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The Duskblade's

Handbook

by James Raviolos

Table of Contents

Overview
Feats
Class Skills
Equipment
Spellcasting
Tactics

Last update: January 24, 2011.

« Last Edit: Today at 02:00:45 PM by Dictum


Mortuum » Logged
Why Duskblade?
Why would anyone want to play a duskblade? They can't blast cities with
the powerful spells a sorcerer gets, or have the versatility of a wizard in
spell selection. He doesn't get bonus feats like a fighter or ranger for
combat nor the powerful defensive abilities of a paladin. With all that in
mind they are considered a below average class. However note that with
the right feats duskblades are able to deal ridiculous amounts of damage
concentrated in one hit. Duskblades are intellectual warriors.

Duskblades are mainly support characters. They can't specialize in fighting


or spellcasting as other classes do. However if your party already has the
four main types (meaning warrior, arcane spellcaster, divine spellcaster
and skill-monkey) you can really shine as the fifth member, assisting in
combat while blasting things up. By selecting a few tactical spells, you will
easily get the role of the leader in a party.

While duskblades can be described as arcane gish, they don't need clever
dips in prestige classes to acquire as high base attack bonus and
spellcasting as possible. In fact they do fine even without prestige classes
and they get their most powerful ability at medium to high levels.

Basic Stats:
Full Base Attack Bonus
d8 Hit Die
Good Fortitude and Will saves
2+int skill points

Essential Abilities:
Duskblades are arcane gish-in-a-can. As such they benefit from high:

Strength: Generally melee combat relies heavily on strength. After


all duskblades are a melee class with a high base attack bonus.
Constitution: While your hit die isn't crappy, you still need all the
hit points you can get. Also helps concentration checks.
Intelligence: Though important for your spellcasting, you actually
need only 15 to be able to cast 5th level spells. You can keep it low
if you don't care for spells difficulty classes. Duskblades get a huge
number of spells per day, so it isn't important for bonus spells either.
Wisdom: Not an essential stat per se, but because the main way of
expanding a spell list, without dips, is through Arcane Disciple.

There is virtually no reason for you to boost dexterity. Your AC can be kept
high with a good suit of armor and your attack bonus is just fine with
strength. Charisma is a dump stat.

Class Abilities:
Spells: Duskblades gain a small selection of arcane spells. They
cast like a sorcerer does and their key ability for spellcasting is
intelligence.
What to Look for:
So you are playing a duskblade. That means you have 7 available general
feats to work with, not counting flaws or racial bonus feats. Combat
casting is a bonus for you, even though it's not that important, unless you
want to fulfill a requirement. That means you are looking for stand-alone
feats or small feat-chains. With that in mind, try to avoid useless feats
that are just used to get something better (an unrelated example is dodge
and mobility for spring attack, while the resulting feat is nice, its
requirements are below average) or feats that are used to switch your
main fighting ability to dexterity, like two weapon fighting and its
improved versions or weapon finesse. They are very good, but just not for
this class. Good feat examples are power attack, knowledge devotion,
arcane strike and obtain familiar.

General Feats
Arcane Disciple: A way to expand your spell list a little and enrich
it with some touch spells to use with your arcane channeling.
Draconic Aura: Useful in many situations. If you choose the energy
aura you get a bonus on your spells difficulty class. If you are of the
dragonblood type the bonus is dependant on your level. It is a way
to have normal DCs.
Extra Spell: According to how your DM interprets this, it may let
you choose a spell not from your spell list. Even if that isn't the case
it still benefits you a lot, due to your small number of spells known.
Obtain Familiar: Familiars get to deliver touch spells, which
duskblades have a thing for and provide you with some bonuses.
Besides that, familiars improve your skills through aid another, they
can act as scouts and even advance your roleplaying possibilities if
they talk. A feat for a companion is a great trade in my book.
Improved Familiar: Improves your normal familiar to something
greater. Imps and coure eladrins are probably the best candidates.
Your high BAB and hit points though make familiars of medium size
(like small elementals, mephits or other improved familiars) and
high strength a formidable fighting companion.
Practised Spellcaster: Mainly for multiclass duskblades. Hopefully
you will follow my advice on single classed duskblades and you
won't need this.
Versatile Spellcaster: Since you already have a huge amount of
spells per day, the cost is not big. In case you use cantrips to fuel
1st spells or 1st spells to fuel 2nd, you get 1-1 spell level ratio.
Works especially great with rings of wizardry.
Knowledge Devotion: You have all knowledges as class skills and
this feat actually connects your skills with your fighting capabilities.
It's interesting and very useful. For example compare it with weapon
focus or weapon specialization: just by expending a few skill points
(5-6 really) you get +1 to hit with all weapons AND damage. You
can then use your power attack and transform it to +3 damage with
your two-handed weapon, essentially getting something better than
both feats. And that is only if considering the least bonus you can
get from the feat. It is a very good choice as a 3rd level feat.

