Difference between revisions of "Imperial Duellist (D&D class)"

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''A prestige class for the rapier-wielding duelists of the Warhammer world, this prestige class can be adjusted for different settings. It is a 5-level variant of the Dulellist prestige clas found in the Dungeron Master's guide.''
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''This is a prestige class for the rapier-wielding duelists of the Old World setting for Warhammer. The Duellist is a master swordsman, but he can also make a good spy, gambler or courtier.''
  
Duellists are famous for their fighting prowess. They follow a precise code of behaviour, and conducting a duel in the correct manner is almost more important than winning it. Duellists consider themselves to be gentlemen and tend to be contemptous of lesser mortals. They are always ready to demand satisfaction for any slight or inslut, real or imagined. A gentleman will be challenged to a duel, but a lesser person can get away with a thrasing.
+
Duellists are famous for their fighting prowess. They follow a precise code of behaviour, and conducting a duel in the correct manner is almost more important than winning it. Duellists consider themselves to be gentlemen and tend to be contemptous of lesser mortals. They are always ready to demand satisfaction for any slight or inslut, real or imagined. A gentleman will be challenged to a duel, but a commoner can get away with a thrasing.
  
Many are the sons of noble families who have turned to duelling for excitement. Their activities do not endar them to the authorities, but in many jurisdictions duels are not actually illegal, and Duellists are often protected by a number of archaic laws.
+
Many are the sons of noble families who have turned to duelling for excitement. Their activities do not endar them to the authorities, but in many jurisdictions duels are not actually illegal, and Duellists are often protected by a number of archaic laws. In the Old World, duellists can be found in the Empire, Tilea, Estalia and sometimes in Kislev.
  
The Duellist is of course a master swordsman, but he can also make a good spy, gambler or courtier.
 
  
 
==== Requirements ====
 
==== Requirements ====
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'''Base Attack Bonus''': +5
 
'''Base Attack Bonus''': +5
  
'''Feats''': Dodge, Mobility, Weapon Finesse, Weapon Focus (fencing sword).
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'''Feats''': Dodge, Mobility, Weapon Focus (fencing sword).
  
 
'''Skills''': Diplomacy (4 ranks).
 
'''Skills''': Diplomacy (4 ranks).
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All of the following are class features of the Duellist prestige class.
 
All of the following are class features of the Duellist prestige class.
  
'''Hit Die''': d10.
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'''Hit Die''': d8.
  
'''Class Skills''': The Imperial Duellist's class skills are Balance, Bluff, Diplomacy, Escape Artist, Gather Information, Listen, Peform, Prestidigitation, Ride, Sense Motive, Spot, and Tumble.
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'''Class Skills''': The Imperial Duellist's class skills are Balance, Bluff, Climb, Diplomacy, Escape Artist, Gather Information, Listen, Peform, Ride, Sense Motive, Sleight of Hand, Spot, and Tumble.
  
 
'''Skill Points''': 4 + Int modifier per level.
 
'''Skill Points''': 4 + Int modifier per level.
  
 
'''Weapon and Armor Proficiency''': Duellists are profient with fencing weapons (primarilty the rapier) and firearms (if they exist in the campaign setting). They are proficient with light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
 
'''Weapon and Armor Proficiency''': Duellists are profient with fencing weapons (primarilty the rapier) and firearms (if they exist in the campaign setting). They are proficient with light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
 +
  
 
{| class="wikitable"
 
