also select from confused, exhausted, and stunned. At 8th level, she can also select from cowering, nauseated, and paralyzed. These conditions take effect if the target fails its initial save against the illusion and last for the duration of the spell.

    Inescapable Fantasy: At 10th level, a shadowspell striker’s prowess with illusion is at its peak. When she uses her channel figment and your worst nightmare abilities, she can choose two conditions to impose upon the target. Additionally, if the target fails its first save against the illusion, it must make an additional save at a -4 penalty when the spell’s normal duration would expire. If it fails, the duration of the spell becomes permanent and the target is trapped forever within the illusion. Only a Remove Curse, Miracle, or Wish spell can remove the illusion.


    Spellsteed Cavalier

    Many churches, especially those of deities like Boccob, know the value of arcanists among their devotees and priesthoods. And so many of these churches operate magic schools in addition to their institutions of theological instructions. The spellsteed cavaliers began as an offshoot of one of these schools, where a few duskblades chanced to arrive at the same time and, jealous of the relationship between wizads and their familiars and paladins and their holy mounts, sought to find ways to combine their unique talents with a loyal animal companion. The result of their work was the spellsteed. Part familiar, part warhorse, and an extension of the cavalier’s special arcane talents.

    Adaptation: Any deity with magic as part of her portfolio might have an arcanists’ school that produces spellsteed cavaliers. Duskblades, with their affinity for melee combat, mingle more comfortably with paladins and other warriors, and so more easily find places in church hierarchies. The training and rituals necessary to take this path might also have found their way to more agnostic duskblades as well, where their skills are particularly suited for military life (perhaps as a cavalry officer) or adventuring.

    Hit Dice: d8
    Requirements:
    Base Attack Bonus: +5
    Feats: Mounted combat
    Skills: Ride 13 ranks, Knowledge (arcana) 8 ranks
    Special: Arcane channeling class ability
    Spellcasting: Ability to cast 3rd level arcane spells
    Class Skills:
    The spellsteed cavalier’s class skills are Climb (str), Concentration (con), Craft (int), Decipher Script (int), Jump (str), Knowledge (all skills taken individually) (int), Ride (dex), Sense Motive (wis), Spellcraft (int), Swim (str)
    Skill Points at Each Level: 2 + int modifier

    {table=head]Lvl|BAB|Fort|Rev|Will|Special|Spellcasting
    1|+1|+2|+0|+2|Spellsteed, spellsteed bond|+1 level of existing class
    2|+2|+3|+0|+3|Mounted bonus feat, spellsteed channeling|+1 level of existing class
    3|+3|+3|+1|+3|Arcane channeling (full attack)|+1 level of existing class
    4|+4|+4|+1|+4|Mounted bonus feat|+1 level of existing class
    5|+5|+4|+1|+4|Spellsteed apotheosis|+1 level of existing class[/table]

    Class Features:

    Weapon and Armor Proficiency: Spellsteed cavaliers gain no proficiency with any weapon or armor.

    Spells per Day/Spells Known: At each level, a spellsteed cavalier gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she had belonged before adding the prestige class level. She does now, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class before becoming a spellsteed cavalier, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

    Spellsteed: At 1st level, a spellsteed cavalier obtains a spellsteed; a life-long companion who rides with the spellsteed cavalier into battle. This creature must be:
    • Animal type (or vermin, at the DM’s discretion)
    • Hit dice equal to or less than half the spellsteed cavalier’s caster level
    • Within one size category of the spellsteed cavalier
    • A creature which she could reasonably use as a mount.

    A spellsteed is more than an ordinary animal, however. A cavalier’s spellsteed is also her familiar, and as such they share a powerful magical connection. A spellsteed gains all the characteristics of a familiar. Use the spellsteed cavalier’s caster level in place of her class level for determining her spellsteed’s level-dependent abilities.

    A spellsteed champion obtains a spellsteed the same way a sorcerer or wizard obtains a familiar. A spellsteed champion also suffers the same penalty a sorcerer or wizard would if her spellsteed dies or is dismissed. If she already has a familiar upon entering the class, a spellsteed champion can dismiss it without penalty in the process of obtaining her spellsteed, but can still have only one spellsteed or familiar.

    Spellsteed Bond (Ex): A spellsteed cavalier gains a equal to her class level on all Handle Animal and Ride checks related to her spellsteed.

    Spellsteed Channeling: Beginning at 2nd level, whenever a spellsteed cavalier uses her arcane channeling ability, the channeled spell effect is also added to one attack that her spellsteed makes during her turn.

    Bonus Mounted Feat: At 2nd and 4th levels, a spellsteed cavalier can select one bonus feat. The bonus feat must have Mounted Combat as a prerequisite and the spellsteed cavalier must still meet all prerequisites for the bonus feat.