Combat Feats
Class Skills:
Duskblades receive a small amount of skill points per level, but one of
their best attributes is intelligence, so you are going to receive a decent
amount. Your best bet is probably concentration and knowledges.

Climb: This skill is situational. You aren't going to be using it


constantly, but is useful to have in stressful situations.
Concentration: This skill's usefulness is highly debated, since a
spell casted through arcane channeling isn't normally subject to
concentration checks, even if you are threatened. However, since
you are a spellcaster and you actually have spells that can't be
channeled, this may come handy.
Craft: Nah. Leave this to peasants.
Decipher Script: Get the ability to understand scriptures.
Unfortunately it's limited to the campaign and it has no general use.
However keep in mind that this is listed often as a requirement.
Jump: As with climb.
Knowledge: Intelligence will be one of your highest attributes and
knowledges provide useful information on your opponents. The best
course of action is for the party to split the various knowledges that
creature types are related to. However since you have the skill
points to spend, you can take quite a few. Even by investing 1 skill
point to each knowledge, your knowledge devotion will link your
skills with your fighting abilites. You can combine the collector of
stories skill trick for added synergy, but check with your DM if that
works with knowledge devotion.
Ride: Not required, since you aren't going to be mounted probably.
Sense Motive: Avoid being bluffed or that something is wrong. I
can see no other applications than enemies using feint attacks, so
this is probably not worth having. You may want just 5 ranks for the
synergy bonus.
Spellcraft: No ranks required here, unless you want to fulfill a
certain requirement. You are not going to need spellcraft, as you
won't use counterspell or similar techniques. If you like it that much,
just spend 1 rank so that you won't be untrained in it.
Swim: Ditto for climb.

You should also consider using the cityscape web enhancement (the file is
attached to this post). It will let you swap the worthless ride with tumble.
Although you cannot tumble in armor that hinders your speed, there are
two ways to overcome this problem. The first is using light armor or
medium mithral armor. The second is to take a race that heavy armor
doesn't reduce its speed. An example is dwarf (or dream dwarf from races
of stone which probably works better).

« Last Edit: June 06, 2008, 03:50:21 AM by


Dictum Mortuum » Logged
Weapons:
You have the ability to affect with a touch spell each target of your attacks
through arcane channeling ability. The best way to take advantage of it
with the minimum cost is using a reach weapon.
The most common reach weapons are: Guisarme, Whip and Spiked Chain.

Guisarme is a martial weapon, so you already have proficiency with


it. It is also a trip weapon. Probably the best weapon if you don't
have the feats to invest.
Whip needs exotic weapon proficiency, but you can use it to attack
anyone 15ft away from you. It is also a tripping and disarming
weapon.
Spiked chain normally doubles your natural reach as with all reach
weapons, but you can use it to attack adjacent creatures. Requires
exotic weapon proficiency and is a tripping and disarming weapon.
Probably the best available and you should invest a feat if you have
access to extra feats, e.g. from flaws.

