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PHB II: Duskblade too powerful?
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<blockquote data-quote="wildstarsreach" data-source="post: 3248451" data-attributes="member: 43141"><p>Below is my current character. It is a respectable character and does produce good results. It is not broken by far. However in one combat against Rat swams, She was invaluable because of shocking grasp and arcane channeling.</p><p></p><p>A Fighter/mage hybrid it is and will never be as good as some of the wonky builds that are possible. But it is a solid class</p><p></p><p>Now I am asking, is there a feat that would allow learning an additional spell that is outside of the duskblade spell list. I know of the feat in the complete arcane that allows additional spell knowledge but that would be within the allowed spell list.</p><p></p><p>Parlee Oakstream</p><p>Female human Duskblade 4</p><p>XP 6425</p><p>CG Medium humanoid (human)</p><p>------------------------------------------------------</p><p>Init +6; Senses Listen -1, Spot -1</p><p>Languages Common, Draconic, Elven, Orcish </p><p>AC 18 (+4 Armor, +1 Shield, +2 Dex, +1 Nat Arm), touch 13, flat-footed 16</p><p>HP 29 (4 HD) </p><p>Fort +6, Ref +3, Will +3</p><p>------------------------------------------------------</p><p>Speed 30 ft. (6 squares)</p><p>Melee MW Longsword +8 (1d8+3/19-20 x2)</p><p>Ranged MW composite longbow +7 (1d8+2/x3)</p><p>Base Atk +4; Grp +6</p><p> Atk Options Arcane Channeling</p><p> Combat Gear none</p><p> Duskblade Spells Known (CL 3rd, DC 12 + spell level)</p><p>1st (6/day) – Blade of Blood, Kelgore's Fire Bolt, Magic Weapon, Stand, Shocking Grasp</p><p>0th (6/day) – Acid Splash, Disrupt Undead, Ray of frost, Touch of Fatigue</p><p> Spell-Like Abilities (CL 4th)</p><p>5/day (total) – dancing lights, detect magic, flare, ghost sound, read magic</p><p>------------------------------------------------------</p><p>Abilities Str 15, Dex 14, Con 14, Int 14, Wis 8, Cha 12</p><p>SQ Armored Mage (Light, Medium)</p><p>Action Points 7</p><p>Feats Weapon Focus Longsword, Improved Initiative, Combat Casting, Combat Expertise</p><p>------------------------------------------------------</p><p> Skills (35 points, ACP -1) Climb (2/+4_3), Concentration (7/+9) (+13 def), Know Arcana (7/+9), Know Local (5/+7), Know Nobility/Royalty (3/+5), Ride (2/+4), Spellcraft (7/+11), Swim (2/+4_3) </p><p>------------------------------------------------------</p><p> Possessions (66/133/200 – 56) combat gear (–) plus MW Chain Shirt, MW Buckler Shield, MW Longsword, MW Composite Longbow +2 Str, Bedroll, Backpack, 1 large sack and 2 small sacks, flint and steel, 1 water skin, a set of common robes, 1 pair of manacles, 1 pair of boots, 2 Daggers, Quiver w/20 Arrows, 103 PP, 177 GP, 3 SP, 6 CP, Pot Cr Lt wds, +1 Amulet of Nat Armor, Pot Bull’s Str, Cure Mod Wds</p></blockquote><p></p>
[QUOTE="wildstarsreach, post: 3248451, member: 43141"] Below is my current character. It is a respectable character and does produce good results. It is not broken by far. However in one combat against Rat swams, She was invaluable because of shocking grasp and arcane channeling. A Fighter/mage hybrid it is and will never be as good as some of the wonky builds that are possible. But it is a solid class Now I am asking, is there a feat that would allow learning an additional spell that is outside of the duskblade spell list. I know of the feat in the complete arcane that allows additional spell knowledge but that would be within the allowed spell list. Parlee Oakstream Female human Duskblade 4 XP 6425 CG Medium humanoid (human) ------------------------------------------------------ Init +6; Senses Listen -1, Spot -1 Languages Common, Draconic, Elven, Orcish AC 18 (+4 Armor, +1 Shield, +2 Dex, +1 Nat Arm), touch 13, flat-footed 16 HP 29 (4 HD) Fort +6, Ref +3, Will +3 ------------------------------------------------------ Speed 30 ft. (6 squares) Melee MW Longsword +8 (1d8+3/19-20 x2) Ranged MW composite longbow +7 (1d8+2/x3) Base Atk +4; Grp +6 Atk Options Arcane Channeling Combat Gear none Duskblade Spells Known (CL 3rd, DC 12 + spell level) 1st (6/day) – Blade of Blood, Kelgore's Fire Bolt, Magic Weapon, Stand, Shocking Grasp 0th (6/day) – Acid Splash, Disrupt Undead, Ray of frost, Touch of Fatigue Spell-Like Abilities (CL 4th) 5/day (total) – dancing lights, detect magic, flare, ghost sound, read magic ------------------------------------------------------ Abilities Str 15, Dex 14, Con 14, Int 14, Wis 8, Cha 12 SQ Armored Mage (Light, Medium) Action Points 7 Feats Weapon Focus Longsword, Improved Initiative, Combat Casting, Combat Expertise ------------------------------------------------------ Skills (35 points, ACP -1) Climb (2/+4_3), Concentration (7/+9) (+13 def), Know Arcana (7/+9), Know Local (5/+7), Know Nobility/Royalty (3/+5), Ride (2/+4), Spellcraft (7/+11), Swim (2/+4_3) ------------------------------------------------------ Possessions (66/133/200 – 56) combat gear (–) plus MW Chain Shirt, MW Buckler Shield, MW Longsword, MW Composite Longbow +2 Str, Bedroll, Backpack, 1 large sack and 2 small sacks, flint and steel, 1 water skin, a set of common robes, 1 pair of manacles, 1 pair of boots, 2 Daggers, Quiver w/20 Arrows, 103 PP, 177 GP, 3 SP, 6 CP, Pot Cr Lt wds, +1 Amulet of Nat Armor, Pot Bull’s Str, Cure Mod Wds [/QUOTE]
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