Difference between revisions of "Duelist (Apath)"

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{{Apath}}
 
{{Apath}}
''Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.''
+
''Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They eschew bulky armor as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade. This is a martial arts style of the [[Martial_Arts_(Apath)#Way_of_the_Mind|Way of the Mind]].''
  
 
== Class Information ==
 
== Class Information ==
This is a [[Merged Prestige Classes (Apath)|merged prestige class]].
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]].
 +
 
 +
'''Publisher:''' Purple Duck Games.
  
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/duelist Duelist].   
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/duelist Duelist].   
 
'''Build Classes: ''' Fighter. 
 
  
 
A duelists is a fighter that specializes in light armor and weapons.  
 
A duelists is a fighter that specializes in light armor and weapons.  
  
'''Role:''' The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.
+
'''Role:''' Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.
  
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
  
 
'''Hit Die:''' d10.
 
'''Hit Die:''' d10.
 
== Class Abilities ==
 
This archetype has all normal class abilities, except as noted.
 
  
 
=== Class Skills ===
 
=== Class Skills ===
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Diplomacy (Cha),
 
Diplomacy (Cha),
 
Escape Artist (Dex),
 
Escape Artist (Dex),
Handle Animal (Cha),
 
 
Intimidate (Cha),
 
Intimidate (Cha),
 
Knowledge (local) (Int),
 
Knowledge (local) (Int),
 
Knowledge (nobility) (Int),
 
Knowledge (nobility) (Int),
Perform (Cha),
 
 
Profession (Wis),
 
Profession (Wis),
 
Ride (Dex),
 
Ride (Dex),
Sense Motive (Wis),
 
 
Swim (Str),
 
Swim (Str),
  
'''Skill Ranks at Each Level:''' 4 + Int modifier.
+
'''Skill Ranks at Each Level:''' 2 + Int modifier.
  
=== Weapon Proficiency ===
+
== Class Features ==
Duelists are proficient with the following weapons: club, dagger, longbow, quarterstaff, scimitar, scythe, sickle, shortbow, shortspear, and spear.
+
These are all the class features of the duelist.
  
=== Archery Style Feats (Ex) ===
+
=== Armor and Weapon Proficiency ===
At 2nd level, a duelist gains expertise in archery. This manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
+
Duelists are proficient with all simple and martial weapons and with light armor and shields (excluding tower shields).
  
The benefits of the duelist's chosen style feats apply only when he wears light or no armor. He loses all benefits of his combat style feats when wearing medium or heavy armor.
+
=== Canny Defense (Ex) ===
 +
When wearing light or no armor and not using a large or tower shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to CMD and Armor Class while wielding a melee weapon. An unarmed duelist cannot use this ability, even if she has natural attacks or knows the Improved Unarmed Strike feat. If a duelist is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus to armor class, she also loses this bonus.
  
A duelist can choose from the following list whenever he gains a combat style feat:
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=== Weapon Finesse ===
 +
A duelist gains Weapon Finesse as a bonus feat at 1st level. If she already knows this feat, the duelist can select any combat feat she fulfills the prerequisites for instead.
  
* Far Shot, Focused Shot, Point Blank Shot, Precise Shot.
+
=== Precise Strike (Ex) ===
 +
A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.
  
* At 6th level, he adds Improved Precise Shot, Mounted Archery, Parting Shot, Point Blank Master, and Manyshot.
+
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
  
* At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
+
=== Dodge ===
 +
A duelist gains Dodge as a bonus feat at 2nd level. She need not fulfill the prerequisites. If she already knows this feat, the duelist can select any combat feat she fulfills the prerequisites for instead.
  
This replaces the uses of wild shape gained at level 4, 6, 10, 14, 18.
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=== Bravery ===
 +
Starting at 2nd level, a duelist gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond three.
  
=== Mystic Spellstrike (Su) ===
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=== Improved Reaction (Ex) ===
At 5th level, whenever a duelist casts a spell casts a spell with a range of “touch” from the druid spell list, he can deliver the spell through any bow he is wielding as part of a ranged attack. Instead of the free melee touch attack normally allowed to deliver the spell, a duelist can make one free ranged attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this ranged attack deals its normal damage as well as the effects of the spell.  
+
At 3rd level, a duelist gains a +4 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.
  
