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<blockquote data-quote="Uber Dungeon" data-source="post: 5397595" data-attributes="member: 87133"><p>I would make changes.</p><p>1. BAB changes to medium progression; 0, 1, 2, 3, 3, 4, 5, 6, 6 ect.</p><p>2. Remove "Armored Casting Medium" </p><p>3. Add Sneak Attack +1d6 at first level and every 4th level (4, 8, 12, 16, 20)</p><p>4. Dagger Cast at first level As a Daggerspell mage.</p><p>5. Two-weapon Fighting (dagger, Punching Dagger, Kukri) On 1st level</p><p>6. Evasion at 2nd level</p><p>7. Trap sense +1 at 3rd level, +2 At 6th lv, +3 at 9th lv, +4 12th lv, +5 15th lv, +6 at 18th lv.</p><p>8. Uncanny Dodge at 4th level</p><p>9. Improved Uncanny Dodge at 9th level</p><p></p><p>Skills; Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Hide, Knowledge (arcana), Knowledge (Dungeoneering) Knowledge (Geography), Knowledge (Local) Knowledge (Planes), Listen, Move silently, Profession, Ride, search, Sense Motive, Spellcraft, Spot, Swim</p><p></p><p>Spells; CHA based, spontaneous caster</p><p></p><p><strong>Daggercast (Ex)</strong>: Daggerspell mages seamlessly blend</p><p>the use of their twin daggers with powerful spellcasting</p><p>abilities. A daggerspell mage can cast a spell with somatic</p><p>and material components even when holding a dagger in</p><p>each hand. If a daggerspell mage holds anything other than</p><p>a dagger, he must have at least one hand free to cast a spell</p><p>with somatic or material components. Casting a spell in</p><p>this way still provokes attacks of opportunity normally.</p><p>In addition, a daggerspell mage can deliver a touch</p><p>spell with a dagger attack (either a melee touch attack or</p><p>a normal melee attack, but not with a thrown dagger).</p><p></p><p></p><p>Thats what I'd do, Kinda makes you an under powered rouge with a cool ability, spells and the skills to back it up. I'd call it "Arcane Seeker" (though I think that name is from something, But I cant think what)</p></blockquote><p></p>
[QUOTE="Uber Dungeon, post: 5397595, member: 87133"] I would make changes. 1. BAB changes to medium progression; 0, 1, 2, 3, 3, 4, 5, 6, 6 ect. 2. Remove "Armored Casting Medium" 3. Add Sneak Attack +1d6 at first level and every 4th level (4, 8, 12, 16, 20) 4. Dagger Cast at first level As a Daggerspell mage. 5. Two-weapon Fighting (dagger, Punching Dagger, Kukri) On 1st level 6. Evasion at 2nd level 7. Trap sense +1 at 3rd level, +2 At 6th lv, +3 at 9th lv, +4 12th lv, +5 15th lv, +6 at 18th lv. 8. Uncanny Dodge at 4th level 9. Improved Uncanny Dodge at 9th level Skills; Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Hide, Knowledge (arcana), Knowledge (Dungeoneering) Knowledge (Geography), Knowledge (Local) Knowledge (Planes), Listen, Move silently, Profession, Ride, search, Sense Motive, Spellcraft, Spot, Swim Spells; CHA based, spontaneous caster [B]Daggercast (Ex)[/B]: Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell mage holds anything other than a dagger, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a daggerspell mage can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger). Thats what I'd do, Kinda makes you an under powered rouge with a cool ability, spells and the skills to back it up. I'd call it "Arcane Seeker" (though I think that name is from something, But I cant think what) [/QUOTE]
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