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Pathfinder Duskblade Conversion

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  1. Pathfinder Duskblade
  2.  
  3. Hit Dice:d8
  4. BAB:Full
  5. Saves: Good Fort, Bad Ref, Good Will
  6.  
  7. Level:
  8. 1:Armored Mage(Light), Arcane Attunement
  9. 2:Combat Casting, Somatic Weaponry
  10. 3:Arcane Channeling, Dawn to Dusk/Dusk to Dawn Training/1 Spell
  11. 4:Bonus Feat, Armored Mage(Medium)
  12. 5:Quick Cast/1 day
  13. 6:Training/2 Spells
  14. 7:Armored Mage(Heavy Shield)
  15. 8:Bonus Feat
  16. 9:Training/3 Spells
  17. 10:Quick Cast/2 Day
  18. 11:Still Day/Quiet Night/1 day
  19. 12:Training/4 Spells, Bonus Feat
  20. 13:Arcane Channeling(Full Attack), Still Day/Quiet Night/2 Day
  21. 14:Armored Mage(Heavy)
  22. 15:Training/5 Spells, Quick Cast/3 Day, Still Day/Quiet Night/3 Day
  23. 16:Bonus Feat
  24. 17:Still Day/Quiet Night/4 Day
  25. 18:Training/6 Spells
  26. 19:Still Day/Quiet Night/5 Day
  27. 20:Quick Cast/4 Day, Bonus Feat, Twilight's Eve
  28. Class Skills:(2+Int per level)Acrobatics, Climb, Craft, Linguistics, Knowledge(All), Ride, Sense Motive, Spellcraft, Swim
  29.  
  30. Class Features
  31.  
  32. Weapon and Armor Proficiency: Duskblades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
  33.  
  34. Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list.
  35.  
  36. 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.
  37.  
  38. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table below. In addition, you gain bonus spells per day for a high intelligence
  39.  
  40. A Duskblade's Caster Level is equal to his Class level
  41.  
  42. 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.
  43.  
  44. 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.
  45.  
  46. 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.
  47.  
  48. 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.
  49.  
  50. Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic at will.
  51.  
  52. 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 and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
  53.  
  54. At 4th level, you learn to use medium armor with no chance of arcane spell failure.
  55.  
  56. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.
  57.  
  58. At 14th level, you learn to use heavy armor with no chance of arcane spell failure.
  59.  
  60. Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
  61.  
  62. Somatic Weaponry: At 2nd level, you gain the ability to use your weapon to cast Spells with a Somatic component in it.
  63.  
  64. 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 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.
  65.  
  66. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
  67.  
  68. If the attack misses, the charge is held in the weapon as normal with a touch attack.
  69.  
  70. Dawn to Dusk/Dusk to Dawn Training: Beginning at 3rd Level, the Duskblade takes a choice between furthering his arcane pursuits, or bridging a duality between Arcane and Divine.
  71.  
  72. If choosing Dawn to Dusk, the Duskblade chooses 1 Divine spell from the Cleric Spell list to add to his spells known. The Duskblade can only choose a spell of a level he can cast, he cannot exchange this spell for another Duskblade spell, and he can exchange a Divine Spell for another Divine Spell. The Duskblade gains 1 extra Divine a Spell every 3 levels.
  73.  
  74. If choosing Dusk to Dawn, the Duskblade chooses 1 Arcane Spell from the Wizard Spell list to add to his known spells. The Duskblade can only choose a spell of a level he can cast, he cannot exchange this spell for another Duskblade spell, and he can exchange a Wizard spell for another Wizard spell. The Duskblade gains 1 extra Wizard spell every 3 levels.
  75.  
  76. Bonus Feat:At 4th level, the Duskblade chooses a bonus combat feat. He gains an extra feat at 8th, 12th, 16th, and 20th levels.
  77.  
  78. 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.
  79.  
  80. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
  81.  
  82. Still Day/Quiet Night: Beginning at 11th level, you can cast 1 spell each day as either a silent spell or still spell. Once you choose at 11th level you cannot choose the other option.
  83.  
  84. This increases by 1 for every two levels past 11th level.
  85.  
  86. Twilight's Eve: At 20th level, the Duskblade's intense training in both might and magic have blended into an overwhelming assault that can overcome any resistances.
  87.  
  88. Willbreaker(Sp):An amount of times equal to 1+intelligence modifier, the Duskblade can increase the save DC of his spell by 5 against an enemy he has hit in the previous round.
  89.  
  90. Dawn-Piercer(Sp):An amount of times equal to 1+intelligence modifier, the Duskblade can automatically overcome the spell resistance of any foe and also overcome any elemental resistances the foe might possess.
  91.  
  92.  
  93.  