Enchantments:

MIC
Bloodstone : As spellstoring but only for vampiric touch spells.
It also empowers it for free. Vampiric touch is going to be your
bread and butter channeling spell at later levels and free empower
really scales its damage.
MIC
Shattermantle : Great for gishes. Reducing the spell resistance
of your targets can help your spellcasting allies, too.
MIC
Sizing : A nice weapon enchantment if you use reach weapons
and/or change your size. According to the FAQ a reach weapon of a
size smaller than your actual size doesn't give you reach benefits.
So if you need to attack an adjacent enemy just lower the size of
your weapon to lose reach benefits. Remember that you do get a
penalty (-2) on attack rolls for wielding a weapon not of your
appropriate size. It's the best (and featless!) way to strike enemies
close to you when wielding a reach weapon that doesn't let you
strike adjacent targets.
DMG
Speed : More attacks means more targets affected with your
channeling. Only useable after 13th level since you get the extra
attack on a full attack action. Also doesn't stack with the speed
armor enchantment or haste spell. It's pretty expensive though.
MIC
Whirling : Effectivelly gives you the whirlwind attack feat
useable 3/day. Very nice for only +1 bonus. You should eventually
get it on your weapon (or one of your weapons if you use multiple).
Whirling attack is a full-attack action so it is usable with arcane
channeling on a full attack. It is a cheap way to gain an ability that
has a huge amount of required feats.

Armor:
You gain the ability to ignore arcane spellcasting failure from medium
armor at 4th level. Mithral quality lets you treat an armor as one category
lighter. So you can use mithral heavy armor without casting failure. Since
Duskblades are proficient with physical skills like jump, climb, swim and
ride i would suggest a mithral breastplate. That way you can maintain
Spells:
Duskblades have a limited list, so it's easy to comment on every spell they
get. Remember not to get many spells that require saving throws to affect
their targets and to avoid spells that you are not going to use much.
Those are better on a wand or eternal wand.

Touch of fatigue, chill touch, shocking grasp, resist energy, dimension hop,
ghoul touch, touch of idiocy, dispelling touch and vampiric touch are all
range:touch spells.

Shocking grasp, chill touch, vampiric touch are the main damaging spells
of the duskblade.
Touch of fatigue, ghoul touch, touch of idiocy, dispelling touch are mainly
used to debuff.
Dimension Hop is interesting when you want the enemies away from you,
or throw them down a cliff.
Greater magic weapon and resist energy are buffs.

Now, while the offensive uses are pretty straightforward, there can be
defensive/buffing uses as well.

e.g. you can channel resist energy and buff your party or greater magic
weapon. That way you affect multiple targets per casting instead of just
one. Use a weapon that deals nonlethal damage such as a whip or your
unarmed strike.

It may not be much, but it becomes really interesting with spells with
expensive material components. An example of this is Raise Dead. With
just a whip you pay the material component of one spell (5.000) and raise
4 subjects which would normaly cost 4x the price (20.000).

Here is a small analysis and tips for each spell, listed by level:

0-Level

Not much to say here. You get acid splash, disrupt undead, ray of frost
and touch of fatigue. Eventually you'll get most of them, but be sure to
grab touch of fatigue, the only spell that you can channel from this level.
Unfortunately, when you get your channeling ability at 3rd level, 0-level
spells lack significantly in power, but you can see it as an extra effect on
your attack.

1st Level

Now there are two categories. The first one is the spells you'll need early
before you get your channeling ability, but you'll want to quickly get rid of
them later. The second category consists of spells that work great when
you channel them.