{| class="wikitable"
 
||'''Level''' |||'''Attack''' |||'''Fort'''|||'''Ref''' |||'''Will'''|||'''Special'''
 
||'''Level''' |||'''Attack''' |||'''Fort'''|||'''Ref''' |||'''Will'''|||'''Special'''
 
|-
 
|-
||1st |||+1 |||+0 |||+2 |||+0 |||Weapon Flurry, Weapon Familiarity
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||1st |||+1 |||+0 |||+2 |||+0 |||Weapon familiarity, canny defense
 
|-
 
|-
||2nd |||+2 |||+0 |||+3 |||+0 |||Canny Defense
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||2nd |||+2 |||+0 |||+3 |||+0 |||Versatile blade, steady hand
 
|-
 
|-
||3rd |||+3 |||+1 |||+3 |||+1 |||Insightful Strike
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||3rd |||+3 |||+1 |||+3 |||+1 |||Insightful strike
 
|-
 
|-
||4th |||+4 |||+1 |||+4 |||+1 |||Evasion, Versatile Blade
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||4th |||+4 |||+1 |||+4 |||+1 |||Stand and deliver, improved parry
 
|-
 
|-
||5th |||+5 |||+1 |||+4 |||+1 |||Improved Weapon Flurry
+
||5th |||+5 |||+1 |||+4 |||+1 |||Critical strike
 
|}
 
|}
'''Weapon Familiarity''': Fencing weapons includes rapier and optionally the sabre and cane . These are treated as the same weapon for feats such as Weapon Focus, Improved Critical, etc.
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'''Canny Defense''' : The Duellist may add his Intelligense bonus to his effective Dexterity bonus when calculating Armor Class. The maximum dexterity bonus of any armor still applies, so most duellist wear light or no armor.
  
'''Weapon Flurry''': When making a full attack action with a fencing sword, the duellist may make an additional attack at his full base attack bonus. All attacks this round have a -2 modifier. The Duellist can not attack with another weapon (such as an off-hand dagger) when using Weapon Flurry. (I assume this is the way Weapon Flurry works for the Weapon Master prestige class.)
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'''Critical Strike''': The critical multiple of any fencing weapon the duellist wields in increased by one. Thus, a rapier becomes a d6/18-20/x3 weapon. This is an extraordinary ability.
  
'''Versatile Blade''': The Duellist learns to make more efficient use of the fencing sword, and can make both piercing and slashing attacks. In addition, the duellist can choose to inflict lethal or subdual damage without incurring the -4  modifier to hit.
+
'''Improved Parry''': When not attacking with his off hand, the duellist gains a +2 competence bonus to AC. This stacks with AC bonus from buckler or shield. If he attacks with his off hand, he loses this bonus until his next round.
  
'''Canny Defense''': The Duellist may add his Intelligense bonus to his effective Dexterity bonus when calculating Armor Class. The maximum dexterity bonus of any armor still applies, so most duellist wear light or no armor.
+
'''Insightful Strike''': At 3rd level, the duellist gain the extraordinary ability to strike precisely with a fencing sword or a light weapon. This adds his Intelligence bonus (in addition to Strength modifier) to the damage roll.
  
'''Evasion''': The Duellist gains the Evasion ability. This only works in light or no armor.
+
'''Stand and Deliver''': When the Duellist is charged, he gets to make an attack of opportunity just before the charge attack is resolved. This ability can only be used with a fencing weapon.
  
'''Instightful Strike''': At 3rd level, the Duellist gain the extraordinary ability to strike precisely with a fencing sword or a light weapon. This adds his Intelligence bonus (in addition to Strength modifier) to the damage roll. (Check Swashbuckler class for rules.)
+
'''Steady Hand''': When wielding a fening weapon, the duellist gets +4 bonus to avoid getting disarmed, having his weapon sundered, and on saving throws to avoid losing his weapon.
  
'''Improved Weapon Flurry''': As Weapon Flurry, but the -2 modifier no longer applies.
+
'''Versatile Blade''': The duellist learns to make more efficient use of the blade, and can make both piercing and slashing attacks. In addition, he can inflict non-lethal damage with a fencing weapon without penalty.
 +
 
 +
'''Weapon Familiarity''': Fencing weapons includes rapier and optionally the sabre and cane. These are treated as the same weapon for feats such as Weapon Focus, Improved Critical, etc.
  
