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4e Duskblade Thread (Critiques wanted for updated version!)
2 years ago  ::  Mar 07, 2008 - 7:27PM #1
Wizardmon
Posts: 1798
With the Swordmage coming out in the Forgotten Realms Player's Guide, I was wondering how many people just assume have a nice little "core" fan-made Arcane Defender class. I, for one, would certainly like one. I am a huge fan of the Duskblade, and in the campaign I plan to convert to 4e, there is a high elf duskblade, so I would be able to use it in more ways than one. I know that I would be more than happy to get started on a armor-wearing, arcane-channeling class for 4e.

So, as I said, anybody have special plans to create a class like this? If not, anybody willing to start working on one?

[edit]
As much as I like the duskblade idea, I really want to just PLAY 4e! So, please, be patient as I burn it out of my system. When I have a little freetime (like, after I am done reading the DMG and MM) I may work on this some. Sorry for the inconvineince!
2 years ago  ::  Mar 07, 2008 - 7:30PM #2
Wizardmon
Posts: 1798
Duskblade

"My blade and my magic is one and the same."

CLASS TRAITS

Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender distract enemies.
Power Source: Arcane. Though you are learned with the sword, your techniques are mystical secrets passed down from master to apprentice
Key Abilities: Intelligence, Strength, Dexterity

Armor Training: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Longword, greatsword, longbow, battleaxe, throwing axe, dagger
Bonus to Defense: +1 Fort, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier

Trained Skills: Arcana and Athletics plus two others. From the class skills list below, choose two more trained skills at 1st level.
Class Skills: Arcana (Int), Acrobatics (Dex), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis)

Build Options: Swift duskblade, delayed-gratification duskblade, punisher duskblade, and sniper duskblade
Class Features: Duskblade Mastery, Duskblade Armor Talent, Arcane Atunement, Arcane Strike



Duskblade Class Features

All duskblades share these class features.


Duskblade Mastery
Duskblades have mastered many methods of practicing their special brand of magic. Some imbue their blades with a spell that makes them more agile than their foe. Others prefer to magically hinder their target's defenses, making him a more suitable foe for himself and his allies. Others still just assume focus all their energies into a single strike, and kill the foe sooner than later. A rare few attempt to expand their art even further, and specialize in channeling their magics through ranged weapons.

Choose one of the following options.

Arcane Agility: You gain a bonus to AC and Reflex Defense equal to your Dexterity modifier against foes you have stricken. You may make a dexterity attack with powers that with the "(Me)" notation.
Spell Penetration: Foes you have stricken take penalty to Defenses and AC equal to your Arcane Strike attack bonus. You may make a intelligence attack with powers that with the "(Me)" notation.
Arcane Brute: You gain a bonus to Arcane Strike damage equal to your strength modifier. You may make a strength attack with powers that with the "(Ra)" notation.
Arcane Archer: Arcane Strike attack and damage bonuses apply when you attack with ranged weapons. (This is not limited to bows.)

The choice you make also provides bonuses to certain duskblade powers. Individual powers detail the effects (if any) your Duskblade Mastery selection has on them.

Duskblade Armor Talent

You do not suffer penalties to speed caused by armor when wearing chain armor.

Arcane Atunement
You know one power from the Wizard's class feature Cantrip.

Arcane Strike
Once per turn, you may channel extra arcane energy into your blade as a Minor action. You gain a bonus to attack and damage rolls on your next attack this turn with a melee weapon. These bonuses increase as you advance in level, as shown below. If you have chosen Arcane Agility or Spell Penetration, enemies you hit or damage while Arcane Strike is in effect become stricken, and remain stricken until they are defeated, or the encounter ends.
[code]Level Attack Bonus Bonus Damage
1st–10th +1 +1d4
11th–20th +2 +2d4
21st–30th +3 +3d6[/code]
Duskblade Powers

Your powers are arcane spells that draw on your blending of wit, agility and strength. Some powers reward a high Dexterity and are well suited for the swift duskblade, some reward being patient and are the perfect choice for a delayed-gratification duskblade, others reward a high Strength and appeal to the punisher duskblade, and others still reward ranged tactics are fitting for sniper duskblades, but you are free to choose any power you like.

Reading the Powers: Some duskblade powers are usable with both melee and ranged weapons, and have a special notation. "(Me)" refers to the ability score you use when using the power with a melee weapon, and "(Ra)" refers to the ability score you use when using the power with a ranged weapon. Several Duskblade Mastery options give you the option of using a different ability score in place of the normal ability score used with melee or ranged weapon. Not all powers have this notation.

