Imperial Duellist (D&D class)

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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.