Bigby's Tripping Hand: This is a bad spell. You effectively trade a


standard action for a crappy trip attack at range. The numbers are
not worth it. +1 on the trip attempt for every three caster levels, to
a maximum at +5, is the equivalent of a first level tripper roughly.
Touch
Blade of Blood : You can channel a spell, deal more than 3d6
Power Attack + Attack Boosting spell/ability: Pretty
straightforward. Use true strike, shocking grasp or knowledge
devotion and similar effects to really boost your attack roll. Then
transform that attack bonus into damage.
Dimension Hop + Arcane Channeling (standard action): Attack
a single enemy and move him on a failed save. You can lead the
enemy right next to your melee destroyer, enabling him to full
attack or throw your enemy off a cliff. You can even move him back,
making this combo act like a strong knockback effect. You can use
the same combo on your ally. Attack an ally and channel the spell to
effectively "throw" him to an enemy. Really helps shadowpouncers
and melee destroyers with low mobility.
Dimension Hop + Arcane Channeling (full attack): Somehow
move towards your opponents (with a swift action dimension hop for
example) and full attack channel dimension hop to scatter your
enemies. If the two parties are mixed together you can attack your
allies to move them to strategic positions (such as to a flanking
position). You can even full attack your party members to teleport
them to nice positions in the battlefield.
Helpless Enemies + Coup de Grace: You have various ways of
rendering your opponents helpless (ghoul touch, color spray). You
can just incapacitate an enemy and leave him to an ally to take care
of him later.
Debuffing Enemies: Various duskblade spells are adept to
debuffing your enemies (Ray of Enfeeblement, Ghoul Touch, Touch
of Idiocy, Chill Touch, Dispelling Touch, Enervation, Dispel Magic,
Toxic Weapon, Waves of Fatigue, Ray of Exhaustion). Clever use of
these can easily turn the tide of battle. Arcane spellcasters and skill-
monkeys should be the targets of strength reducers, as they most
likely will end incapacitated by them. Living spellcasters can be
harmed by Touch of Idiocy. Melee warriors and tanks that carry
heavy equipment targeted by strength reducers can easily be
disabled. Spring attackers and mobility characters are harmed by
Waves of Fatigue and Ray of Exhaustion. Enervation and a well
placed Ghoul Touch can reduce the saving throws of your enemies,
making it easier for your fellow spellcasters to land a spell.
Dispelling Touch works wonders against buffed up spellcasters and a
targeted Dispel Magic can easily deny a target access to his magic
items.
Regroup (Defensive Uses): Use this when you can't win a battle.
You can easily move away from your enemies and then regroup your
allies back to you. The range is close, but by the level you will get it
you are easily move your allies 45-50ft away. You can even regroup
in battle, if your allies are scattered for whatever reason, or
incapacitated (grappled, paralyzed, unconscious, etc). Outside
battle, this helps overcoming traps and escaping from similar
situations.
Regroup (Offensive Uses): Having a character that can regroup,
your allies can easily be brought together or teleported in a large
body of enemies, saving them the actions to move closer. You can
move towards your opponents (by using dimension hop, charging,
moving) and regroup to bring your friends close to you on-the-fly.
Again, this is a teleportation effect, so it really helps
shadowpouncers and classes that love to full-attack. Another option,
when you have a ranged damage dealer in the party, is to waves of
fatigue/exhaustion your enemies, move away and regroup, making
sure that your opponents can't reach you.
« Last Edit: June 06, 2008, 03:46:21 AM by
Dictum Mortuum » Logged

Dictum Re: The Duskblade's Handbook


Mortuum « Reply #7 on: June 02, 2008, 08:28:31 AM »
Hong Kong
reserved
Posts: 994

« Last Edit: June 06, 2008, 03:45:55 AM by


Dictum Mortuum » Logged

always female
suspects

ninjarabbit Re: The Duskblade's Handbook


Hong Kong « Reply #8 on: June 02, 2008, 03:19:11 PM »

Posts: 1140
Let me save everyone a bunch of time: your first four feats (or 4 of your
first 5 if you're human) will be power attack, knowledge devotion, obtain
familiar, and arcane strike. Don't argue it, don't question it, just accept it.

Logged

Dictum Re: The Duskblade's Handbook


Mortuum « Reply #9 on: June 02, 2008, 05:32:49 PM »
Hong Kong
Quote from: ninjarabbit on June 02, 2008, 03:19:11 PM
Posts: 994
Let me save everyone a bunch of time: your first four feats (or 4 of your first 5 if you're
human) will be power attack, knowledge devotion, obtain familiar, and arcane strike. Don't
argue it, don't question it, just accept it.

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