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. 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]].''
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''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 [[Prestige Class Archetypes (Apath)|prestige class archetype]].
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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.
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'''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.
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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 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 he 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, she also loses this bonus.
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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 ===
 
=== Weapon Finesse ===
A duelist gains Weapon Finesse as a bonus feat at 1st level. If he already knows this feat, the duelist can select any combat feat he fulfills the prerequisites for instead.
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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.
  
=== Lunge (Ex) ===
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=== Precise Strike (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.
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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 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.
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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 ===
 
=== Dodge ===
A duelist gains Dodge as a bonus feat at 2nd level. He need not fulfill the prerequisites. If he already knows this feat, the duelist can select any combat feat he fulfills the prerequisites for instead.
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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 ===
 
=== Bravery ===
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=== Parry ===
 
=== Parry ===
At 3rd level a duelist learns to parry the attacks of other creatures. To parry an attack, the duelist makes an attack roll at his best attack bonus. If this roll is greater than the attack roll of the attacking creature, the parry succeeds and the original 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.
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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.  
  
 
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 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.  
  
On his next turn after a duelist made one or more parries, he is ''staggered''.
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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 ===
 
=== Mobility ===
A duelist gains Mobility as a bonus feat at 4th level. He need not fulfill the prerequisites. If he already knows this feat, the duelist can select any combat feat he fulfills the prerequisites for instead.
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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 ===
At 5th 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.
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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)  ===
 
=== Grace (Ex)  ===
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=== Cunning Opportunist ===
 
=== 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.
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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 9th 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.
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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 ===
 
=== Bonus Feats ===
At level 10, 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 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)  ===
 
=== Enhanced Mobility (Ex)  ===
Starting at 11th level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
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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.
  
=== Aggressive Defense (Ex) ===
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=== Elaborate 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.
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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.
  
 
=== No Retreat (Ex) ===
 
=== No Retreat (Ex) ===
 
At 15th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.
 
At 15th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.
  
=== Elaborate Defense (Ex) ===
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=== Aggressive Defense (Ex) ===
At 16th 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.
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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 ===
 
=== 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.
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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.
  
 
=== Duel Mastery (Ex) ===
 
=== Duel Mastery (Ex) ===
At 19th level, as long as he wields a melee weapon, the duelist gains a DR 5/-.
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At 19th level, as long as she wields a melee weapon, the duelist gains DR 5/-.
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=== Crippling Critical (Ex)  ===
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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:
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* 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
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* 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 ==
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|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
 
|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
 
|-
 
|-
|valign="top"| 1st ||valign="top"| +1 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| Canny defense, lunge, Weapon Finesse  
+
|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"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Dodge, school ability
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|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Dodge, bravery
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Parry 1/round, school ability
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|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"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Mobility
 
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Mobility
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|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Riposte
 
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Riposte
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| School ability
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|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Grace
 
|-
 
|-
 
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Cunning opportunist  
 
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Cunning opportunist  
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|valign="top"| 10th ||valign="top"| +10/+5 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Bonus feat  
 
|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"| +11/+6/+1 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| School ability
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|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"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Aggressive defense  
+
|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"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Parry 3/round  
 
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Parry 3/round  
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|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| No retreat  
 
|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"| +16/+11/+6/+1 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| School ability
+
|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"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Deflect Arrows  
 
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Deflect Arrows  
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|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Duel mastery  
 
|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"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| School ability
+
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Crippling critical
 
|}
 
|}
  
== Duelist Schools ==
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=== Notes ===
These are the fighting schools available to duelists. 
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For a full development of this concept, see the [[Fencer_(Apath)|fencer]].
 
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<!-- OGL -->
=== Agrippa ===
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<noinclude>{{OGL}}</noinclude>
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 hand is often used to hold a cloak, hat, 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.
 
* ''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.
 
* ''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 drop his weapon, he merely cannot use it and neither can the duelist. This lasts until the duelist beginning of the duelist's next turn, until the duelist uses his weapon to attack or parry, 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 does not risk dropping his own weapon. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove provides no defense.
 
* ''Uncanny Dodge (Ex):'' Starting at 6th 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. 
 
* ''High Guard:'' At 11th level, a duelist using agrippa gains a +4 bonus on parries.
 