If the duelist makes this attack in concert with duelisty, this ranged attack takes all the penalties accrued by duelisty. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
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=== Parry ===
This otherwise functions as a magus' [http://www.d20pfsrd.com/classes/base-classes/magus#TOC-Spellstrike-Su- spellstrike] ability, see FAQ/Errata for that ability for more information. This replaces the new wild shape abilities gained at level 6.
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At 3rd level a duelist learns to parry the melee attacks and combat maneuvers of other creatures. To parry, the duelist makes an attack roll at her best attack bonus. If this roll is greater than the attack/maneuver roll of the attacking creature, the parry succeeds and the original attack misses. The duelist declares the use of this ability after the attack is rolled.  
  
=== Duelisty ===
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At 3rd level, the duelist can parry one attack per round. For every 5 levels past level 3, the duelist can parry an additional attack each round, to a maximum of four parries per round at level 18.  
At 7th level, a duelist learns to cast spells and shoot his bow at the same time. This functions much like Rapid Shot, but the extra attack is a spell that is being cast. To use this ability, the duelist must be wielding a bow. As a full-round action, he can make all of his attacks with his bow at a –2 penalty and can also cast any spell from the duelist spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively and fails, the spell is wasted, but the attacks still take the penalty.  
 
  
A duelist can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
+
A duelist denied his Dexterity bonus to armor class cannot use parry. On her next turn after a duelist made one or more parries, she is ''staggered'', and this cannot be prevented or removed in any way.
  
This replaces the use of wild shape gained at level 8.
+
=== Mobility ===
 +
A duelist gains Mobility as a bonus feat at 4th level. She need not fulfill the prerequisites. If she already knows this feat, the duelist can select any combat feat she fulfills the prerequisites for instead.
  
=== Seeker Arrow (Su) ===
+
=== Riposte ===
At 11th level, a duelist can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). A duelist can use this ability once per day at 11th level, and one additional time per day for every two levels beyond 11th, to a maximum of five times per day at 19th level.
+
At 5th level, when an attack the duelist parried misses, she can make an attack of opportunity on the attacker if she is within reach. It is possible to parry attacks that would otherwise have missed, just to trigger a riposte.
  
This replaces the use of wild shape gained at level 12.
+
=== Grace (Ex)  ===
 +
At 6th level, a duelist gains a +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing light or no armor and not using a shield.
  
=== Imbue Arrow (Su) ===
+
=== Cunning Opportunist ===
At 13th level, a duelist gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the duelist can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted. This replaces a thousand faces. This replaces the new wild shape abilities gained at level 12.
+
At 7th level, the duelist may make a number of additional attacks of opportunity per round equal to her Intelligence bonus. This stacks with the benefits of Combat Reflexes.
  
=== Phase Arrow (Su) ===
+
=== Acrobatic Charge (Ex) ===
At 15th level, a duelist can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any barrier or wall in its way. This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. It does full damage to incorporeal or ethereal creatures. It is stopped normally by ghost touch armor, force armor, or barriers made of force effects, which makes it similar to an [http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks incorporeal touch attack].
+
At 9th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
  
Using this ability is a standard action (and shooting the arrow is part of the action). A duelist can use this ability once per day at 15th level, and one additional time per day for every two levels beyond 15th, to a maximum of three times per day at 19th level.
+
=== Bonus Feats ===
 +
At level 10, and every 4 levels thereafter, the duelists chooses a combat feat as a bonus feat. She needs to fulfill the prerequisites of these feats as normal.
  
This replaces the use of wild shape gained at level 16.
+
=== Enhanced Mobility (Ex)  ===
 +
Starting at 11th level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square. This stacks with the benefits of the Mobility feat.
  
=== Hail of Arrows (Su) ===
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=== Elaborate Defense (Ex) ===
Once per day as a full-round action, a duelist of 17th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every duelist level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This replaces the new wild shape abilities gained at level 8.
+
At 12th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +2 dodge bonus to AC. This improves to a +3 bonus at level 18.
  
=== Venom Immunity (Ex) ===
+
=== No Retreat (Ex) ===
At 19th level, a duelist gains immunity to all poisons. This is the same as the ability druids gain at level 9.
+
At 15th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.
  
=== Arrow of Death (Su) ===
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=== Aggressive Defense (Ex) ===
At 20th level, a duelist can create a special type of slaying arrow that forces the target, if damaged by the arrow's attack, to make a Fortitude save or be slain immediately. The DC of this save is equal to 20 + the duelist's Wisdom modifier. It takes 1 day to make a slaying arrow, and the arrow only functions for the duelist who created it. The slaying arrow lasts no longer than 1 year, and the archer can only have one such arrow in existence at a time. This replaces the use of wild shape gained at level 20.
+
At 16th level and higher, if a duelist chooses to fight defensively or use total defense, she can make an attack of opportunity against any opponent within reach who misses her with a melee attack.
 +
 