    Spellsteed Apotheosis: Upon reaching 5th level, the connection between a cavalier and her spellsteed reaches its peak. The spellsteed’s hit point total is equal to that of the cavalier. Additionally, whenever its master uses her spellsteed channeling ability, the spell effect is added to all of the spellsteed’s attacks that round.
    Last edited by Mephibosheth; 2013-04-03 at 02:42 PM.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    General Feats


    CHANNELED EXPLOSION
    As your mighty blow pushes aside your opponent’s shield and pierces through his chain mail, a shower of deadly sparks erupts from your blade, sizzling as they burn the flesh of those around you.
    Prerequisites: BAB +5, Power Attack, arcane channeling (full attack) class feature
    Benefit: As a standard action, you make a single attack against one opponent. You must use your arcane channeling class feature on this attack and you must use your Power Attack feat to reduce your attack bonus by at least 1. If you hit, the spell you channeled through your attack affects all creatures (except you) within a 5-foot radius of the opponent you hit, even if the spell could normally only affect a single target. If you reduce your attack bonus by -10 or more, the radius of this ability increases to 10 feet. If you reduce your attack bonus by -15 or more, the radius of this ability increases to 15 feet. If you reduce your attack bonus by -20 or more, the radius of this ability increases to 20 feet.

    DAGGERSPELL CHANNEL
    Your weapon glows in your hand as you prepare to throw it with deadly accuracy.
    Prerequisite: Arcane channeling class feature, proficiency with any thrown weapon
    Benefit: You can use your arcane channeling class feature in conjunction with a throw weapon as long as the target is within 30 feet. Using this feat conforms in all other ways with the restrictions outlined in the arcane channeling class feature.
    Normal: You can only use your arcane channeling class feature in conjunction with melee attacks.

    EXTRA QUICK CAST
    Prerequisite: Quick cast class feature
    Benefit: You can use your quick cast class feature one extra time per day.
    Special: You can take this feat multiple times. Each time you select it, you gain one additional daily use of your quick cast ability.

    LUNGING SPELL STRIKE
    As you hurtle forward, your blade begins to crackle with arcane energy waiting to be released upon your chosen foe
    Prerequisite: Arcane channeling class feature
    Benefit: You can use your arcane channeling class ability as part of a charge action. You are subject in all other ways to the benefits and restrictions of the arcane channeling class ability. If you can make a full-attack at the end of a charge (for example, with the pounce special ability) and can channel a spell as part of a full-attack action, whenever you make a channel and make a full-attack at the end of the charge, you may make one additional attack at your highest attack bonus.
    Normal: You can use your arcane channeling ability as a standard action or as part of a full-attack action.

    METAMAGIC BLOW
    Your opponent reels backwards in surprise and confusion when what seemed like an insignificant spell strikes them with great force
    Prerequisites: Arcane channeling class feature, at least one metamagic feat, Knowledge (arcana) 8 ranks
    Benefit: When you use your arcane channeling class ability, you may apply any metamagic feat (or feats) you know to the spell without increasing the spell’s casting time.
    Normal: When using a metamagic feat, spontaneous spellcasters cast the spell as one or more full-round actions.

    SPELLSHUNT STRIKE
    You run your hand along the flat of your blade, letting its energy connect you with the next target you strike.
    Prerequisites: Power Attack, Knowledge (arcana) 4 ranks, Spellcraft 4 ranks
    Benefit: To use this feat, you must use your power attack feat to reduce your attack bonus by at least 1. If you hit an opponent, you instantly perceive all the spells currently affecting that foe. You may also attempt to shunt one of the spells affecting that creature onto a nearby creature. You can choose which spell to shunt. If you succeed on a Spellcraft check (DC = the spell’s caster level, with a bonus to your Spellcraft check equal to the power attack penalty to your attack roll) one creature of your choice within 30 feet is also affected by the chosen spell. The new creature can attempt to save against the spell if it would normally be allowed to do so. Shunting a spell in this fashion does not start the duration over for the new target.

    WAND CHANNELING
    You touch the tip of a thin wooden wand to the hilt of your sword before swinging it through the air in a deadly arc.
    Prerequisites: Arcane channeling class feature, Spellcraft 4 ranks
    Benefit: When you use your arcane channeling ability, instead of casting a spell you know you can activate a wand that you currently hold and channel the wand’s spell through your attack. When you use a wand in this way, you use your intelligence modifier to determine the spell’s save DC (if any). This ability otherwise follows all the rules associated with arcane channeling. Using this ability requires you to expend an additional charge from the wand. At the DM’s discretion, you can also apply this feat to other types of spell completion items.
    Normal: You can only channel a spell that you know.


