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Duskblade builds in play

Ilium said:
I have to second the True Strike/Power Attack option. Even at first level you can combine these two spells to do some serious damage, especially if you go for a 2-handed weapon like greatsword.
There might be some confusion here:

You CANNOT subtract more than your BAB for Power Attack.

So at 1st level, this feat is almost useless. By 3rd level, things are better....but you still can't use most of that True Strike +20 goodness.
 

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I have a goblin duskblade 5/dragon devotee 2 that I just got started playing two weekends ago. I finally got to do my full-powered combo, and it went something like this:

Mummy attacks party.
Goblin Duskblade (OF DEATH) charges mummy, misses first attack.
Mummy moves away.
Goblin Duskblade (OF DEATH) charges mummy and is now MAD! so she quick casts her true strike, channels a shocking grasp, and power attacks for full. When she hits, she releases the scorching ray in her sword of spellstoring.
Goblin Duskblade does 1d6 + 20 + 4d6 + 4d6 + 5d6 damage. The GM is sad that his painted mini only 2 rounds (and regrets that he didn't actually read my character sheet when I gave it to him for approval). Another player gives him a candy bar to compensate.
LATER... GM pits party against 3 mummies, when poor goblin duskblade only has three zero level spells left.. Goblin Duskblade cries that her painted mini only lasted 3 sessions.. :)

Letting a duskblade get a sword of spell storing _might_ be a bad idea. :)

/ali
 

Well, as Nail mentioned, don't forget that your power attack is limited by your base attack bonus, but none the less it still looks like fun. :)
 

Jubilee said:
Goblin Duskblade (OF DEATH) charges mummy and is now MAD! so she quick casts her true strike, channels a shocking grasp, and power attacks for full. When she hits, she releases the scorching ray in her sword of spellstoring.
Goblin Duskblade does 1d6 + 20 + 4d6 + 4d6 + 5d6 damage.
Beating the dead horse here, but: That "power attack for full" meant only an extra +14 damage (given you used a 2-hd weapon, and had a BAB of +7), right?
 

Here's the build for my current duskblade at 5th. She'll use combat expertise as appropriate to keep from getting hit and stay one the line in battle.

Parlee Oakstream
Female human Duskblade
XP 10000
CG Medium humanoid (human)
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Init +6; Senses Listen -1, Spot -1
Languages Common, Draconic, Elven, Orcish
AC 20 (+4 Armor, +2 Shield, +1 Defl, +2 Dex, +1 Nat Arm), touch 12, flat-footed 18
HP 36 (5 HD)
Fort +6, Ref +3, Will +3
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Speed 30 ft. (6 squares)
Melee Longsword+1 (+9/hit, 1d8+3, 19-20/x2)
Ranged MW Composite Longbow (+8/hit, 1d8+2, 20/x3)
Base Atk +5 Grapple +7
Atk Options Arcane Channeling, Quickcast 1/day
Combat Gear
Duskblade Spells Known
2nd (3/day) – Melf’s Acid Arrow
1st (6/day) – Blade of Blood, True Strike, Magic Weapon, Stand, Shocking Grasp
0th (6/day) – Acid Splash, Disrupt Undead, Ray of frost, Touch of Fatigue
Spell-Like Abilities
0th (5/day total) – dancing lights, detect magic, flare, ghost sound, read magic
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Abilities Str 15, Dex 14, Con 14, Int 14, Wis 8, Cha 12
SQ Armored Mage (Lt & Md Armor, Lt Shield), Arcane Attunement, Arcane Channeling
Feats Weapon Focus Longsword, Improved Initiative, Combat Casting, Combat Expertise
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Skills (40 points, ACP -1) Climb (2/+4_3), Concentration (8/+10) (+14), Know Arcana (7/+10), Know Local (5/+7), Know Nobility/Royalty (3/+5), Jump (2/+4_3), Ride (2/+4), Spellcraft (8/+12), Swim (2/+4_3)
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Possessions (66/133/200 – ) Shield Lt Metal +1, Mithril Chain Shirt, 3x Pot Cr Lt wds, Longsword +1, Amulet of Nat Armor +1, Ring of Protection +1, Quiver of Ehlonna w/[60 Arrows], MW Composite Longbow +2 Str
 

A great feat for Duskblades is the Battlecaster Offense tactical feat from Complete Mage. Damage someone with a spell, get a +1 with a melee attack next round. Make a melee attack, add +1 DC to a spell next round. And they get the Combat Casting prereq for free. Battlecaster Defense is almost as good, and also worth considering.
 


carborundum said:
I must just agree that Improved Trip or Disarm is nice with a quick cast True Strike ;-)
Disarm, yes. If you cast True Strike and try to trip, you'll get the +20 bonus on the touch attack, which is usually easy to hit with anyway, and no benefit on the opposed Str check.
 


Nail said:
Beating the dead horse here, but: That "power attack for full" meant only an extra +14 damage (given you used a 2-hd weapon, and had a BAB of +7), right?

Actually, my character only has a +6 BAB (dragon devotee has cleric progression), so "power attack for full" gives me +12 damage, but I have an armband of might, which gives me +2 damage whenever I power attack for at least 2, and I have an 18 str (with gauntlets of ogre power) for +6 damage for strength with a 2 handed weapon, and it's a +1 weapon = 21 damage on a power attack. Hm. I guess I did 1d6 + 21 + 4d6 + 4d6 + 5d6 ;)

/ali
 

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