 +
=== Deflect Arrows ===
 +
At 17th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat.
 +
 
 +
=== Duel Mastery (Ex) ===
 +
At 19th level, as long as she wields a melee weapon, the duelist gains DR 5/-.
 +
 
 +
=== Crippling Critical (Ex)  ===
 +
When a level 20 duelist confirms a critical hit using a light or one-handed piercing weapon, she can apply one of the following penalties in addition to the damage dealt:
 +
* Reduce all of the target's speeds by 10 feet (minimum 5 feet)
 +
* 1d4 points of Strength or Dexterity damage
 +
* –4 penalty on all saving throws
 +
* –4 penalty to Armor Class
 +
* 2d6 points of bleed damage.  
 +
These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
  
 
== Table: Duelist ==
 
== Table: Duelist ==
{| class="wikitable"
+
{|class="wikitable"
|rowspan=2| ''' Level'''||rowspan=2| ''' Base Attack Bonus'''||rowspan=2| ''' Fort Save'''||rowspan=2| ''' Ref Save'''||rowspan=2| ''' Will Save'''||rowspan=2| ''' Special'''||colspan=10|'''Spells per Day'''
+
|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
|-
 
||0|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 
 
|-
 
|-
||1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| Nature bond, nature sense, orisons, wild empathy ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 1st ||valign="top"| +1 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| Canny defense, precise strike, Weapon Finesse
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| +3 ||valign="top"| Archery style feat, woodland stride ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Dodge, bravery
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| +3 ||valign="top"| Trackless step ||valign="top"| 4 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Improved reaction, parry 1/round
 
|-
 
|-
|valign="top"| 4th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Resist nature's lure  ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"|
+
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Mobility
 
|-
 
|-
|valign="top"| 5th ||valign="top"| +3 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +4 ||valign="top"| Mystic spellstrike ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Riposte
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +4 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Grace
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +5 ||valign="top"| Duelisty ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Cunning opportunist
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| +6 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 8th ||valign="top"| +8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Parry 2/round
 
|-
 
|-
|valign="top"| 9th ||valign="top"| +6/+1 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| +6 ||valign="top"| Venom immunity ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 9th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Acrobatic charge
 
|-
 
|-
|valign="top"| 10th ||valign="top"| +7/+2 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 10th ||valign="top"| +10/+5 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Bonus feat  
 
|-
 
|-
|valign="top"| 11th ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7 ||valign="top"| Seeker arrow ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 11th ||valign="top"| +11/+6/+1 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Enhanced mobility
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 12th ||valign="top"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Elaborate defense
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +9/+4 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +8 ||valign="top"| Imbue arrow  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
+
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Parry 3/round
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +10/+5 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| +9 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| — ||valign="top"| —
+
|valign="top"| 14th ||valign="top"| +14/+9/+4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| Bonus feat
 
|-
 
|-
|valign="top"| 15th ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9 ||valign="top"| Timeless body ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"|
+
|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| No retreat
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"|  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"|
+
|valign="top"| 16th ||valign="top"| +16/+11/+6/+1 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Aggressive defense
 
|-
 
|-
|valign="top"| 17th ||valign="top"| +12/+7/+2 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +10 ||valign="top"| Hail of arrows ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
+
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Deflect Arrows
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +13/+8/+3 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Archery style feat ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
+
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Bonus feat, parry 4/round
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +14/+9/+4 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +11 ||valign="top"| Phase arrow  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
+
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Duel mastery
 
|-
 
|-
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| +12 ||valign="top"| Arrow of death ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 4
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|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Crippling critical
 
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== Summary of Changed Class Abilities ==
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=== Notes ===
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For a full development of this concept, see the [[Fencer_(Apath)|fencer]].
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Latest revision as of 14:35, 19 September 2016

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Unofficial rules compendium

Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They eschew bulky armor as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade. This is a martial arts style of the Way of the Mind.

Class Information

This is a prestige archetype.

Publisher: Purple Duck Games.

Prestige Class: Duelist.

A duelists is a fighter that specializes in light armor and weapons.

Role: Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.

Alignment: Any.

Hit Die: d10.

Class Skills

The duelist's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Profession (Wis), Ride (Dex), Swim (Str),

Skill Ranks at Each Level: 2 + Int modifier.

Class Features

These are all the class features of the duelist.

Armor and Weapon Proficiency

Duelists are proficient with all simple and martial weapons and with light armor and shields (excluding tower shields).

Canny Defense (Ex)

When wearing light or no armor and not using a large or tower shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to CMD and Armor Class while wielding a melee weapon. An unarmed duelist cannot use this ability, even if she has natural attacks or knows the Improved Unarmed Strike feat. If a duelist is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus to armor class, she also loses this bonus.

