Duelist (Apath)

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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 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. 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 merged prestige class.

Prestige Class: Duelist.

Build Classes: Fighter.

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.

Alignment: Any.

Hit Die: d10.

Class Abilities

This archetype has all normal class abilities, except as noted.

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), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str),

Skill Ranks at Each Level: 2 + Int modifier.

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 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.

Weapon Finesse

A duelist gains Weapon Finesse as a bonus feat at 1st level.

Lunge (Ex)

A duelist gains the ability to use her mobility to make powerful strikes in melee with a weapon she can use with Weapon Finesse, adding her duelist level to her damage roll.

When making a lunge, a duelist cannot attack with a weapon in her other hand or use a large or tower shield. A duelist can use a small shield or buckler, but this halves the damage bonus from lunge.

Dodge & Mobility

A duelist gains Dodge and Mobility as bonus feats at 2nd level. He need not fulfill the prerequisites of these feats.

Duelist School

At 2nd level a duelist must select a dueling school to train in. Once chosen, this cannot be changed. Certain dueling schools have special conditions when they can be used, a duelist loses all school abilities while breaking the requirements of his school.

A duelist gains new school abilities at level 2, 3, 6, 11, 16, and 20. Some schools do not gain a benefit at level 16 because their level 6 ability has a continuous benefit that continues at level 16.

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 attacks of other creatures, causing them to miss. To parry the attack, the duelist makes an attack roll at his best attack bonus. If his attack roll is greater than the roll of the attacking creature, the attack misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –2 penalty on his 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.

At 3rd level, the duelist can parry one attack per round. For every 5 levels, the duelist can parry an additional attack each round.

On an turn after the duelist made one or more parries, she is staggered.

Bonus Feats

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.

Enhanced Mobility (Ex)

Starting at 5th level, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Riposte

At 6th level, 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.

Cunning Opportunist

At 7th 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.

Acrobatic Charge (Ex)

At 11th 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, he may still need to make appropriate checks to successfully move over the terrain.

Aggressive Defense (Ex)

At 12th level and higher, if a duelist chooses to fight defensively or use total defense, he can make an attack of opportunity against any opponent within reach who misses her with a melee attack.

No Retreat (Ex)

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

Deflect Arrows

At 17th 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.

Fencing Mastery (Ex)

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

Duelist Schools

These are the fighting schools available to duelists. Note that many schools lack a level 16 school ability, generally because the level 6 ability continues to improve over levels.

Agrippa

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. Agrippa does not permit the use of a off-hand weapon or any shield, but a ranged weapon can be held in the off-hand.

  • 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, Uncanny Dodge (Ex): Starting at 11th level, a duelist using agrippa can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A duelist with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a duelist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Level 16, Reversal (Ex): At 16th level, a duelist using agrippa can make a disarm combat maneuver as an immediate action 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 effect 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

This is a mobile style, with an emphasis on footwork and positioning to gain an advantage.

  • 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 natural reach.
  • Level 16, : None.
  • Level 20, Crippling Critical (Ex): When a duelist using capo ferro confirms a critical hit using a piercing melee weapon, 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

A style focusing on two weapons, firentine is considered something of a dead end by duelists wishing to study multiple schools, but offers great rewards to the dedicated student. Firentine requires two weapons, but the off-hand weapon can be a small shield.

  • Level 2, Weapon Balance (Ex): Starting at 2nd level, a using firentine reduces the penalties of fighting with two weapons by one point. This penalty reduction increases by +1 for every four levels beyond 2nd. This only works to negate penalties; it can never become an actual advantage and cannot overcome other kinds of penalties.
  • 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 lunge.
  • 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, Case of Rapiers: At 16th level, a duelist using firentine can make one attack with both his primary and secondary weapons when he makes a charge
  • Level 20, Deadly Defense (Ex): At 20th level, when a duelist using firentine 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 duelist.

Hard Knocks

The school of the street teaches harsh tricks focused on survival at any cost.

