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Resources & Handbooks / The Arcane Duelist Handbook (Ikeren)
« on: June 15, 2017, 04:48:56 PM »
Saved and Reposted from WoTC Boards: I almost think that I perhaps lost my feats/skills section, since I think I had it done, but can't find it in my document.Then moved here from Min Max Boards.

The Arcane Duelist
found here

The Arcane Duelist is a 10 level prestige class that mixes magic and fighting in the swashbuckling manner of the traditional duelist.
Requires:
Base Attack Bonus: +6.
Skills: Perform 5 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Proficiency (rapier, short sword, dagger, or any variation of these weapons as given in Sword and Fist).
Spellcasting: Able to cast 1st-level arcane spells.

Attributes

Strength: You need strength 13 to take power attack. Everything else is just gravy.
Dexterity: Unlike the traditional duelist, all your abilities are usuable in heavy armor. If you can avoid arcane spell failure, or simply don't care about it, you can safely get away with low dexterity. If you are going lightly armored, you want higher dexterity. 8-16, depending on play style.
Constitution: With only a d8 hit die, you want your constitution to be quite high.
Intelligence: You get 4+int skills from a medium list. You have some skills, but leave the monkeying to a rogue. An 8 or 10 will suffice.
Wisdom: Only useful if you are getting wis to AC from somewhere, or going with cleric or Ur-Priest levels before the Arcane Duelist
Charisma: You get uncapped Charisma to AC at 2nd level, which is really powerful. Unfortunately, it isn't good for much else, unless you go in with a charisma based caster, in which case, you want to max this out. (or paladin/hexblade/etc)


Prestige Class Features

The Good
2 good saves - Reflex and Will
D8 Hit Die - Okay, it isn't great, but at least it isn't a D6
Decent Skill list 4+int per level
2 powerful special abilities, one passable

The Bad
Most of their special abilities are mediocre
Pre-requisites are all over the place - A pair of feats in the same tree, a few cross-class skills for most builds, decent BAB, and arcane casting.

The Ugly
Bad Fort Saves
Bad Base Attack progression
Doesn't progress arcane casting.



Class Abilities
(Rankings on the class abilities and features per level are BLUE for super good/excellent, BLACK for good/average, and RED for poor/below average.)

Chosen Weapon: The chosen weapon can be any weapon the Arcane duelist is proficient with. And it only takes 7 days if you lose the first one.

Enchant Weapon (Ex): While perhaps not a great ability, it frees up a lot of gold by allowing you to wield a +1 weapon with 5 levels of enchantment, and still getting a full 10 points. A +1 Vorpal Shortsword, for example, would become a +5 Vorpal Shortsword, at no cost to yourself.

Apparent Defense (Ex): CHA to AC. All of it. Great ability.

Dexterous Attack (Ex): This is a bland ability, until you use a two handed weapon and power attack. If you have a greatsword and a strength bonus of +4, your max damage is 18. Take 5 points from that, for a max damage of 13 and +5 to hit. Now power attack for 5 points. You gain +10 damage, or a max damage of 23. For every point from the max damage you take, you can turn it into an extra point of damage. Or mix with combat expertise for extra defense, or against high AC enemies, you can use the extra attack.

Blur (Sp): You can use blur. A lot. Okay, it's not great, but blur in every combat is still useful. Until true seeing becomes common.

False Keenness (Ex): [/b]Very few and very unrealistic uses. The attack penalty isn't really worth the extra crit range, especially with Dexterous attack converting attack penalty into damage. The specific instance where this is useful is wielding a Prismatic Burst or Wounding weapon with a 18-20 crit range, so criting 15-20 (or 30% of the time) then using Flurry of swords to guarentee a few crits.

Mirror Image (Sp): Doesn't actually say how many times you can use this - figure it 1/day/arcane duelist level like all the other abilities, or if you've got a nasty DM, 1/day.

Flurry of Swords (Ex): WHOO HOO! YOU MADE IT!
This ability allows you to once for each opponent, up to 10 times per day. As a part of a full attack action, you cast mirror image. Except, these mirror images are quasi real, and mimick your attack pattern (1d4+1/3 arcane duelist levels, so usually 3). You also get an extra attack, all attacks at a -2 penalty (a normal flurry). Essentially, your attack pattern is multipled by 4-7. If you used to attack 4 times per round, you now attack 20-32 times that round. If you got 9 attacks per round (Full BAB, TWF tree, Haste, flurry), you attack 45-72 times that round.

