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| #1hellgrammite00Dec 21, 2008 10:00:16 | Started working on this last night. Got the idea last night that a Duskblade focuses his at-wills to be martially based, and hit encounter's and daily attacks to be spells. Here is a rough put-together of what I thought of. I put this together real quick so we can figure out how the mechanics would work for the class. Duskblade Role: Striker (secondary Defender) Power Source: Martial and Arcane Key Abilities: Strength, Intelligence, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail, light shield Weapon Proficiencies: Simple melee, Simple ranged Implements: Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement. Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Arcana and Athletics Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Streetwise (Cha) Duskblade Class Features Arcane Channeling: Arcane Channeling allows you to deliver your touch spells through your weapon during attacks. When you make a basic melee attack or an attack with the channeling keyword, you may immediately expend one spell with the touch keyword as a free action. You may only expend a spell this way if your current attack with be a valid target for the spell. If your attack hits, you gain an additional effect. The additional effect is as if you hit the target with the expended touch spell, including any damage or effects that a successful use of the spell would entail. At-Will Attack Powers: You begin with three at-will attack powers. Throughout your career, at least one of those powers, and no more than two, must have the channel keyword. Level 1 At-Will Exploits Lunging Assault At-Will: Martial, Weapon, Channel Standard Action Melee weapon +1 reach Target: One creature Attack: Strength -1 vs. AC Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Slashing Strike At-Will: Martial, Weapon, Channel Standard Action Melee weapon Requirement: You must be wielding a light or heavy blade. Target: One creature Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier damage. Increase damage to 2[W] + Strength modifier at 21st level. Blunt Force Trauma At-Will: Martial, Weapon, Channel Standard Action Melee weapon Requirement: You must be wielding a hammer or mace. Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level. Tactical Maneuver At-Will: Martial, Weapon, Channel Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain a +1 power bonus to AC until the end of your next turn. Increase damage to 2[W] + Strength modifier at 21st level. Ray of Black Ice At-Will: Arcane, Weapon, Implement Standard Action Ranged 10 Attack: Charisma vs. Fortitude Hit: 1d8 + Charisma modifier cold and necrotic damage. Level 1 Encounter Spells: Kelgore’s Fire Bolt Encounter: Arcane, Fire, Implement Standard Action Ranged 20 Target: One creature Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier fire damage. Shocking Grasp Encounter: Arcane, Lightning, Touch, Implement Standard Action Melee touch Target: One creature Special: If the target is wearing heavy armor, you gain a +3 bonus to the attack roll. Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier Lightning damage. Thunderous Rebuke Encounter: Arcane, Thunder, Touch, Implement Standard Action Melee touch Target: One creature Attack: Charisma vs. Reflex Hit: 1d12 + Charisma modifier thunder damage, and you push the target the target 3 squares if it is your size or smaller. Level 2 Utility Spells Blade of Blood Encounter: Arcane, Necrotic Minor Action Melee touch Effect: When you use this power, you may deal 2d6 damage to yourself. This damage cannot be reduced in any way. Target: One weapon Effect: The next time the weapon hits a living creature, it deals an extra 1d6 necrotic damage on the damage roll. If you dealt damage to yourself while casting this power, instead you deal 3d6 necrotic damage. Deflecting Barrier Encounter: Arcane, Force Immediate Interrupt Personal Trigger: You are hit by an attack Effect: You gain a +2 power bonus to AC until the end of your next turn. |
| #2mouthymercDec 21, 2008 13:47:32 | I've thought that the duskblade could be served by taking the swordmage or fighter/warlock or fighter/wizard. I lean towards fighter/warlock because the class always struck me more as a striker rather than a controller and combining elements of the warlock with the defensiveness of the fighter seems to work. Do we really need an actual class for this? What does a dedicated class bring to the table that can not be done with the tools already available? |
| #3hellgrammite00Dec 21, 2008 13:59:46 | Perhaps, But the same thing could have been said about the duskblade in 3.5. I think a class that could use any melee weapon as an implement right off, and channel spells through normal melee attacks for extra damage could be very interesting. It is very cool when you can hit with: 1[W] + Strength modifier + 2d6 + Charisma modifier damage. Plus you get the versatility of either channeling your spells or delivering them the normal way. |
| #4mouthymercDec 21, 2008 15:40:52 | Perhaps, The same could be said for a great many concepts in 3E. Personally, I would like to avoid this pitfall. How does the swordmage not meet your needs for a class which combines melee work with magic? Also, I wonder about the dual nature of your class, combining martial and arcane as power sources. This is unprecedented and I have to wonder if it is a direction which can become problematic. I think a class that could use any melee weapon as an implement right off, and channel spells through normal melee attacks for extra damage could be very interesting. The swordmage can use their sword as an implement right off the bat. I'm a little leary of a class which trumps that ability with the ability to turn any melee weapon into an implement. It seems to be too much of a boon. Any magic weapon they carry can be used as an implement? How difficult would it be to change the swordmage into the hammermage or the spearmage? It is very cool when you can hit with: 1[W] + Strength modifier + 2d6 + Charisma modifier damage. No doubt. Plus you get the versatility of either channeling your spells or delivering them the normal way. This option already seems to be available in different ways. |
| #5GMforPowergamersDec 21, 2008 15:49:38 | maybe base there channel spell off the barbarian, you know how they give up rages... |