What do you think of the Duskblade?

Anti-Sean said:
File off the laaaaaaaaame and outmoded "duskblades were created by the elves because elves are uber and teh awesum" flavor text, and I like 'em just fine.
I've got your solution right here: pronounce "the elves" as "Elvis".
 

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DM-Rocco said:
What do you think of the Duskblades?

I have some mixed feelings about them. The basic idea of the class is great, but the channeling magic through a melee weapon seems to be limited. I looked up the "touch" spells in the spell list and I think it was something like 3 or 4 touch spells. That seems a bit limiting as a class feature. Sure you could take the learn spell feat and get cause critical wounds, but just going off of the spell list, it seems weak.

Unless you allow "ranged" touch spells too. Then they are mean, nothing worse than a full Whirlwind attack of Disintegrate per hit :D :p :lol:

Although, there is a difference between ranged touch attack and touch attack, so I would say that doesn't work. :(
They're nice, but they ain't no Battle Sorcerer (a much more flexible class that should be made into core D&D in 4e).
 

Felon said:
Nah, not really if one stops to give the matter some consideration.
One has stopped "to give the matter some consideration." And one has found, following such consideration, that the following is true:

Too many spells per day.

;)


Then again, I'd say that other arcanists get too few bottom-tier spell slots.
I see. So, in other words. . .

Eh. Never mind.
 

Having never actually seen one in play, it seems too powerful to me. My instinct is to think that my observations are incorrect though (since I haven't actually seen one played).

It reminds me a lot of the Elf class in OD&D.
 

I played a duskblade in a recent campaign, and it wasn't too overpowered. The spells, while nice, are limited in that you know a very small number/level, and can only add one/level to any level you know. The trade-out rule helps here somewhat, but I never saw a need to get rid of a current spell for a different one.

The spells I used the most were Stand and Dimension Hop, with Shocking Grasp for offense. With Shocking Grasp capped at 5d6, it's a nice spell early on but loses punch over time. Stand is a nice spell to have, especially when enemies are using trip, but again, allowing someone to stand from prone as a free action once in a while is not overpowering, and also depletes your 1st-level spells (e.g. Shocking Grasp). Dimension Hop helps in a quick escape, and combined with your free swift casting/day, can help a character get around the battlefield quickly. Again, though, not a breaker.

Yes, duskblades get Disintegrate and Polar Ray later on, but if you are relying on the duskblade as a primary arcane blaster, your party has other issues. I could foresee my character never even picking up those spells, as his offense came mostly through his sword. I would advise going the one-handed weapon and shield route. With only a d8, you need all the defense you can get. Don't overlook the Battle Caster feat too; at 7th level, your use of medium armor upgrades to heavy armor.

This class makes me wonder if a similar class for warrior-clerics could be done (similar to the 2E FR Crusader- I loved that class!).
 

Its always amusing to me the great lengths 3.5 designers have gone to to emulate the simple effectiveness of the 1E Elven Fighter/MagicUser. We have probably 100 or so pages of rules from various splats and corebooks all trying to do fix what d20 multi-classing rules broke: a competetive spell-casting multi-classed character.

Just an observation. :)

That said, I think that if you favor high-level play, then the Duskblade is a viable option, with enough options at level 12 and higher to keep the character interesting in play. If you favor low-to-mid level games, the class seems a bit of a lame duck, once his few spells are expended he's just a fighter without all the cool feats.
 

Laman Stahros said:
If you use a Windows based computer with Excel (not OpenOfiice), then you could use the fan supported Heroforge.

If you use Apple OS, then Heroforge won't work very well. Microsoft and Apple are not playing well with each other, you know. :)

Right now, I've got E-Tools running and tweaked to the point that it does everything I want really, so I'm not going to switch just yet. I'm sure at some future time a Windows update or something will kill it, at which point I'll look at finding a replacement. But 'til then, the tool works, so I don't need a new one. Thanks anyhow! :)

-The Gneech :cool:
 

I personally like it but I really hate the fact that WotC doesn't give you any sort of rules to determine which NEW spells to add to the Duskblade spell list outside the PHB and PHB2. So far, most touch spells, small range spells and small area spells, and a few miscellaneous stuff were the guidelines.

Not entirely very helpful. It would've been better for WotC to state which schools of magic from which spell list they had access to, or which type of spells (e.g. "For spells outside the PHB and PHB2, any touch or ray spell may be added along with etc. etc.") That would've been helpful. They did it with the Beguiler, Warmage, Dread Necromancer, and especially the Spellthief.

Currently I had to painstakingly go through every spell from every WotC and Paizo product to look for spells that I can add to the Duskblade spell list. I did a half-ass job because, seriously, WotC should've had this already prepared for me. It's ridiculous I have to do this myself.
 

I had a player with a duskblade for most of my converted G3 and D1-2-3. In general, the class seemed pretty good, but what really made the character shine in combat were his use of new spells from the PHII and SC that focused on tactical movement and swift actions. The regroup spell alone saved the party's bacon many, many times in G3.
 

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