Coupled with the use of Legacy Champion to progress the class abilities 2 levels so you get 1d4+4 mirror images, you can make an obscene number of attacks. This 10th level ability is probably the reason you took this class.


BREAKPOINTS

There are basically 2 breakpoints in this class.
Level 2: You get CHA to AC, you've only lost 1 BAB, you've gotten +3 will/reflex save, and you've only lost two caster levels. A more Martial Gish with high charisma will benefit from this sort of dip, or a Paladin/something crazy that is looking to make use of charisma lots of times.
Level 3: Cha to AC, and power attack loops.
Level 10: None of the other abilities are worth going past level 3 for. So if you stick it past level 3, you're in for the long run.


Entry Classes

You can basically enter however you want. Elves get the shortsword proficiency needed, and any martial class will do it as well. Battle sorcerer, cleric with the war domain, and favoured soul also will let you do it.
The two feats are easy to meet, although dodge is somewhat weak. (Desert Wind dodge or Expeditious dodge can be used in place)
The skills are bard or rogue friendly, and with charisma to AC, and 1st level spells required, it could be seen as a bard prestige class. Some entries can be seen in the builds below.

Good entry ideas involve:

Strong Base attack bonus: 10 levels of a bad BAB class is weak. You can either go for the full 15, or you can ignore it and buy a skillful weapon.
Maximizing Casting: You want to get at least 5th level spells, more if you can wrangle it somehow. You may want to consider minimizing arcane casting and going the full plate route. You may also want to consider maximizing divine casting and Persisting Divine Power to gain full BAB.
Useful abilities: Paladins get CHA to Saves. You get CHA to AC. Interesting...
Sources of bonus damage: Swashbuckler 3, Rogue, Spellthief, Scout, Ranger, Fighter 4 for weapon specialization if you are desperate.


Races

Human: The skillpoints and feat are always useful.
Dwarf: Charisma penalty is a mistake
Elf: Constitution penalty is almost certainly a mistake
Gnomes: Con bonus, strength penalty, and small size (weapon damage isn't the place you're getting it).
Halflings, especially strongheart: The dexterity is decent, the strength hit and size is no big deal.
Half Orc: Charisma penalties are generally a big no-no.

Quote
Sample builds/original post.

Has anyone done any serious work on optimizing the Arcane Duelist?

Note: This was written before I'd read ToB.

1) Bard/Arcane Duelist/Sublime Chord.

Bard 7/Fighter 1/Arcane Duelist2/Sublime Chord 1/Arcane Duelist 3-10/Sublime Chord 2

BAB: 13
HP: 6+8d6+1d10+10d8 = 84.5 average
5th level spells

1b) Bard 10/Arcane Duelist 10 also works

2) A simple Battle Sorcerer 10/Arcane Duelist 10
BAB: 12
HP: 8+19d8 = 93.5 average
5th level spells

3) Minimal casting builds:

A) More MAD (Int, Cha, Str, Dex, Con, wis as dump):
Swashbuckler 3/Wizard 1/Rogue 3/Scout 1/Arcane Duelist 10/Fighter 2
13 BAB
10+4d10+11d8+3d6+1d4 = 94.5 average
Int to damage, 2 bonus feats, 2d6 sneak attack, 1d6 skrimish. The 2 fighter levels could be something else.

Swash 3/Fighter 1/Wizard 2/Abjurant Champion 1/Arcane Duelist 10/Abjurant Champion 2-4

14 BAB.
10+7d10+10d8+2d4 = 98.5
6 levels of Wizard = 3rd level spells


B) Same thing, except beguiler rather than Wizard: HP = 99.5, and 6 levels of beguiler.

4) Cleric builds. (Main problem: They're all unplayable under level 17, and even more MAD)
Yep, I said it, cleric builds.

Swash 3/Arcane Caster of Choice 1/Good Cleric 1 (Planning, Undeath)/Ur-Priest 5/Arcane Duelist 10

This build is feat heavy, requiring 2 spent by 5th, 3 more by 10th. Human or Flaws necessary.

Why Ur-Priest?
1) Cha Synnergy: Turning*2 (Rebuke and Turn) and Arcane Duelist
2) Screw Arcane Casting = All abilities in full plate.
3) Int Synnergy - Skills and Damage
4) The joy that is DMM Persist >>> Full BAB

This build gets an effective BAB of 20, with a real BAB of 12 (11 fractional)
5th level divine casting.
HP: 10+2d10+16d8+1d4 = 95.5

4) Another cleric build, uses fractional BAB:
Swash 3/Wizard 1/Cleric 1/Urpriest 1/MT2/Arcane Duelist 10/MT +2
Gets 5th level urpriest casting AND 5th level wizard casting - which can be used to power arcane strike (admittedly, you have to use heroism or retrain a feat).