Energy Surge
Duskblade Attack 1
With a single utterance, you sheath your weapon in elemental energy.
At Will * Arcane, Weapon (Acid, Cold, Fire, or Lightning)
Standard Action
Melee or Ranged Weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. AC
Hit: 1[W] + Intelligence modifier damage of one of the following types: Acid, Cold, Fire, or Lightning.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Special: This counts as a basic attack. When a power allows you to make a basic attack, you may use this power.

Blade of Frost
Duskblade Attack 1
You imbue your weapon with the ruthless energy of the north, and deliver a strike that numbs enemies to the core.
At Will * Arcane, Cold, Weapon
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. AC
Hit: 1[W] + Intelligence modifier cold damage, and target is slowed until the beginning of your next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Corrosion Cut
Duskblade Attack 1
Your blade drips with acidic liquid, which makes bypassing physical defenses even easier.
At Will * Arcane, Acid, Weapon
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. AC
Special: You make this attack with a +1 bonus.
Increase the attack bonus to +2 at 21st level.
Hit: 1[W] + Intelligence modifier acid damage, and the target takes a -1 penalty to their AC until the beginning of your next turn.
Increase damage to 2[W] + Intelligence modifier and penalty to AC to -2 at 21st level.

Burning Brand
Duskblade Attack 1
You channel the element of fire into your blade, releasing a surge of heat that burns your primary target and also harms another nearby enemy.
At Will * Arcane, Fire, Weapon
Standard Action
Melee Weapon
Target
: One creature
Attack: Str (Me) vs. AC
Hit: 1[W] + Intelligence modifier fire damage, and Intelligence modifier fire damage to another target adjacent to you.
Increase damage to 2[W] + Intelligence modifier at 21st level.

______________________________________________________________

Steely Bolt
Duskblade Attack 1
Your blade conducts the energy of lightning, and is especially useful against ironclad foes.
Encounter * Arcane, Lightning, Weapon
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. Reflex
Special: You gain a +4 bonus to this attack roll if the target is wearing metal armor or is largely composed of metal.
Hit: 1[W] + Intelligence modifier lightning damage, and target is stunned (save ends).
Arcane Agility: You may teleport a number of spaces equal to your Dexterity modifier.

Blade of Blood
Duskblade Attack 1
With a sacrifice of your own lifeblood, you are able to harm your foe even more.
Encounter * Arcane, Weapon
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. AC
Hit: 1[W] + Intelligence modifier damage.
Arcane Brute: If you are bloodied, deal extra damage equal to your strength modifier.

Piercing Fear
Duskblade Attack 1
You give off a show of arcane might that makes your foes shake in their boots.
Encounter * Arcane, Fear, Weapon
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. Will
Hit: 1[W] + Intelligence modifier damage, and opponent is immobilized (save ends).
Spell Penetration: Target takes a -2 penalty to attacks and damage rolls (save ends both).

Color Blast
With an incantation that sounds like a short poem, you unleash through your weapon a torrent of multicolored sparks. Your enemy, overwhelmed, takes several steps back.
Encounter * Arcane, Weapon, Illusion
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. Will
Hit: 1[W] + Intelligence modifier damage, and you push the target one square.
Arcane Archer: You push the target a number of squares equal to your Intelligence modifier.
______________________________________________________________

Inferno Fissure
Duskblade Attack 1
You slash through the air in a whirlwind of fire as you speak the incantation. Then you strike the earth with your weapon, channeling the fire through it towards the enemies. An infernal breath of fire surges out of the soil under your enemies' feet.
Daily * Arcane, Weapon, Fire
Standard Action
Melee weapon
Ranged 5 Burst 2
Target
: Each creature within burst
Attack: Intelligence or Strength vs. Reflex
Hit: 2[W] + intelligence modifier fire damage, and ongoing 2 fire damage.
Miss: Half of above damage, no ongoing damage.

Diamond Dust
Duskblade Attack 1
You alter your weapon with a silent spell: it becomes crystalline. Slashing at your enemies your enemies, it becomes a tornado of frozen crystal shards.
Daily * Arcane, Weapon, Cold
Standard Action
Melee weapon
Blast 5
Target
: Each creature within blast
Attack: Intelligence or Strength vs. Reflex
Hit: 1[W] + strength modifier damage, and 1[W] + intelligence modifier cold damage and target is slowed (save ends).
Miss: Half of above damage and target is slowed (save ends).