  94. Level Spells Per Day
  95. 1 1st-2
  96. 2 1st-3
  97. 3 1st-4
  98. 4 1st-5
  99. 5 1st-5 2nd-2
  100. 6 1st-6 2nd-3
  101. 7 1st-6 2nd-5
  102. 8 1st-7 2nd-6
  103. 9 1st-7 2nd-6 3rd-2
  104. 10 1st-8 2nd-7 3rd-3
  105. 11 1st-8 2nd-7 3rd-5
  106. 12 1st-8 2nd-8 3rd-6
  107. 13 1st-9 2nd-8 3rd-6 4th-2
  108. 14 1st-9 2nd-8 3rd-7 4th-3
  109. 15 1st-9 2nd-9 3rd-7 4th-5
  110. 16 1st-10 2nd-9 3rd-8 4th-6
  111. 17 1st-10 2nd-9 3rd-8 4th-6 5th-2
  112. 18 1st-10 2nd-10 3rd-8 4th-7 5th-3
  113. 19 1st-10 2nd-10 3rd-9 4th-7 5th-5
  114. 20 1st-10 2nd-10 3rd-9 4th-8 5th-6
  115.  
  116. Spell list
  117.  
  118. Cantrips
  119.  
  120. The Duskblade draws cantrips from the Magus cantrip list.
  121.  
  122. 1st-Level Duskblade Spells
  123. Abjur
  124. * Lesser Deflect: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
  125. * Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  126. Conj
  127. * Kelgore's Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
  128. * Obscuring Mist: Fog surrounds you.
  129. * Stand: Subject stands up from prone.
  130. Div
  131. * True Strike: +20 on your next attack roll.
  132. Ench
  133. * Rouse: Awakens creatures in area.
  134. Evoc
  135. * Bigby's Tripping Hand: Hand trips subject.
  136. * Burning Hands: 1d4/level fire damage (max 5d4).
  137. * Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
  138. Illu
  139. * Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
  140. Necr
  141. * Blade of Blood: Weapon deals +1d6, or +3d6 if you take 5 points of damage.
  142. * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  143. * Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  144. * Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str penalty.
  145. Tran
  146. * Expeditious Retreat: Your speed* increases by 30 ft.
  147. * Jump: Subject gets bonus on Jump checks.
  148. * Magic Weapon: Weapon gains +1 bonus.
  149. * Swift Expeditious Retreat: Your speed increases by 30 ft. for 1 round (swift).
  150. 2nd-Level Duskblade Spells
  151. Abjur
  152. * Deflect: Gain bonus to AC for one attack.
  153. Conj
  154. * Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
  155. * Dimension Hop: Teleport subject short distance.
  156. Div
  157. * See Invisibility: Reveals invisible creatures or objects.
  158. * Sure Strike: Gain +1 bonus/3 levels on next attack.
  159. Ench
  160. * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
  161. Evoc
  162. * Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
  163. * Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  164. * Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
  165. Illu
  166. * Invisibility: Subject is invisible for 1 min./level or until it attacks.
  167. * Swift Invisibility: Invisibility lasts 1 round (swift).
  168. Necr
  169. * Ghoul Touch: Paralyzes one subject, which exudes stench.
  170. Tran
  171. * Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
  172. * Bear's Endurance: Subject gains +4 to Con for 1 min./level.
  173. * Bull's Strength: Subject gains +4 to Str for 1 min./level.
  174. * Cat's Grace: Subject gains +4 to Dex for 1 min./level.
  175. * Darkvision: See 60 ft. in total darkness.
  176. * Fly: Subject gains a fly speed of 60 ft.
  177. * Spider Climb: Grants ability to walk on walls and ceilings.
  178. * Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
  179. * Swift Fly: This spell functions like fly except for 1 round (swift).
  180. 3rd-Level Duskblade Spells
  181. Abjur
  182. * Dispelling Touch: Dispel one magical effect on touched subject.
  183. * Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
  184. * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  185. Conj
  186. * Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
  187. * Regroup: Teleports nearby allies to your side.
  188. Necr
  189. * Ray of Exhaustion: Ray makes subject exhausted.
  190. * Vampiric Touch: Touch* deals 1d6/two levels damage; caster gains damage as HP.
  191. Tran
  192. * Crown Of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
  193. * Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
  194. * Energy Surge: As lesser energy surge, but 2d6 damage.
  195. * Greater Magic Weapon: +1 bonus/four levels (max +5).
  196. * Halt: Subject's feet become stuck to the ground.
  197. * Keen Edge: Doubles normal weapons threat range.
  198. 4th-Level Duskblade Spells
  199. Abjur
  200. * Dispel Magic: Cancels magical spells and effects.
  201. Conj
  202. * Dimension Door: Teleports you short distance.
  203. * Toxic Weapon: Coats weapon with poison.
  204. Evoc
  205. * Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
  206. * Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  207. * Interposing Hand: Hand provides cover against one opponent.
  208. * Shout: Deafens all within cone and deals 5d6 sonic damage.
  209. Illu
  210. * Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  211. Necr
  212. * Enervation: Subject gains 1d4 negative levels.
  213. 5th-Level Duskblade Spells
  214. Abjur
  215. * Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
  216. Ench
  217. * Hold Monster: As hold person, but any creature.
  218. Evoc
  219. * Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  220. * Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  221. * Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  222. * Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
  223. Necr
  224. * Waves of Fatigue: Several targets become fatigued.
  225. Tran
  226. * Disintegrate: Makes one creature or object vanish.
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