Same thing with effective +20 base attack bonus
True BAB of 12
10+2d10+12d8+5d4 = 87.5 hp


5) Dervish Builds
Swash 3/Duskblade 1/Barbarian Lion(Pounce) /Dervish 1/Arcane Duelist 10/Dervish 2-5
BAB: 15
Going TWF for the 6 attacks per round = 30-48 attacks in the round.


6) Duskblade Builds
A) Duskblade 6/Arcane Duelist 10/Duskblade +4


BAB 15, 20d8, 3rd level spells, quick cast 2/day
(Note, in Gestalt Games, a Duskblade 20/Arcane Duelist build with full attack channeling and TWF, 35-56 attacks in the round and shocking grasp = avg 160 damage, from the 1st level channeled spell alone)

Duskblade 1/Swash 3/Fighter 2/Arcane Duelist 10/Finisher 4

7) Extra Damage builds.

Duskblade 1/Rogue 1/Spellthief 1/Thug 1/Scout 1/Barbarian Lion Totem (Pounce) 2/Arcane Duelist 10/Unseen Seer 1/XYZ 2

Improved Skrimish is putting that at 6d6 bonus damage, with two free levels at the end you can definitely get to 7d6, maybe to 8d6.


You know what, looking at all of these, not many of them seem to be anything more than playable in a low power joke campaign, or something starting at level 16+, or a Gestalt game.


Anyways, anyone got any better ideas?

2
Handbook Link: +1 BAB and +1 Caster Level or +1 Manifester Level at PrC Level 1

Previous Discussion Thread
Quote from: Demelain
Do adaptations count? The Abjurant Champion adaptation section, for one.
Quote from: Endarire
What about the Abjurant Champion's adaptation?
Quote from: Demelain
Well, for example, the Abjurant Champion has an adaptation which would make it +1 BAb/+1 Divine CL.
Quote from: Thurb@ne
Hexer (Masters of the Wild): +1 bab and +1 caster level (either). Requires ability to cast Lightning Bolt as a divine spell (Adept, Archivist etc.), plus some skill reqs and racial restrictions.

-=REQUIRES=-
Knowledge: Arcana 10 Ranks
Spellcraft 8 Ranks
Survival 10 ranks
Must be able to cast Lightning Bolt as a divine spell
Must be Monstrous Humanoid, Giant, Goblinoid or other primitive Humanoid
Any nongood alignment

-=GRANTS=-
Hex: 1/day, 30' gaze, save of 10 + Hexer level + WIS modifier; causes -4 penlaty on attack rolls, saving throws, ability checks and skill checks
Quote from: Endarire
Updated!

-Included Hexer.
-Included the divine adaptation of the Abjurant Champion.

Any others?
Quote from: TiaC
Quote from: Endarire
Updated!

    -Included Hexer.
    -Included the divine adaptation of the Abjurant Champion.

    Any others?
Hexer isn't titled in the guide.
Quote from: Endarire
-Added the Hexer name to its class entry.
-Included Tiac, Demelain, and Thurb@ne in the credits.

'Zat all?
Quote from: Bananaphone
Dragonslayer-1 also gains Aura of Courage(immunity to fear and +4 against fear for allies), as well as a tiny damage bonus(+1/class level) against dragons.

If you're forced to take the Dodge feat for any reason, Dragonslayer is a fantastic dip.
Quote from: Endarire
Updated, thanks to Bananaphone!

Else?

3
(Originally posted by Endarire)

Discussion Thread
> > Talk here! < <

NOTE: This thread is focused on PrCs that advance casting or manifesting, not ones that have their own casting or manifesting.  Also, I'm sticking to the thread title; that is, only PrCs that grant +1 BAB and +1 caster level/manifester level on their first prestige class level qualify.  This is useful for dipping and as a way to minimize caster level or manifester level loss.

(click to show/hide)

Arcane Only
Abjurant Champion Complete Mage 50
-=REQUIRES=-
+5 BAB
Combat Casting (feat)
Proficiency with at least 1 martial weapon (go, go Elves, Outsiders, Kobolds, and some others)
Able to cast 1st-level arcane spells including at least 1 Abjuration spell.