Flash Bolt Combo
Duskblade Attack 1
You strike at the enemy with a lightning bolt and gain advantage on him. The light and the thunder distract him for an instant - and you strike again, fast as a thought.
Daily * Arcane, Weapon, Lightning
Standard Action
Melee or Ranged weapon
Target
: One creature
Attack: Str (Me), or Dex (Ra) vs. AC
Hit: 2[W] + intelligence modifier lightning damage and target is stunned (save ends).
Miss: Target is stunned (save ends).
Special: Make a secondary basic attack against the same target.

Whip of Acid
Duskblade Attack 1
You speak a word and your sword becomes a whip made of acid. You swing at your enemies with it, knowing it will eventually strike true.
Daily * Arcane, Weapon, Acid, Reliable
Reliable
: If you miss with this power, you do not expend its use.
Standard Action
Melee weapon
Ranged 5
Target
: One creature
Attack: Intelligence or Dexterity vs. Reflex
Hit: 2[W] + intelligence modifier acid damage.
2 years ago  ::  Mar 07, 2008 - 8:11PM #3
Awesome_Dude
Posts: 2340
The Duskblade is, like, so totally a striker.
2 years ago  ::  Mar 07, 2008 - 8:23PM #4
SmartPaladin
Posts: 525

Awesome_Dude wrote:

The Duskblade is, like, so totally a striker.


Yeah... It was made by the Elves... So, I'm inclined to agree with you on that one.

The Hand of Hoar.
2 years ago  ::  Mar 07, 2008 - 8:42PM #5
Wizardmon
Posts: 1798
Humm.... Well, it may end up being a striker, it does seem sort of striker-y. I'll just see how it turns out.
2 years ago  ::  Mar 07, 2008 - 9:04PM #6
LordofNightmares
Posts: 1108
We already have confirmation that a Spellsword Arcane Defender will be coming out soon.

I see no reason to double up Arcane Defender with both as Gish classes.

but a Gish for an Arcane melee Striker would be rawksome.
2 years ago  ::  Mar 08, 2008 - 1:09AM #7
Subtle
Posts: 167
I'm hoping that the Spellsword will be verstile enough to do some Duskblade esq damage from the getgo. I mean, the Paladin definitly dips into Leader territory, I don't see why the Swordmage couldn't dip into Striker territory.
2 years ago  ::  Mar 08, 2008 - 8:51AM #8
Ltbaxter
Posts: 26

Wizardmon wrote:

With the Swordmage coming out in the Forgotten Realms Player's Guide, I was wondering how many people just assume have a nice little "core" fan-made Arcane Defender class. I, for one, would certainly like one. I am a huge fan of the Duskblade, and in the campaign I plan to convert to 4e, there is a high elf duskblade, so I would be able to use it in more ways than one. I know that I would be more than happy to get started on a armor-wearing, arcane-channeling class for 4e.


I also really like the Duskblade, and in a campaign I'm running one of my players is a Duskblade. For three reasons I think I would make it a striker however...

i) The Swordmage is going to be an Arcane Defender, and it would be good to differentiate the two.

ii) In my game, the Duskblade is *definitely* a striker, doing a ton of damage vs single foes, but she is squishier than the party's paladin, and much prefers to be a skirmisher - moving up to attack and channel, shifting back to cast at range when some control is needed, and to avoid getting pounded with her low hit points.

iii) The Duskblade in 3.5e seems to be quite focused on single foe damage, and the channeling is a key way to do that. The lower hit points, and spending early career in no/light armor doesn't fit the defender mode. The aspect that does help with defense is the Abjuration specialty.

Given that, comments on the Defender version are of dubious value, although some of the 'marking' abilities could be like the Ranger's Hunter's Quarry. Anyway, some thoughts on a 4e Duskblade:

Key Abilities: Intelligence, Strength, Dex sound good, in that order.

Armor Training: I would go with Leather at the start, and have a Class ability later on that gives them proficiency with Chain. I would NOT make that count as light, as there's no need for them to be more armored than other strikers or more mobile than defenders. However... given the abjuration specialization in 3e, I would instead have powers that can increase AC.

Weapon proficiencies: your list seems ok. Unsure how many proficiencies 4e classes get, but I could also see shortsword, dagger. Throwing axe in particular I think is a good way to channel some of the powers, though many/most would be melee.

Bonus +1 Fort, +1 Will seems ok, would change hit points and surges to match other strikers.

Skills? Arcana is good, wouldn't like Endurance 'forced on'

Class Features
I like your Arcane Attunement
As far as the two builds, perhaps have one that gears towards melee (later allowing the Chain option) and another that would channel through thown weapons. The former would also stress more AC buffs, the latter might have something similar to Ranger's Quarry. Not a plus to hit, but added study finds an arcane weakpoint, and the spell channeled through it does more damage.