    Multiclassing Feats

    DEVOTED DUSKBLADE
    You pursue arcane study and service to your deity with equal fervor.
    Prerequisites: Smite [alignment] class ability, arcane channeling class ability, Knowledge (religion) 4 ranks
    Benefit: Your paladin and duskblade levels stack to determine your smite [alignment] damage, and your arcane channeling class ability. Additionally, your smite [alignment] ability and, if you have them, your lay on hands and divine grace abilities are based on your intelligence score rather than your charisma score. Finally, you can multiclass between duskblade and paladin freely (alignment and XP penalties still apply as normal).

    SWIFT SWORDMAGE
    You use your speed and your magical abilities to add weight to your strikes
    Prerequisites: Arcane channeling class ability, skirmish +1d6/+1 AC
    Benefit: Your duskblade and scout levels stack for the purpose of determining the extra damage and bonus to AC granted when skirmishing. In addition, when you cast Swift Expeditious Retreat, Swift Fly, and Swift Invisibility, they last for a number of rounds equal to your intelligence modifier.
    Last edited by Mephibosheth; 2012-07-17 at 08:24 PM.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    New Spells

    Body of Scarabs (Transmutation)

    Level: Duskblade 1, Sorcerer/Wizard 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Effect: See text
    Duration: 1 round/level
    Saving Throw: Fortitude partial (see text)
    Spell Resistance: No

    The target feels a strange writhing inside its gut as you summon a swarm of insects and other vermin inside its body. This swarm deals 1d6 points of damage each round. A successful Fortitude save each round halves this damage. Additionally, the target is sickened during each round it fails its Fortitude save. If this spell is cast simultaneous with or within one round of a successful melee attack against the target, it takes a -4 penalty on its Fortitude saves against the spell’s effects.

    Additionally, if the target is killed before the spell’s duration expires, the insects pour out and attack as a spider swarm, though without the spider swarm’s poison ability. The swarm is not under your control and will attempt to attack the nearest creature until the spell’s duration expires, at which point the swarm dissolves into nothingness.

    Fist of the North Wind (Evocation)
    Level: Duskblade 2, Sorcerer/Wizard 2, Druid 2
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Reflex partial (see text)
    Spell Resistance: No

    As you swing your fist, a cloud of furious, swirling winds mixed with particles of snow and ice coalesces around your hand, growing and taking on the shape of a giant fist as you make contact with the target. If you succeed on a melee touch attack, the target takes 1d6 points of damage per 2 caster levels (maximum 5d6), half of which is cold damage and half of which is bludgeoning damage.

    Additionally, the fist of the north wind initiates a bull rush against the target. This does not provoke an attack of opportunity. The fist counts as a medium-sized creature (becoming large-sized at caster level 10 and huge-sized at caster level 15) and uses your casting ability modifier to determine its total modifier on the opposed check. It attempts to bull rush the target as far as possible, rushing forward from your hand and following the creature as it is pushed backwards while you remain stationary. Finally, if the target is bull rushed at least 5 feet backward, it must succeed on a Reflex save or be knocked prone.

    Flesh to Glass (Transmutation)
    Level: Duskblade 5, Sorcerer/Wizard 6, Druid 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial (see text)
    Spell Resistance: Yes

    The target’s flesh turns to a mindless, inert statute of glass, starting at your hand and spreading quickly over its body like fire consuming a piece of paper. The target can make a Fortitude save to avoid completely turning to glass, but is still slowed for 3 rounds, it’s joints and muscles moving slowly and thickly like melted glass. The creature’s clothing and carried gear are not affected. If the stature resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.

    If this spell is cast simultaneous with a successful melee attack against the target and the target fails its initial Fortitude save, it must make a second Fortitude save at a -4 penalty on the beginning of its next turn. If it fails, the statue shatters.

    Material Component: a pinch of sand and a shard of broken glass

    Virulent Infection (Necromancy)
    Level: Duskblade 3, Sorcerer/Wizard 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The target contracts a disease. This disease can be selected from any extraordinary or supernatural disease, save those like Mummy Rot that do not allow for recovery based on successful saves. The disease strikes immediately (no incubation period). Use virulent infection’s normal save DC for the initial save and the disease’s normal save DC for any subsequent saves.

    If this spell is cast simultaneous with or within one round of a successful melee attack against the target, the disease enters the fresh wound and becomes more potent. The target must make a save against the disease every 5 rounds instead of every day.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Aaaand that's everything for now. I'm looking forward to your comments and suggestions.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    More homebrew for some of the less-well supported classes is always good in my opinion; to many of them show up in precisely one splatbook and then are never heard from again, while the core 11 get continual TLC. I'm off to check out the spirit shaman handbook next.

    What I've read so far looks pretty solid, particularly the feat for allowing better use of Metamagic. Unfortunately I've never played a duskblade so I can't offer to many other specific critiques, sorry.
    I've also never played a Hexblade before, and from what I know of that class, they seemed to sort of similar to this one.