Weapon Finesse

A duelist gains Weapon Finesse as a bonus feat at 1st level. If she already knows this feat, the duelist can select any combat feat she fulfills the prerequisites for instead.

Precise Strike (Ex)

A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Dodge

A duelist gains Dodge as a bonus feat at 2nd level. She need not fulfill the prerequisites. If she already knows this feat, the duelist can select any combat feat she fulfills the prerequisites for instead.

Bravery

Starting at 2nd level, a duelist gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond three.

Improved Reaction (Ex)

At 3rd level, a duelist gains a +4 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.

Parry

At 3rd level a duelist learns to parry the melee attacks and combat maneuvers of other creatures. To parry, the duelist makes an attack roll at her best attack bonus. If this roll is greater than the attack/maneuver roll of the attacking creature, the parry succeeds and the original attack misses. The duelist declares the use of this ability after the attack is rolled.

At 3rd level, the duelist can parry one attack per round. For every 5 levels past level 3, the duelist can parry an additional attack each round, to a maximum of four parries per round at level 18.

A duelist denied his Dexterity bonus to armor class cannot use parry. On her next turn after a duelist made one or more parries, she is staggered, and this cannot be prevented or removed in any way.

Mobility

A duelist gains Mobility as a bonus feat at 4th level. She need not fulfill the prerequisites. If she already knows this feat, the duelist can select any combat feat she fulfills the prerequisites for instead.

Riposte

At 5th level, when an attack the duelist parried misses, she can make an attack of opportunity on the attacker if she is within reach. It is possible to parry attacks that would otherwise have missed, just to trigger a riposte.

Grace (Ex)

At 6th level, a duelist gains a +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing light or no armor and not using a shield.

Cunning Opportunist

At 7th level, the duelist may make a number of additional attacks of opportunity per round equal to her Intelligence bonus. This stacks with the benefits of Combat Reflexes.

Acrobatic Charge (Ex)

At 9th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Bonus Feats

At level 10, and every 4 levels thereafter, the duelists chooses a combat feat as a bonus feat. She needs to fulfill the prerequisites of these feats as normal.

Enhanced Mobility (Ex)

Starting at 11th level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square. This stacks with the benefits of the Mobility feat.

Elaborate Defense (Ex)

At 12th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +2 dodge bonus to AC. This improves to a +3 bonus at level 18.

No Retreat (Ex)

At 15th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.

Aggressive Defense (Ex)

At 16th level and higher, if a duelist chooses to fight defensively or use total defense, she can make an attack of opportunity against any opponent within reach who misses her with a melee attack.

Deflect Arrows

At 17th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon. The duelist does not need a free hand to use this feat.

Duel Mastery (Ex)

At 19th level, as long as she wields a melee weapon, the duelist gains DR 5/-.

Crippling Critical (Ex)

When a level 20 duelist confirms a critical hit using a light or one-handed piercing weapon, she can apply one of the following penalties in addition to the damage dealt:

  • Reduce all of the target's speeds by 10 feet (minimum 5 feet)
  • 1d4 points of Strength or Dexterity damage
  • –4 penalty on all saving throws
  • –4 penalty to Armor Class
  • 2d6 points of bleed damage.

These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Table: Duelist

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Canny defense, precise strike, Weapon Finesse
2nd +2 +3 +3 +0 Dodge, bravery
3rd +3 +3 +3 +1 Improved reaction, parry 1/round
4th +4 +4 +4 +1 Mobility
5th +5 +4 +4 +1 Riposte
6th +6/+1 +5 +5 +2 Grace
7th +7/+2 +5 +5 +2 Cunning opportunist
8th +8/+3 +6 +6 +2 Parry 2/round
9th +9/+4 +6 +6 +3 Acrobatic charge
10th +10/+5 +7 +7 +3 Bonus feat
11th +11/+6/+1 +7 +7 +3 Enhanced mobility
12th +12/+7/+2 +8 +8 +4 Elaborate defense
13th +13/+8/+3 +8 +8 +4 Parry 3/round
14th +14/+9/+4 +9 +9 +4 Bonus feat
15th +15/+10/+5 +9 +9 +5 No retreat
16th +16/+11/+6/+1 +10 +10 +5 Aggressive defense
17th +17/+12/+7/+2 +10 +10 +5 Deflect Arrows
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, parry 4/round
19th +19/+14/+9/+4 +11 +11 +6 Duel mastery
20th +20/+15/+10/+5 +12 +12 +6 Crippling critical

Notes

For a full development of this concept, see the fencer.

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