 
==== Optional Weapon Notes ====
 
==== Optional Weapon Notes ====
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Damage: 1d6 bludgeoning; Critical: 20 (x2); Size: Medium; Weight: 2 lbs.
 
Damage: 1d6 bludgeoning; Critical: 20 (x2); Size: Medium; Weight: 2 lbs.
  
'''Cloak''': A heavy cape or cloak can be used for defense and to trick your opponent. In game terms, the cloak counts as buckler and a cloak (and uses both these slots on the body). It can be enhanted as both items separately. A proficient user gains a +2 bonus to Bluff attempts in combat.
+
'''Cloak''': A heavy cape or cloak can be used for defense and to trick your opponent. In game terms, the cloak counts as both buckler and a cloak (and uses both these slots on the body). It can be enhanted as both items separately. A proficient user gains a +2 bonus to Bluff attempts in combat.
  
 
If allowed, Exotic Shield Proficiency (Cloak) is required to gain the armor bonus. Both Swashbucklers and Duellists gain this proficiency at first level.
 
If allowed, Exotic Shield Proficiency (Cloak) is required to gain the armor bonus. Both Swashbucklers and Duellists gain this proficiency at first level.
  
Note: This rule is mostly for flavor. A Duellist could easily use a buckler or light shield in his off hand and wear a cloak at the same time. Such a cloak would have lower Hardness (probably 1 or 2) and Hit Points than regular shields, but the same applies to padded armor when compared to leather or metal armor.
+
Note: This rule is mostly for flavor. A Duellist could easily use a buckler in his off hand and hide it under a cloak. A cloak would have lower Hardness (probably 1 or 2) and Hit Points than a proper shield. Of course, the same applies to padded armor when compared to leather or metal armor.
  
 
'''Sabre''': This light, curved cavalry sword is used in some cultures instead of the rapier. Example: In the Warhammer Old World, Imperial and Estalian Duellists favour the rapier, but many Ostlanders and Nordlanders swear by the Kislevite sabre. Both weapons count as fencing sword.
 
'''Sabre''': This light, curved cavalry sword is used in some cultures instead of the rapier. Example: In the Warhammer Old World, Imperial and Estalian Duellists favour the rapier, but many Ostlanders and Nordlanders swear by the Kislevite sabre. Both weapons count as fencing sword.
  
 
The sabre has the same game values as a rapier but does slashing damage.
 
The sabre has the same game values as a rapier but does slashing damage.
 
 
==== Design Notes ====
 
 
This class is based on my old Imperial Duellist and the Weapon Master by Segmarian. The Insightful Strike ability is from the Swashbuckler core class. --[[User:Urban Blom (Hastur)|Urban Blom]]
 
 
[[Category:D&D]]
 
[[Category:D&D]]

Latest revision as of 21:39, 11 April 2007

This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

This is a prestige class for the rapier-wielding duelists of the Old World setting for Warhammer. The Duellist is a master swordsman, but he can also make a good spy, gambler or courtier.

Duellists are famous for their fighting prowess. They follow a precise code of behaviour, and conducting a duel in the correct manner is almost more important than winning it. Duellists consider themselves to be gentlemen and tend to be contemptous of lesser mortals. They are always ready to demand satisfaction for any slight or inslut, real or imagined. A gentleman will be challenged to a duel, but a commoner can get away with a thrasing.

Many are the sons of noble families who have turned to duelling for excitement. Their activities do not endar them to the authorities, but in many jurisdictions duels are not actually illegal, and Duellists are often protected by a number of archaic laws. In the Old World, duellists can be found in the Empire, Tilea, Estalia and sometimes in Kislev.


Requirements

To qualify to become a Duellist, one must fulfill all the following criteria:

Base Attack Bonus: +5

Feats: Dodge, Mobility, Weapon Focus (fencing sword).

Skills: Diplomacy (4 ranks).