    Both look like spooky-dark themed gishes that still rely on the traditional magic system (as opposed to something like incarnum or shadow magic) and I've frequently thought that you might be able to expand on each classes strong points by mashing the best features of each together.

    Are there an reasons why that wouldn't be a good idea?
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    man... now I want to play a necropolitan elf, ranged abilities+snazzy undead abilities...

    but a point... undead are healed by negative energy damage... so did you mean to make the undead duskblade a legitimate undead/tomb tainted healer at level 6?
    I mean, 1d6 level healing is much better then anything short of heal...
    much like the dread necromancer, this seems a little unintentional unless it is meant to make up for the cost of the later abilities...

    might be fun to make an unliving opisate built around healing...
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Well, I've shown one of my players who is currently running a Duskblade this. It looks cool.

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    Default Re: [3.5] The Duskblade Homebrew Handbook

    One thing I'd suggest that would be relatively simple: A list of non-core spells that the Duskblade should have added to its spell list. Not really homebrew in the sense of making new stuff, but in the sense of a homebrew handbook trying to support an undersupported class, it would probably provide the most help for the least work.

    Other things to consider may be trying to make feats along the lines of the Paladin's "Every Spell I cast is a Swift Action" feat. Not that exact thing, but thinking along the same lines for things that would be overpowered if other casters got, but are perfectly okay for a Duskblade with his more limited casting potential. Maybe a feat that gives him an extra spell known at each level (in doing so he'd end up with I believe 2 fewer spells known than a sorcerer). Or maybe he automatically empowers any touch spell he casts/channels. Maybe something to let him turn his ray spells into melee touch attacks (which instantly takes several spells from his spell list from terrible to worth it). Maybe something to make those "____, Swift" spells more useful to him, by making them last longer.


    The Duskblade is interesting in that it has a solid chasis its built upon, but is still weak because that chasis is primarily focused on providing damage. This gives a lot of flexibility in things you can provide it that won't break the class, but can make it feel better to play.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    I'll agree with Seerow about some of those feats. I'd love to see some stuff like what was mentioned. Also, he mentioned expanding their spell list..

    This is an expanded spell list for Duskblades by Fax and Roland from a ways back. I've played several games with it and it does help them quite a bit, since it allows you much greater versatility.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Here's a set of Gnoll substitution levels I just cooked up (The same style as yours, to keep it looking uniform.):


    Racial substitution levels: Gnoll

    Among the Gnoll tribes, some Gnoll have embraced magic as a way of battle, but their ferocity often prevents them from simply staying back and flinging spells, thus, they fight wisely with sorcery and steel, using their tenacity to keep fighting.
    Hit Dice: d10 (This increase also applies to all future Duskblade levels)

    Requirements: To take a Gnoll substitution level, a character must have the Gnoll subtype and be about to take his 1st, 5th or 16th level.

    Class skills: Gnoll duskblade levels use the same skill list as the standard Duskblade.
    Skill points at first level: (2 + Int modifier) X 4
    Skill points at each subsequent level: 2 + Int modifier

    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+1|+2|+0|+2|Wisdom of the dusk, Armoured mage (Light)|As standard duskblade
    5|+5|+4|+1|+4|Magic bombardment|As standard duskblade
    16|+16/+11/+6/+1|+10|+5|+10|Never die|As standard duskblade[/table]

    Class features:

    Wisdom of the dusk: Gnoll Duskblades use Wisdom OR Intelligence for Duskblade abilities (Including spells), whichever is higher at any moment. This also applies to Spellcraft, but only when there is a direct relation to Duskblades.

    Armoured mage (Light): As the standard Duskblade class feature.

    Magic bombardment (Su): By training his magical abilities, a Gnoll Duskblade has learned to stretch the limits of his powers. A Gnoll Duskblade may, as a free action, but only when using the Arcane Channeling ability, cast an additional touch spell with a casting time of up to a standard action, for every attack he is able to make. (So, at level 7, he can cast two spells, and at 13 he is able to cast four.) Spells cast in this manner DO NOT use the rules for Arcane Channeling, apart from the following: "If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved."

    Never die (Su): A Gnoll Duskblade's tenacity and unwillingness to die flows through even his magical powers, and he has found he can harness them to stay living, even when others would be long dead. A Gnoll Duskblade remains alive, stable and conscious even when he is at -1 to -9 hit points, additionally, whenever a Gnoll Duskblade would be brought down to -10 hit points, he may, as a free action, expend a single spell slot of 1st level or higher to remain alive for a number of rounds equal to the level of the spell used. The Gnoll Duskblade must continue expending spell slots to remain alive if he is not brought back above -10 hit points.

