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.
 +
 
 +
== Class Features ==
 +
These are all the class features of the duelist.
  
 
=== Armor and Weapon Proficiency ===
 
=== Armor and Weapon Proficiency ===
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=== Canny Defense (Ex) ===
 
=== Canny Defense (Ex) ===
When wearing light or no armor and not using a large or tower shield, a fencer adds 1 point of Intelligence bonus (if any) per fencer class level as a dodge bonus to CMD and Armor Class while wielding a melee weapon. If a fencer is caught unarmed or is flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A fencer with the Improved Unarmed Combat feat is never considered unarmed.
+
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.
  
=== Dodge & Weapon Finesse ===
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=== Weapon Finesse ===
A duelist gains Dodge and Weapon Finesse as bonus feats at 1st level. He need not fulfill the prerequisites of these feats.
+
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) ===
 
=== Precise Strike (Ex) ===
A duelist gains the ability to strike precisely in melee with a weapon she can use with Weapon Finesse, adding her duelist level to her damage roll.
+
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.
 
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.
  
=== Mobility ===
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=== Dodge ===
A duelist gains Mobility as a bonus feat at 3rdlevel. He need not fulfill the prerequisites of this feat.
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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.
  
=== Bonus Feats ===
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=== Improved Reaction (Ex) ===
At level 4, and every 4 levels thereafter, the duelists chooses a combat feat as a bonus feat. He needs to fulfill the prerequisites of these feats as normal.
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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 ===
 
=== Parry ===
When he or an adjacent ally is attacked in melee, a duelist can make a 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 5h level a duelist learns to parry the attacks of other creatures, causing them to miss. To parry the attack, the duelist makes an attack roll at her best attack bonus. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –2 penalty on her attack roll. The duelist also takes a –2 penalty when attempting to parry an attack made against an adjacent ally. The duelist declares the use of this ability after the attack is rolled.
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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 5th level, the duelist can parry one attack per round. For every 5 levels, the duelist can parry an additional attack each round.  
+
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.
  
On an turn after the duelist made a parry, she is ''staggered''.
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=== 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 ===
 
=== Riposte ===
When an attack the duelists parried misses, he can make an attack of opportunity on the attacker if he is within reach. It is possible to parry attacks that would otherwise have missed, just to trigger a riposte.
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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 ===
 
=== Cunning Opportunist ===
At 10th level, the duelist may make a number of additional attacks of opportunity per round equal to his Intelligence bonus. This stacks with the benefits of Combat Reflexes.
+
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) ===
 
=== Acrobatic Charge (Ex) ===
At 13th level, a duelist gains the ability to charge in situations where others cannot. He 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.
+
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.
  
=== Aggressive Defense (Ex) ===
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=== Bonus Feats ===
At 14th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she can make an attack of opportunity against any opponent who misses her with a melee attack.
+
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.
  
=== No Retreat (Ex) ===
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=== Enhanced Mobility (Ex) ===
At 17th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.
+
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.
  
=== Deflect Arrows ===
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=== Elaborate Defense (Ex)  ===
At 18th level, a duelist gains the benefit of the Deflect Arrows feat when using a weapon she can use with weapon finesse. The duelist does not need a free hand to use this feat.
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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.
  
== Duelist Schools ==
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=== No Retreat (Ex) ===
These are the fighting schools available to duelists.  
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At 15th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.
  
=== Agrippa ===
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=== Aggressive Defense (Ex) ===
This school has an easy and relaxed style, using a one-handed weapon to attack and parry while keeping one hand free for tricks, feints, and flourishes. The free had is often used to hold a hat, scarf, handkerchief,  glove or other accessory that is further used to distract the opponent.
+
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.
* ''Level 2, Deceptive strike:'' At 2nd level, a duelist using agrippa gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
 
* ''Level 3, Weapon Bind (Ex):'' At 3rd level, a duelist using agrippa can trap his opponent’s weapon. This functions as a disarm combat maneuver, but the opponent does not actually lose his weapon, he merely cannot use it. This lasts until the beginning of the duelist's next turn or until they two combatants are no longer adjacent, whichever is sooner. Unlike a normal disarm, this does not trigger an attack of opportunity, and the duelist never loses his own weapon.
 
* ''Level 6, High Guard:'' At 6th level, a duelist using agrippa gains a +4 bonus on parries.
 
* ''Level 11, :''
 
* ''Level 16, Reversal (Ex):'' At 16th level, a duelist using agrippa can make a disarm combat maneuver against his attacker when he is the target of a melee attack. If successful, the attack changes to target another creature in the target's reach. This replaces the normal result of a disarm.
 
* ''Level 20, Weapon Mastery (Ex):'' At 20th level, a duelist using agrippa improves his critical hits. Any attacks made with a weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed.
 
  
=== Bonetti ===
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=== Deflect Arrows ===
This is a mobile style, with an emphasis on footwork and positioning to gain an advantage.
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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.
* ''Level 2, Agility (Ex):'' At 2nd level, a duelist using bonetti gains a +1 bonus on Acrobatics rolls and on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.
 