  • Level 2, Dirty Maneuvers: At 2nd level, a hard knocks duelist becomes skilled at deceiving and discomfiting his opponents. He gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. He 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).
  • 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, he has a critical threat range of 19–20/×2 with any improvised melee weapon. A one-handed improvised weapon doing piercing damage this way can be used with lunge. 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 him 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.

Military

This is a school taught to soldiers, one that incorporates more armor and normal fighting techniques. Because of it's reliance on armor and heavier weapons, is seen as quaint by elitist duelists, but can be very powerful.

  • Level 2, Bravery (Ex): Starting at 2nd level, a military duelist gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. A military duelist is also proficient in medium and heavy armor.
  • Level 3, Armor training: Starting at 3rd level, a military duelist 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, :
  • Level 11, Medium Armor (Ex): At 11th level, a military duelist can move at his normal speed and use all duelist class abilities normally limited to light or no armor while wearing medium armor.
  • Level 16, Heavy Armor (Ex): At 16th level, a military duelist can move at his normal speed and use all duelist class abilities normally limited to light or no armor while wearing heavy armor.
  • Level 20, Weapon Mastery (Ex): At 20th level, a military duelist chooses one weapon, such as the longsword, rapier, or longbow. Any attacks made with that 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 while wielding a weapon of this type.

Tibault

Tibault is a defensive school focusing on situation awareness and shifting from attack to defense at a moment's notice.

  • Level 2, Single-Weapon Defense: Starting at 2nd level, a duelist using tibault can maintain a guard using only one hand. The fencer adds a +1 shield bonus to armor class. This improves by +1 for every 4 levels (+1 at levels up to 3, +2 at levels 4-7, +3 at levels 8-11 and so on). The fencer must be using a melee weapon in one hand and cannot carry a shield or use two weapons with this stance. Single-weapon halves the bonus of lunge in a round when it is used, just like a small shield does.
  • Level 3, High Guard: At 3rd level, a duelist using tibault gains a +4 bonus on parries.
  • Level 6, Weapon Training: At 6th level, a duelist using tibault gains a +2 bonus on attack rolls with piercing weapons. This bonus increases by +1 for every five levels beyond 6th.
  • Level 11, Uncanny Dodge (Ex): Starting at 11th level, a duelist using tibault can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A duelist with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a duelist already has uncanny dodge from a different class, he automatically gains improved uncanny
  • Level 16, Advanced Weapon Training: At 16th level, a student of tibault can use Weapon Training with slashing and piercing weapons.
  • Level 20, Crippling Critical (Ex): When a duelist using tibault 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.

Table: Duelist

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 +0 Canny defense, lunge, Weapon Finesse
2nd +2 +3 +3 +0 +0 Dodge, Mobility, school ability
3rd +3 +3 +3 +1 +1 Parry 1/round
4th +4 +4 +4 +1 +1 School ability
5th +5 +4 +4 +1 +1 Riposte
6th +6/+1 +5 +5 +2 +2 Bonus feat
7th +7/+2 +5 +5 +2 +2 Enhanced mobility
8th +8/+3 +6 +6 +2 +2 Cunning opportunist, parry 2/round
9th +9/+4 +6 +6 +3 +3 School ability
10th +10/+5 +7 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +7 +3 +3 Acrobatic charge
12th +12/+7/+2 +8 +8 +4 +4 Aggressive defense
13th +13/+8/+3 +8 +8 +4 +4 Parry 3/round
14th +14/+9/+4 +9 +9 +4 +4 Bonus feat, school ability
15th +15/+10/+5 +9 +9 +5 +5 No retreat
16th +16/+11/+6/+1 +10 +10 +5 +5 Deflect arrows
17th +17/+12/+7/+2 +10 +10 +5 +5 Fencing mastery
18th +18/+13/+8/+3 +11 +11 +6 +6 Bonus feat, parry 4/round, school ability
19th +19/+14/+9/+4 +11 +11 +6 +6 Fencing mastery
20th +20/+15/+10/+5 +12 +12 +6 +6 Bonus feat, Weapon mastery

Summary of Changed Class Abilities