    This ability functions as Diehard for any prerequisites.
    Last edited by Sgt. Cookie; 2012-07-21 at 08:23 AM.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Quote Originally Posted by Mephibosheth View Post
    SWIFT SWORDMAGE
    You use your speed and your magical abilities to add weight to your strikes
    Prerequisites: Arcane channeling class ability, skirmish +1d6/+1 AC
    Benefit: Your duskblade and scout levels stack for the purpose of determining the extra damage and bonus to AC granted when skirmishing. In addition, when you cast Swift Expeditious Retreat, Swift Fly, and Swift Invisibility, they last for a number of rounds equal to your intelligence modifier.
    Good lord yes. I love scouts, I love duskblades. A duskblade with skirmish and lengthened Swift X spells is fantastic. I will definitely be using this one at some point.

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    Default Re: [3.5] The Duskblade homebrew Handbook

    Quote Originally Posted by Deepbluediver View Post
    I've also never played a Hexblade before, and from what I know of that class, they seemed to sort of similar to this one.

    Both look like spooky-dark themed gishes that still rely on the traditional magic system (as opposed to something like incarnum or shadow magic) and I've frequently thought that you might be able to expand on each classes strong points by mashing the best features of each together.

    Are there an reasons why that wouldn't be a good idea?
    Thanks for the kind words! If you have any comments or suggestions on the spirit shaman stuff feel free to PM me, since I think the thread is beyond necromancy. But I'm never sure how that works...

    I have seen people suggest combining Duskblades and Hexblades and can understand where they're coming from. I would definitely be open to giving Duskblade spell progression to Hexblades, albeit with a different spell list. That said, I love the Hexblade flavor so much that I can't imagine folding it into the Duskblade. That, and their combined abilities are sort of all over the board. There's no cohesiveness, which is one of the things I love about classes like this; all of their abilities and their flavor (more or less) hang together.

    But that's not to say that it couldn't work out well; I just don't personally favor that solution. I think there's place for both of them.

    Quote Originally Posted by bobthe6th
    man... now I want to play a necropolitan elf, ranged abilities+snazzy undead abilities...

    but a point... undead are healed by negative energy damage... so did you mean to make the undead duskblade a legitimate undead/tomb tainted healer at level 6?
    I mean, 1d6 level healing is much better then anything short of heal...
    much like the dread necromancer, this seems a little unintentional unless it is meant to make up for the cost of the later abilities...

    might be fun to make an unliving opisate built around healing...
    It was a part of my thinking, though perhaps I didn't adequately estimate how powerful an undead healer it would be. It does help, though, that an undead duskblade has to burn his own HP to heal undead, and that he can only do it while channeling (meaning one creature at a time, at least until higher levels). Still, I agree that it could be a pretty powerful undead healer. And I think I'm OK with that.

    Quote Originally Posted by Loki_42
    Well, I've shown one of my players who is currently running a Duskblade this. It looks cool.
    Thanks! If you end up using anything, let me know how it works in actual play.

    Quote Originally Posted by Seerow
    One thing I'd suggest that would be relatively simple: A list of non-core spells that the Duskblade should have added to its spell list. Not really homebrew in the sense of making new stuff, but in the sense of a homebrew handbook trying to support an undersupported class, it would probably provide the most help for the least work.
    Great idea. But it would seem that Fax and Roland have done the work for me already.

    Quote Originally Posted by Seerow
    Other things to consider may be trying to make feats along the lines of the Paladin's "Every Spell I cast is a Swift Action" feat. Not that exact thing, but thinking along the same lines for things that would be overpowered if other casters got, but are perfectly okay for a Duskblade with his more limited casting potential. Maybe a feat that gives him an extra spell known at each level (in doing so he'd end up with I believe 2 fewer spells known than a sorcerer). Or maybe he automatically empowers any touch spell he casts/channels. Maybe something to let him turn his ray spells into melee touch attacks (which instantly takes several spells from his spell list from terrible to worth it). Maybe something to make those "____, Swift" spells more useful to him, by making them last longer.
    Interesting ideas. I'm not sure how I feel about the "cast all spells as a swift action" idea, since that would basically make arcane channeling completely superfluous. I like the "extra spells known" idea, maybe in very focused ways like I did with shadowspell striker. Or the way lyric thaumaturge adds spells known above and beyond the normal progression. I also like the "ray-touch spells" idea.

    Quote Originally Posted by mrcarter11
    I'll agree with Seerow about some of those feats. I'd love to see some stuff like what was mentioned. Also, he mentioned expanding their spell list..

    This is an expanded spell list for Duskblades by Fax and Roland from a ways back. I've played several games with it and it does help them quite a bit, since it allows you much greater versatility.
    Thanks for telling me about this. Added to the table of contents!