Class Features

All of the following are class features of the Duellist prestige class.

Hit Die: d8.

Class Skills: The Imperial Duellist's class skills are Balance, Bluff, Climb, Diplomacy, Escape Artist, Gather Information, Listen, Peform, Ride, Sense Motive, Sleight of Hand, Spot, and Tumble.

Skill Points: 4 + Int modifier per level.

Weapon and Armor Proficiency: Duellists are profient with fencing weapons (primarilty the rapier) and firearms (if they exist in the campaign setting). They are proficient with light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.


Level Attack Fort Ref Will Special
1st +1 +0 +2 +0 Weapon familiarity, canny defense
2nd +2 +0 +3 +0 Versatile blade, steady hand
3rd +3 +1 +3 +1 Insightful strike
4th +4 +1 +4 +1 Stand and deliver, improved parry
5th +5 +1 +4 +1 Critical strike

Canny Defense : The Duellist may add his Intelligense bonus to his effective Dexterity bonus when calculating Armor Class. The maximum dexterity bonus of any armor still applies, so most duellist wear light or no armor.

Critical Strike: The critical multiple of any fencing weapon the duellist wields in increased by one. Thus, a rapier becomes a d6/18-20/x3 weapon. This is an extraordinary ability.

Improved Parry: When not attacking with his off hand, the duellist gains a +2 competence bonus to AC. This stacks with AC bonus from buckler or shield. If he attacks with his off hand, he loses this bonus until his next round.

Insightful Strike: At 3rd level, the duellist gain the extraordinary ability to strike precisely with a fencing sword or a light weapon. This adds his Intelligence bonus (in addition to Strength modifier) to the damage roll.

Stand and Deliver: When the Duellist is charged, he gets to make an attack of opportunity just before the charge attack is resolved. This ability can only be used with a fencing weapon.

Steady Hand: When wielding a fening weapon, the duellist gets +4 bonus to avoid getting disarmed, having his weapon sundered, and on saving throws to avoid losing his weapon.

Versatile Blade: The duellist learns to make more efficient use of the blade, and can make both piercing and slashing attacks. In addition, he can inflict non-lethal damage with a fencing weapon without penalty.

Weapon Familiarity: Fencing weapons includes rapier and optionally the sabre and cane. These are treated as the same weapon for feats such as Weapon Focus, Improved Critical, etc.

Optional Weapon Notes

The Dungeon Master may choose to use these rules for flavor.

Cane: The cane is a medium martial weapon which can be used with Weapon Finesse. Some duellists train with the cane (singlestick) as a non-lethal alternative to the rapier. In some cultures, the cane is the symbol of a gentleman (some would say a fop). It can be used as a weapon in an emergency and is frequently used thrash commoners to teach them a lesson. The cane can also be used to conceal a rapier blade (sword cane).

Damage: 1d6 bludgeoning; Critical: 20 (x2); Size: Medium; Weight: 2 lbs.

Cloak: A heavy cape or cloak can be used for defense and to trick your opponent. In game terms, the cloak counts as both buckler and a cloak (and uses both these slots on the body). It can be enhanted as both items separately. A proficient user gains a +2 bonus to Bluff attempts in combat.

If allowed, Exotic Shield Proficiency (Cloak) is required to gain the armor bonus. Both Swashbucklers and Duellists gain this proficiency at first level.

Note: This rule is mostly for flavor. A Duellist could easily use a buckler in his off hand and hide it under a cloak. A cloak would have lower Hardness (probably 1 or 2) and Hit Points than a proper shield. Of course, the same applies to padded armor when compared to leather or metal armor.

Sabre: This light, curved cavalry sword is used in some cultures instead of the rapier. Example: In the Warhammer Old World, Imperial and Estalian Duellists favour the rapier, but many Ostlanders and Nordlanders swear by the Kislevite sabre. Both weapons count as fencing sword.

The sabre has the same game values as a rapier but does slashing damage.