-=GRANTS=-
+1 AC per Abjurant Champion level when using spells to give an Armor bonus to AC
Auto-Extend level 1 Abjuration spells you cast - spell level is 1/2 Abjurant Champion level rounded up

Bladesinger Complete Warrior 17
-=REQUIRES=-
Elf or Half-Elf (Drow and Half-Drow count)
+5 BAB
Combat Casting (feat)
Combat Expertise (feat)
Dodge (feat)
Weapon Focus: Longsword or Rapier (feat)
Balance 2 Ranks
Concentration 4 Ranks
Perform: Dance 2 Ranks
Perform: Sing 2 Ranks
Tumble 2 Ranks
Able to cast 1st-level arcane spells.

-=GRANTS=-
+4 Dodge AC when wielding a longsword or rapier one-handed

Spellsword Complete Warrior 79
-=REQUIRES=-
+4 BAB
Proficiency with all non-exotic weapons, armor, and shields
Knowledge: Arcana 6 Ranks
Must be able to cast 2nd-level arcane spells.

-=GRANTS=-
10% less arcane spell failure

-=NOTES=-
The feat Precocious Apprentice (Complete Arcane 181) qualifies you with only a single level in an arcane casting class, such as Wizard, Sorcerer, or Bard.  Not recommended, though.

Dragonslayer1 (Draconomicon 125) is the default lead into Spellsword1 (Complete Warrior 79).  Dragonslayer1/Spellsword1 is wonderful for the typical arcane gish due to casting progression and 2 BAB.

Divine Only
Abjurant Champion ADAPTATION Complete Mage 52
-=REQUIRES=-
+5 BAB
Combat Casting (feat)
Proficiency with at least 1 martial weapon (go, go Elves, Outsiders, Kobolds, and some others)
Able to cast 1st-level divine spells including at least 1 Abjuration spell.

-=GRANTS=-
+1 AC per Abjurant Champion level when using spells to give an Armor bonus to AC
Auto-Extend level 1 Abjuration spells you cast - spell level is 1/2 Abjurant Champion level rounded up

Bright Warden of Paladine Dragonlance: Holy Order of Stars 32
-=REQUIRES=-
You must have successfully turned an undead creature
Extra Turning (feat)
WHAT ELSE?

-=GRANTS=-
Continued Turn Undead progression
All non-exotic proficiencies

]Prestige Paladin[/url][/b] Unearthed Arcana 71
-=REQUIRES=-
+4 BAB
Knowledge: Nobility 2 Ranks
Knowledge: Religion 2 Ranks
Ride 4 Ranks
Mounted Combat (feat)
Ability to cast protection from evil as a divine spell
Turn Undead
Lawful Good alignment

-=GRANTS=-
Continued Turn Undead progression
Detect evil (Sp) at will
Smite Evil 1/day

Sacred Fist Complete Divine 59
-=REQUIRES=-
+4 BAB
Knowledge: Religion 8 Ranks
Combat Casting (feat)
Combat Reflexes (feat)
Improved Unarmed Strike (feat or Monk/Unarmed Swordsage ability)
Stunning Fist (feat or Monk ability)
Ability to cast level 1 divine spells

-=GRANTS=-
Unarmed Damage Progression: Stacks with Monk levels
+1 Misc AC when unencumbered, wearing no shield, and wearing light or no armor

-=NOTES=-
Normally intended for a Monk/Cleric, a Sacred Fist also can work well with a Monk/Ur-Priest.  (See Complete Divine 70 for details on the Ur-Priest PrC.)

Scourge Maiden Shining South 40
-=REQUIRES=-
+4 BAB
Exotic Weapon Proficiency: Scourge (feat)
Initiate of Lovitar (feat - See Shining South 20 for details.)
Heal 4 Ranks
Intimidate 8 Ranks
Use Rope 4 Ranks
Femininity (class is for females only)
Lawful Neutral, Lawful Evil, or Neutral Evil alignment

-=GRANTS=-
Weapon Focus: Scourge

Windwalker Faiths & Pantheons 212
-=REQUIRES=-
Human, Half-Elf, or Air Genasi (Half-Drow count)
+5 BAB
Hide 5 Ranks
Move Silently 5 Ranks
*Survival 5 Ranks (technically Intuit Direction 5 Ranks and Wilderness Lore 3 Ranks)
Lighting Reflexes (feat)
Track (feat)
Weapon Focus: Greatsword (feat)
Ability to cast divine spells.  Cleric Windwalkers must have the Air or Travel domain
Must worship Shaundakul as your patron deity
Must have visited at least 3 geographical regions
Must have flown for at least 1 hour, such as by wings, the fly spell, or a flying mount

-=GRANTS=-
Add Air and Travel domain spells to your divine spell lists.
Continual feather fall

-=NOTES=-
This class is meant for Rangers, considering the skill requirements.