    Quote Originally Posted by Sgt. Cookie
    Here's a set of Gnoll substitution levels I just cooked up

    <snip>
    I like this a lot. Gnolls definitely need some more love! The only thing I'm not sure about is the Magic Bombardment ability. It seems like it could get pretty ridiculous at high levels; 4 or 5 spells per round is a lot of casting, especially if the spell list is expanded and they have more touch spells. Admittedly, this would also mean the duskblade would burn through their daily spells really quick, which might be a balancing factor, but duskblades have high numbers of spells per day and, in my experience, most campaigns don't often have days where casters run out of spells completely. Plus, baring ways of getting extra standard actions, the max spells/turn most casters can get is 2. Unless there's some trick I don't know (entirely possible). I don't know how I would fix this ability, but that's my gut reaction. Everything else looks great and I really like the idea!

    Thanks everyone for the comments!

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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Interesting ideas. I'm not sure how I feel about the "cast all spells as a swift action" idea, since that would basically make arcane channeling completely superfluous. I like the "extra spells known" idea, maybe in very focused ways like I did with shadowspell striker. Or the way lyric thaumaturge adds spells known above and beyond the normal progression. I also like the "ray-touch spells" idea
    I agree, I wouldn't give Duskblades "all spells are cast as a swift action". They have a class feature that does that limited times per day, giving a feat to make it unlimited would be weird. I was just pointing out that Paladins do get "all spells are cast as a swift action", and it stays balanced because Paladins are much more limited than full casters. Giving Duskblades feats that are unique to them but grant effects much more powerful than what full casters get can be totally acceptable.

    For example, Persist spell is usually a +6 spell slot increase. Given Duskblade's limited spell list and lower max spell level, it probably wouldn't be broken to say "Duskblades can persist a spell for only +1 or 2 spell slot cost" or "All '_____, Swift' spells have their duration extended to 1 minute/level instead of 1 round", letting the Duskblade take advantage of some of the typically weaker spells on his list and use them to better fill the same sort of niche other gishes do in self buffing.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    @Mephibosheth: Gnolls do need more love, that's why Support the GnollTM is an ever growing business.

    But in all seriousness, the idea behind Magical Bombardment was to allow for multiple spells to be cast in a turn, but I think I went a little overboard. All I can think of is lessening the amount of spells that could be cast.
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Feedback:

    Your Worst Nightmares: Nauseated is a remarkably powerful condition. It's certainly worse then exhausted, which is a higher tier option. I'd recommend shuffling them.

    Inescapable Fantasy appears to have a typo in the table.

    Spellsteed Cavalier: Spellsteed Bond has a typo in the table.

    Would strongly recommend allowing magical beasts. Opens a lot more multiclass options up, and I'd probably have an explicit list of creatures that were acceptable to avoid unfortunate interactions. I'd probably crib straight from paladin, and allow levels to stack in the unusual case of paladin/duskblades.

    Metamagic Blow: Would consider removing the "one metamagic" restriction. Sorcs can do this as well, via an ACF, and while good, it's not particularly overpowered.

    Wand Channeling: Would rephrase as "an additional charge" instead of explicit numbers(example optional). This results in more clarity with other charge-powered wand abilities.

    The elf tradeoff looked particularly strong(I'd have to review the class carefully to see if it's reasonable), but the thing that popped into my head was doing both elven and necropolitan level swaps.

    I'm also thinking that a PrC that is all about adding spells to the duskblade list, ala sand shaper for sorcs, might be entertaining.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Can't believe I forgot about this

    I've used it a few times, it's quite useful. Adds a bit of fun too.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Quote Originally Posted by Sgt. Cookie View Post
    Here's a set of Gnoll substitution levels I just cooked up (The same style as yours, to keep it looking uniform.):


    Racial substitution levels: Gnoll

    Among the Gnoll tribes, some Gnoll have embraced magic as a way of battle, but their ferocity often prevents them from simply staying back and flinging spells, thus, they fight wisely with sorcery and steel, using their tenacity to keep fighting.
    Hit Dice: d10 (This increase also applies to all future Duskblade levels)

    Requirements: To take a Gnoll substitution level, a character must have the Gnoll subtype and be about to take his 1st, 5th or 7th level.

    Class skills: Gnoll duskblade levels use the same skill list as the standard Duskblade.
    Skill points at first level: (2 + Int modifier) X 4
    Skill points at each subsequent level: 2 + Int modifier

    {table=head]Lvl|BAB|Fort|Ref|Will|Special|Spellcasting
    1|+1|+2|+0|+2|Wisdom of the dusk, Armoured mage (Light)|As standard duskblade
    5|+5|+4|+1|+4|Magic bombardment|As standard duskblade
    7|+7/+2|+5|+2|+5|Never die|As standard duskblade[/table]

    Class features:

    Wisdom of the dusk: Gnoll Duskblades use Wisdom OR Intelligence for Duskblade abilities (Including spells), whichever is higher at any moment. This also applies to Spellcraft, but only when there is a direct relation to Duskblades.