* ''Level 3, Armor training:'' Starting at 3rd level, a duelist using bonetti learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every five levels thereafter (8th, 13th, and 18th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
 
* ''Level 6, Positioning:'' At 6th level, when a duelist using bonetti moves at least 5 feet prior to attacking, he gains a +2 bonus on attack rolls. This bonus increases by +1 for every five levels beyond 6th.
 
* ''Level 11, Rapid Attack (Ex):'' At 11th level, a duelist using bonetti can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.
 
* ''Level 16, :'' None
 
* ''Level 20, Whirlwind Blitz (Ex):'' At 20th level, a duelist using bonetti can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action (if he knows the feat).
 
 
 
=== Capo Ferro ===
 
In many ways the "standard" dueling school, capo ferro focuses on attack speed and devastating thrusts.
 
* ''Level 2, Improved Reaction (Ex):'' At 3rd level, a duelist using capo ferro gains a +1 bonus on initiative. This bonus increases by +1 every four levels after 3rd.
 
* ''Level 3, Armor training:'' Starting at 3rd level, a duelist using capo ferro learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every five levels thereafter (8th, 13th, and 18th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
 
* ''Level 6, Weapon Training:'' At 6th level, a duelist using capo ferro gains a +2 bonus on attack rolls with piercing weapons. This bonus increases by +1 for every five levels beyond 6th.
 
* ''Level 11, Balestra:'' At 6th level, a duelist using capo ferro adds 5 ft. to his reach when attacking, but not for the purpose of threatening or attacks of opportunity. If you know the Lunge feat when you gain this ability, the two do not stack, but you have the option of retraining the Lunge feat for free.
 
* ''Level 16, :'' None.
 
* ''Level 20, Crippling Critical (Ex):'' When a duelist using capo ferro confirms a critical hit using a weapon he can use with weapon finesse, he 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, or 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.
 
 
 
=== Firentine ===
 
* ''Level 2, Defensive Cross (Ex):'' At 3rd level, a duelist using firentine can use canny defense when attacking with a light weapon in his off-hand.
 
* ''Level 3, Doublestrike (Ex):'' At 3rd level, a duelist using firentine may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. 
 
* ''Level 6, Twin Blades (Ex):'' At 5th level, a duelist using firentine gains a +2 bonus on attack and damage rolls when attacking with two weapons. This bonus increases by +1 for every five levels after 6th. Note that this does not combine with [[#Precise Strike|precise strike]].
 
* ''Level 11, :'' At 11th level, when a duelist using firentine makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.
 
* ''Level 16, :'' None
 
* ''Level 20, Deadly Defense (Ex):'' At 20th level, when a two-weapon warrior makes a full-attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior.
 
  
=== Hard Knocks ===
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=== Duel Mastery (Ex) ===
* ''Level 2, Dirty Maneuvers:'' At 2nd level, a hard knocks duelist becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level). 
+
At 19th level, as long as she wields a melee weapon, the duelist gains DR 5/-.
* ''Level 3, Razor-Sharp Chair Leg (Ex):'' At 6th level, as a swift action, a a hard knocks duelist may alter the type of damage dealt by an improvised weapon to bludgeoning, piercing, or slashing damage. In addition, the cad has a critical threat range of 19–20/×2 with any improvised melee weapon. A light improvised weapon doing piercing damage this way can be used with [[#Precise_Strike_.28Ex.29 |precise strike]]. He is also considered to be armed when using improvised weapons, and is proficient in their use.
 
* ''Level 6, Payback (Ex):'' At 6th level, a hard knocks duelist gains a +2 bonus on attack rolls against any creature that has attacked the cad in the last minute. This bonus increases by +1 for every five levels beyond 5th (to a maximum of +5 at 20th level).
 
* ''Level 11, Deadly Surprise (Ex):'' At 11th level, when a hard knocks duelist hits an opponent that is denied its Dexterity bonus to AC against him with a weapon or unarmed attack, he may attempt a dirty trick combat maneuver as an immediate action as part of the attack.
 
* ''Level 16, Treacherous Blow (Ex):'' At 15th level, when a hard knocks duelist confirms a critical hit, he can attempt a dirty trick combat maneuver as part of that attack as an immediate action.
 
* ''Level 20, Ultimate Payback (Ex):'' At 20th level, any critical threats a hard knocks duelist makes against an opponent that has attacked him in the last minute are automatically confirmed.
 
  
=== Tibault ===
+
=== Crippling Critical (Ex)  ===
* ''Level 2, :''
+
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:  
* ''Level 3, :''
+
* Reduce all of the target's speeds by 10 feet (minimum 5 feet)
* ''Level 6, :''
+
* 1d4 points of Strength or Dexterity damage
* ''Level 11, :''
+
* –4 penalty on all saving throws
* ''Level 16, :''
+
* –4 penalty to Armor Class
* ''Level 20, :''
+
* 2d6 points of bleed damage.
=== Traditional ===
+
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.
* ''Level 2, :''
 
* ''Level 3, :''
 
* ''Level 6, :''
 
* ''Level 11, :''
 
* ''Level 16, :''
 
* ''Level 20, :''
 
  
 
== 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
+
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Crippling critical
 
|}
 
|}
  
== Summary of Changed Class Abilities ==
+
=== Notes ===
 +
For a full development of this concept, see the [[Fencer_(Apath)|fencer]].
 +
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:35, 19 September 2016

ApathApath Logo
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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