Complete Divine 20 says that if you apply these domains (Air and Travel) to a prepared casting class, you can prepare one domain spell per spell level per day.  If you add these domains to a spontaneous casting class, like Favored Soul, you can choose these spells as spells known, but can't exceed your limit for spells known.

Arcane or Divine
Dragonslayer Draconomicon 125
-=REQUIRES=-
+5 BAB
Dodge (feat)
Iron Will (feat)
Tumble 2 Ranks

-=GRANTS=-
Aura of Courage (Immunity to fear for you and, for all allies within 10' of you, a +4 morale bonus vs. fear effects)
+1 weapon damage against dragons
Proficiency with all nonexotic weapons, armor, and shields

-=NOTES=-
Dragonslayer1 (Draconomicon 125) is the default lead into Spellsword1 (Complete Warrior 79).  Dragonslayer1/Spellsword1 is wonderful for the typical arcane gish due to casting progression and 2 BAB.

If you have or can easily gain the prerequisites, Dragonslayer is a fantastic dip for pretty much any caster!

Hexer Masters of the Wild 63
-=REQUIRES=-
Knowledge: Arcana 10 Ranks
Spellcraft 8 Ranks
Survival 10 Ranks (technically, Wilderness Lore 10 Ranks)
Must be able to cast lightning bolt as a divine spell
Must be a Monstrous Humanoid, Giant, Goblinoid or other primitive Humanoid, such as an Orc, a Half-Orc, or a Gnoll
Any non-Good alignment

-=GRANTS=-
Hex: 1/day, 30' gaze, save of 10 + Hexer level + WIS modifier; causes -4 penlaty on attack rolls, saving throws, ability checks and skill checks

-=NOTES=-
The NPC Adept class (Dungeon Master's Guide 107) is the intended entry for this class.  A more optimal entry is usually Archivist (Heroes of Horror 82), using the notion of 'all arcane spells exist also as divine spells,' meaning an Archivist can learn it.

The feat Alternative Source Spell ("Dragon" 325) is a rules-legal ways that any arcane spell can be a divine spell, or vice versa.  The Geomancer class (Complete Divine 41) implicitly allows this too, under the Spell Versatility class feature:  "When he casts [his spells], however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score."

Thrall of Demogorgon Book of Vile Darkness 67
-=REQUIRES=-
BAB +4
Willing Deformity (feat)
Thrall to Demon (feat)
Knowledge: Arcana 2 Ranks
Knowledge: Religion 2 Ranks
Knowledge: Any Other 2 Ranks
Must be able to cast 1st-level spells or make sneak attacks
Chaotic Evil alignment

-=GRANTS=-
+1 Enhancement Natural Armor (like barkskin)
30' gaze of hypnotism: Save of 10 + Thrall of Demogorgon level + CHA modifier

Thrall of Orcus Book of Vile Darkness 71
-=REQUIRES=-
BAB +4
Lichloved (feat)
Thrall to Demon (feat)
Knowledge: Arcana 2 Ranks
Knowledge: Religion 2 Ranks
Must be able to cast a spell of the Necromancy school
Evil alignment

-=GRANTS=-
Carrion Stench: Living creatures within 10' must save or get -2 on d20 rolls and weapon damage for 1 turn
Immunity to your Carrion Stench

Arcane and Divine
Fochlucan Lyrist Complete Adventurer 47
-=REQUIRES=-
Decipher Script 7 Ranks
Diplomacy 7 Ranks
Gather Informaiton 7 Ranks
Knowledge: Nature 7 Ranks
Perform: Stringed Instruments 13 Ranks
Sleight of Hand 7 Ranks
Speak Language: Druidic
Ability to cast level 1 arcane spells and level 1 divine spells
Bardic Knowledge ability
Evasion ability
Neutral Good, True Neutral, Chaotic Neutral, or Neutral Evil alignment

-=GRANTS=-
Can safely cast Druid spells in metal armor
No multiclass XP penalty

Psionic Only
Defender of Sardior (Progresses PSYCHIC WARRIOR manifestation ONLY!)
-=REQUIRES=-
Knowledge: Religion 2 Ranks
Ability to manifest at least 1 level 2 power
Neutral Good, Neutral Evil, Lawful Neutral, True Neutral, or Chaotic Neutral alignment
Must be a worshiper of Sardior. Must also have performed a special service for the church of Sardior.  Ask your DM.

-=GRANTS=-
So long as you have at least 1 power point to spend, you get +1 damage with crystal weapons

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