    Armoured mage (Light): As the standard Duskblade class feature.

    Magic bombardment (Su): By training his magical abilities, a Gnoll Duskblade has learned to stretch the limits of his powers. A Gnoll Duskblade may, as a free action, but only when using the Arcane Channeling ability, cast an additional touch spell with a casting time of up to a standard action, for every attack he is able to make. (So, at level 7, he can cast two spells, and at 13 he is able to cast four.)

    Never die (Su): A Gnoll Duskblade's tenacity and unwillingness to die flows through even his magical powers, and he has found he can harness them to stay living, even when others would be long dead. A Gnoll Duskblade remains alive, stable and conscious even when he is at -1 to -9 hit points, additionally, whenever a Gnoll Duskblade would be brought down to -10 hit points, he may, as a free action, expend a single spell slot of 1st level or higher to remain alive for a number of rounds equal to the level of the spell used. The Gnoll Duskblade must continue expending spell slots to remain alive if he is not brought back above -10 hit points.

    This ability functions as Diehard for any prerequisites.
    First, I am sure you know substitution replace features so maybe just care to mention what features it replaces or changes.
    Features:
    1. Okay, considering gnolls have racial hit die this is alright but not really of any theme
    2. I don't know why you mentioned a feature in substitution levels that do the same thing.
    3. Holy crap no, Arcane Channeling at level 13 as it is allows for one damage-dealing instantaneous duration spell that can be channeled to all attacks for the round. Along with this he has channeling multiple spell at a time. It also isn't very thematic at all.
    4. Fluff-wise it fits but a L7 ability shouldn't be strictly better than a base class's 20th level capstone(Knight). Also the amount of rounds you can stay alive is astonishing and overpowered.
    Last edited by Amnoriath; 2012-07-19 at 12:10 PM.

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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Quote Originally Posted by Amnoriath View Post
    First, I am sure you know substitution replace features so maybe just care to mention what features it replaces or changes.
    You're thinking of ACF's. This replaces whatever normal class features you'd get at that level. So, instead of taking Duskblade level 5, if you're a gnoll you can take Gnoll Duskblade level 5, if you wish.

    1. Okay, considering gnolls have racial hit die this is alright but not really of any theme
    What, Wisdom of the Dusk? Gnolls have an intelligence penalty. Duskblades use Intelligence. Why not let them use a different stat, if they make an investment? Also, how does RHD factor in?

    2. I don't know why you mentioned a feature in substitution levels that do the same thing.
    It's so you don't miss out on it. This is a replacement for Duskblade 1. If he doesn't say you get it, you don't get it, even if a normal duskblade does. That's how racial substitutions work. But, he said you get it, so you do.

    3. Holy crap no, Arcane Channeling at level 13 as it is allows for one damage-dealing instantaneous duration spell that can be channeled to all attacks for the round. Along with this he has channeling multiple spell at a time. It also isn't very thematic at all.
    What's not thematic about it? A ferocious, magically-endowed savage beast-warrior slappin' fools with a bunch of spells? It just lets them go nova a little bit better. I'm not terribly familiar with the wording of Arcane Channel, but really, making the duskblade, "that one class that's really good at doing a lot of direct damage" slightly better at doing direct damage is.... fine, really.

    4. Fluff-wise it fits but a L7 ability shouldn't be strictly better than a base class's 20th level capstone(Knight). Also the amount of rounds you can stay alive is astonishing and overpowered.
    Yeah... I actually kinda agree with you on this one. I'd make it a move action. And think, you're not going to get down to negatives without burning some spells, especially with the new ability that lets you burn through even more, and while you could hypothetically just sit and hide and use your spells for survival only, you're just as likely to be continuing to nova, which in turn reduces the number of spell levels you have left to live off of. It looks good on paper, but that's about it.
    Last edited by Wyntonian; 2012-07-19 at 01:37 PM.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Quote Originally Posted by Wyntonian View Post
    What's not thematic about it? A ferocious, magically-endowed savage beast-warrior slappin' fools with a bunch of spells? It just lets them go nova a little bit better. I'm not terribly familiar with the wording of Arcane Channel, but really, making the duskblade, "that one class that's really good at doing a lot of direct damage" slightly better at doing direct damage is.... fine, really.
    His point being this: at level 13, normal duskblades already get the ability to expend one touch spell and apply it to all their attacks in a full attack. Being able to cast a ridiculous amount of touch spells all in a row is broken. Let's say you have a 15th level duskblade with that ability. That gives him his iteratives at +15/+10/+5. Now, let's say he also is a two-weapon user with TWF and ITWF and GTWF. That gives him three more attacks. Now, let's say he is Hasted.