* ''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. This maneuver works against opponents not using weapons or otherwise immune to disarm, and a locked glove provides no defense.
 
* ''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.
 
* ''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.
 
* ''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.
 
* ''Positioning:'' At 6th level, when a duelist using bonetti moves at least 5 feet prior to attacking, he gains a +1 bonus on attack rolls. This bonus increases by +1 for every five levels beyond 6th.
 
* ''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.
 
* ''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.
 
* ''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.
 
* ''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.
 
* ''Thrusting Drill:'' At 6th level, a duelist using capo ferro gains a +1 bonus on attack rolls with piercing weapons. This bonus increases by +1 for every five levels beyond 6th.
 
* ''Balestra:'' At 11th level, a duelist using capo ferro adds 5 ft. to his natural reach.
 
* ''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.
 
* ''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.
 
* ''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. 
 
* ''Twin Blades (Ex):'' At 5th level, a duelist using firentine gains a +1 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|lunge]].
 
* ''Equal Opportunity:'' At 11th level, when a duelist using firentine makes an attack of opportunity, he may attack once each with both his primary and secondary weapon. The penalties for attacking with two weapons apply normally.
 
* ''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
 
* ''Deadly Defense (Ex):'' At 20th level, when a duelist using firentine makes a full-attack with both weapons, every creature that misses 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 life teaches harsh tricks focused on street survival.
 
* ''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). 
 
* ''Razor-Sharp Chair Leg (Ex):'' At 3rd level, as a swift action, a hard knocks duelist may pick up a weapon and/or 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 18–20/×2 with any improvised weapon. He is also considered to be armed when using improvised weapons, and is proficient in their use. A light improvised melee weapon can be used with [[#Lunge_.28Ex.29 |lunge]].  
 
* ''Payback (Ex):'' At 6th level, a hard knocks duelist gains a +1 bonus on attack rolls against any creature that has attacked him in the last minute. This bonus increases by +1 for every five levels beyond 5th (to a maximum of +5 at 20th level).
 
* ''Evasion (Ex):'' At 11th level and higher, a hard knocks duelist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hard knocks duelist is wearing light armor or no armor. A helpless hard knocks duelist does not gain the benefit of evasion.
 
* ''Treacherous Blow (Ex):'' At 15th level, when a hard knocks duelist confirms a critical hit, he can attempt a dirty trick combat maneuver as an immediate action against the target of his critical hit.
 
* ''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 in the military, that incorporates more armor and basic fighting drill. It is seen as quaint by civilian duelists, but can be very powerful.
 
* ''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.
 
* ''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.
 
* ''Medium Armor (Ex):'' At 6th level, a military duelist gains proficiency in medium armor and can move at his normal speed and use all duelist class abilities normally limited to light or no armor while wearing medium armor.
 
* ''Weapon Drill:'' At 11th level, when a duelist using the military school attacks with a melee weapon, he gains a +1 bonus on attack rolls. This bonus increases to +2 at level 16.
 
* ''Heavy Armor (Ex):'' At 16th level, a military duelist gains proficiency in heavy armor and can move at his normal speed and use all duelist class abilities normally limited to light or no armor while wearing heavy armor.
 
* ''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. This is the school most similar to modern sports fencing.
 
* ''Single-Weapon Defense:'' Starting at 2nd level, a duelist using tibault can maintain a guard using only one hand. The duelist 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 duelist must be using a melee weapon in one hand and cannot use a shield two weapons to gain this bonus. Single-weapon defense halves the bonus of [[#Lunge_.28Ex.29 |lunge]] in a round when it is used, just like a small shield does.
 
* ''High Guard:'' At 3rd level, a duelist using tibault gains a +4 bonus on parries.
 
* ''Fencing Drill:'' At 6th level, a duelist using tibault gains a +1 bonus on attack rolls with weapons he can use with Weapon Finesse. This bonus increases by +1 for every five levels beyond 6th.
 
* ''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.
 
* ''Advanced Weapon Training:'' At 16th level, a student of tibault can use Weapon Training with any one-handed slashing weapon.
 
* ''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.
 
 
 
== Duelist Feats ==
 
{{ : Additional Dueling School (General)}}
 
 
 
== Notes ==
 
=== Blade Binding===
 
For an old but official version of this, see Pathfinder Campaign Setting, p 119.
 

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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