Powers - energy, arcane, eldritch magics that channel on a hit. It would be especially nice to have extra cool things happen on a crit, similar to Flaming Surge weapons. I'm not sure how they'll extend crit threat range - it will exist but will be rarer. This might be a good high level duskblade power.

Good idea - I hope you get other suggestions and ideas, and I really hope Wizards will pick up on the Duskblade in a future PHB. (3.5 PHB2 to 4e PHB II?)

2 years ago  ::  Mar 08, 2008 - 10:26AM #9
Wizardmon
Posts: 1798
Thank you all for your input. FYI, I am making this class for the people who do not find it nessessary to buy the FR Player's Guide (even though I would like to, but figure I can't), but still want a Gish/3.5 Duskblade conversion.

Here are other points I picked up on:
- Should be an Arcane Striker; changes to class to be made accordingly
- Chain Armor as light == !good
- Endurance shall be changed to Athletics, or another skill as per possible suggestions


Thanks guys. I'll start updating!
2 years ago  ::  Mar 08, 2008 - 10:44AM #10
dark080matter
Posts: 1059
EDIT: You can probably disregard most of this post if you came here after Wizardmon changed the class to be a Striker.

Wizardmon wrote:

Arcane Atunement
You know one cantrip from the Wizard's Power list.


You know one cantrip from the Wizard's first level power list. :D Who knows, maybe now that magic/powers are already being divided into Attack and Utility abilities (with Attacks gained at odd levels and Utilities at even, it seems), Wizards may be able to pick up advanced level cantrips at some point? Weird thought, I know.

Duskblade Mastery
Duskblades have mastered many methods for practicing their special brand of magic. Some their methods as a graceful art form, and evade looming danger. Others prefer to build on the secret knowledge of bodily mechanics to make their spells even more deadly.

Choose one of the following options.

Mystic Myrmidon: You gain a bonus to AC equal to your Dexterity modifier against foes you have marked.
Spell Heterosis: You gain a bonus to your spells' damage against foes you have marked equal to your Strength modifier.


I like it! Tying Strength into the "mighty spellcasting" is a good inversion of expectations, and makes sense just like the Rogues Tactics (your primary stat is Dex, but you choose a secondary stat of either Cha or Str). So I guess that makes Intelligence the "must have" primary stat then.

Duskblade Armor Talent
Chainmail is considered light armor, and your speed and ability bonuses to defenses apply as if you were in hide armor.


Sure, awesome. I think it's been said that the Swordmage (this could have just been baseless speculation) will be able to do away with armor entirely in exchange for protection spells (possibly with some kind of ability path?) Are you differentiating the Duskblade as definitely reliant on "light" armor? That would make sense if it is going to be a melee Striker class like suggested.

Shatter Spellward
You cast a spell on your foe that interferes with the magical energies that normally ward his body from the cruelty of existence. If he turns away, you have the chance to complete the spell, and put upon him the force of the unrelenting flow of magic in the cosmos.
(At-Will; Minor; One creature; Range 5) You mark the target. The target remains marked until you use it against another target. If you mark another creature using other powers, the target is still marked. A creature can be subject only to one mark at a time. A new makr supersedes a mark that was already in place. If the creature cannot possibly target you, it becomes unmarked.
If the target makes an attack that doesn't include you as a target, it takes a -2 penalty to attack rolls and takes 8 psychic damage. The target takes this damage only once per turn.


Ah yes, the vaunted Paladin's Mark. I like your addendum, even if it is a bit subject to DM fiat (you're making it hard for my monster to target you, I call shenanigans!). Anyway maybe when we see how they changed the Paladin's Mark to be less broken we can look at this again.

Although if the class is to become a Striker you should probably do away with this in exchange for some kind of "Curse" mechanic like the Ranger or Warlock (basically those classes lower-damage, but less situational answer to Sneak Attack). Or maybe take a different path entirely and have some kind of sneak attack-ish, "channeled spell-sword melee attack" type class feature. Hmm.... Maybe targets you succesfully teleport next to, or target with some kind of mind-affecting power that lowers their guard?

Just tossing ideas.

Duskblade Powers

Your powers are arcane spells that draw on your blending of wit, agility and strength. Some powers reward a high Dexterity and are well suited for the swift duskblade, and others reward a high Strength and appeal to the punisher duskblade, but you are free to choose any power you like.


that's all just gravy to me.

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