![]() ![]() You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.Īrcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, ?are, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modi?er. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. The new spell?s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. In effect, you lose access to the old spell in exchange for gaining the new one. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. You also know one additional 0-level spell for each point of Intelligence bonus.Įach time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list. Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1?1: Ability Modi?ers and Bonus Spells, page 8 of the Player?s Handbook). Your base daily spell allotment is given on Table 1?3. You can cast only a certain number of spells of each spell level per day. The Dif?culty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). You can cast any spell you know without preparing it ahead of time. Spells: You cast arcane spells, which are drawn from the duskblade spell list on page 98. SpecialĪ fighter can select Blade Meditation as a bonus feat.Weapon and Armor Pro?ciency: Duskblades are pro?cient with all martial weapons, as well as all armors and shields (except tower shields). While Raven: Longsword, battleaxe, Warhammer, greatsword, halberd Diplomacy. Tiger Claw: Kama, kukri, handaxe, claw, greataxe, unarmed strike Jump. Stone Dragon: Greatsword, greataxe, heavy mace, unarmed strike Balance. Shadow Hand: Dagger, sai, Siangham, short sword, spiked chain, unarmed strike Hide. Setting Sun: Short sword, Nunchaku, unarmed strike, quarterstaff Sense Motive. Iron Heart: Bastard sword, dwarven waraxe, longsword, two-bladed sword Balance. The weapons and skills associated with each discipline are given below.ĭesert Wind: Scimitar, light mace, light pick, spear, falchion Tumble.ĭevoted Spirit: Falchion, greatclub, maul*, longsword Intimidate.ĭiamond Mind: Rapier, shortspear, trident, bastard sword (katana) Concentration. ![]() The save DCs of any maneuvers that you perform from the chosen discipline are increased by I, if they have a save DC. ![]() ![]() You gain a +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline's key skill. When you take this feat, choose a discipline. ![]()
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