    With that setup, he could toss off SEVEN touch spells in one round. Granted, you can't do all that right when you get it at level 5, but you could still get one level after that to get +6/+1 BAB, get TWF and Haste, and still pull off four.

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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Quote Originally Posted by Wyntonian View Post
    You're thinking of ACF's. This replaces whatever normal class features you'd get at that level. So, instead of taking Duskblade level 5, if you're a gnoll you can take Gnoll Duskblade level 5, if you wish.



    What, Wisdom of the Dusk? Gnolls have an intelligence penalty. Duskblades use Intelligence. Why not let them use a different stat, if they make an investment? Also, how does RHD factor in?



    It's so you don't miss out on it. This is a replacement for Duskblade 1. If he doesn't say you get it, you don't get it, even if a normal duskblade does. That's how racial substitutions work. But, he said you get it, so you do.



    What's not thematic about it? A ferocious, magically-endowed savage beast-warrior slappin' fools with a bunch of spells? It just lets them go nova a little bit better. I'm not terribly familiar with the wording of Arcane Channel, but really, making the duskblade, "that one class that's really good at doing a lot of direct damage" slightly better at doing direct damage is.... fine, really.



    Yeah... I actually kinda agree with you on this one. I'd make it a move action. And think, you're not going to get down to negatives without burning some spells, especially with the new ability that lets you burn through even more, and while you could hypothetically just sit and hide and use your spells for survival only, you're just as likely to be continuing to nova, which in turn reduces the number of spell levels you have left to live off of. It looks good on paper, but that's about it.
    1. Yes, and since they have racial hit die they are two levels behind so allowing another stat to fuel spells is fine.
    2. He mentioned it again below not just in the chart so he really didn't need to do it.
    3. As Daftendirekt said you could stack spell effect anytime you have an attack with Arcane channeling(13).
    4. Let me break it down Knight 20 does this at 10+cha. mod rounds a day(unless somehow he constantly is making a test of mettle against enemies of base CR-2 and gets hit to 0 alot). This Duskblade at the same level has 125(base) rounds for the day. Yes Duskblade uses some for attack but the disparity is striking especially when he has had it for 13 levels.

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    Default Re: [3.5] The Duskblade homebrew Handbook

    Quote Originally Posted by Mephibosheth View Post
    Racial Substitution Levels: Elven Duskblade
    Why is this a racial substitution with more than 3 levels?
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    Default Re: [3.5] The Duskblade homebrew Handbook

    Quote Originally Posted by wadledo View Post
    Why is this a racial substitution with more than 3 levels?
    Is there a rule that says substitution levels can only be in 3s?

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    Default Re: [3.5] The Duskblade homebrew Handbook

    Quote Originally Posted by Daftendirekt View Post
    Is there a rule that says substitution levels can only be in 3s?
    No, but then again, there is no rule stating that homebrew has to be balanced, but people try and have that.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    So, I'll respond to the comments on the Gnoll Duskblade:

    1. Wisdom of the Dusk was added because Gnoll have an Intelligence penalty, but not a Wisdom one.

    2. It's been said before, Armoured Mage needed adding, due to the fact that the Gnoll Duskblade would have lost it otherwise.

    3. OK, getting the different spells on every attack was NOT my intention. The idea was just to cast ONE spell for each attack. I'll add the following amendment to Magic Bombardment:

    Spells cast in this manner DO NOT use the rules for Arcane Channeling, apart from the following: "If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved."

    4. Perhaps bump this up to a higher level? Would 15-16 be alright for this ability? Bearing in mind that the Gnoll Duskblade will rarely have ALL his spells to use for this ability.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    Quote Originally Posted by Sgt. Cookie View Post
    3. OK, getting the different spells on every attack was NOT my intention. The idea was just to cast ONE spell for each attack. I'll add the following amendment to Magic Bombardment:
    ...So, in other words, what normal Duskblade gets at level 13. And you want it to get that ability 8 levels earlier.

    Still broken.

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    Default Re: [3.5] The Duskblade Homebrew Handbook

    *Looks over Arcane Channeling*

    No, the level 13 arcane channeling only applies to one spell per full attack. Magical bombardment works off number of individual attacks, at varying BaB bonuses. Not one full attack.

    A level 13 Duskblade gets to cast one spell and apply it to all three attacks in a full attack, a level 13 Gnoll Duskblade casts 4 spells, 1 that takes place on ALL the attacks, and the other three only take effect on the strike they are cast. Thusly, a Gnoll Duskblade is only ever casting two spells at any particular moment.
    Last edited by Sgt. Cookie; 2012-07-21 at 11:21 AM.
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    Default Re: [3.5] The Duskblade Homebrew Handbook

    And casting 4 spells in a round doesn't sound overpowered to you?

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