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Duelist:
In a world with heavily armored knights on huge,
galloping chargers and powerful mages wielding mind-churning spells, there’s no place for the daring
swashbuckler who relies on his wits and reflexes to survive, right? Wrong.
The Duelist proves that precision and skill are viable alternatives to
massive weapons and agility is a viable alternative to heavy armor.
The
duelist is nimble, intelligent fighter trained in making precise attacks
with light weapons, such as the rapier. Also known as the swashbuckler, the
duelist always takes full advantage of his quick reflexes, and wits in a
fight. Rather than wearing bulky armor, duelist feel the best way to
protect them-selves is to not get hit at all.
Duelist
are most often fighters or rangers, but almost as often are rogues or
bards. Wizards, sorcerers and monks make surprisingly good duelists due to
the lack of the class’s reliance on armor. They benefit greatly from the
weapon skill the duelist offers. Paladins and barbarians who deviate a good
deal from their arch-types become duelists. Elves are more likely to become
duelists than dwarves, and halfling and gnome duelists are not uncommon.
Half-orc duelists are very rare.
Hit
Points: 1d10
Requirements:
Base Attack Bonus: +6.
Perform: 3 ranks.
Tumble: 5 ranks.
Feats: Dodge, Weapon Proficiency (rapier), Ambidexterity,
Mobility
Class
Skills: (and their key ability for each skill) are:
Balance
(Dex)
Bluff
(Cha)
Escape
Artist (Dex)
Innuendo (Wis)
Jump
(Str)
Listen
(Wis)
Perform (Cha)
Sense
Motive (Wis)
Spot (Wis)
Tumble (Dex)
Skill Points at Each
Level: 4 + Int modifier
Class
Features:
Weapon and Armor Proficiency: The duelist is proficient with all simple weapons
and martial weapons, but no types of armor. The only shield they are
proficient with is the buckler.
Canny Defense: When not wearing armor, duelists add their Int bonus
(if any) to their Dex bonus to modify AC while wielding a melee weapon. If
the duelist is caught flat-footed or otherwise denied his Dex bonus, he
also loses this bonus.
Prcise Strike: At 2nd level, the duelist gains the
extraordinary ability to strike precisely with a one-handed piercing
weapon, gaining a bonus 1d6 damage added to her normal damage roll. When
making a precise strike, the duelist cannot attack with a weapon in the
other hand, although she can defend with it (or, if she has the prof. , a
buckler). A duelist’s precise strike only works against living creatures
with discernible anatomies. Any creature that is immune to critical hits
(including undead, constructs, oozes, plants, and incorporeal creatures) is
not vulnerable to a precise strike, and any item or ability that protects a
creature from critical hits (such as armor with fortification) also
protects a creature from precise strike. Every four duelist levels gained
thereafter, she increases the extra damage by +1d6.
Enhanced Mobility: When unarmored, the duelist gains an additional +4 to
AC against attacks of opportunity caused when he moves out of or within a
threatened area.
Grace: At 4th level, the duelist gains an
additional +2 competence bonus to all Reflex saving throws. This ability
functions for the duelist only when wearing no armor.
Acrobatic Attack: At 5th level, if the duelist attacks by
jumping at least 5 feet toward his opponent, jumping down at least 5 feet
onto his opponent or swinging on a rope or similar object into his
opponent, he gains a +2 to attack and damage rolls. Make a jump check; if
the result is less than 5 feet, you cannot use this ability on this attack.
If the distance is greater than that between the duelist and opponent, the
duelist can limit the distance to that of the opponent as a free action.
This is an extraordinary ability.
Elaborate Parry: At 7th level, if the duelist chooses to
fight defensively or use all-out defense in melee combat, she gains an
additional +1 dodge bonus to her AC for each class level of the duelist she
has advanced. This is an extraordinary ability.
Improved Reaction: At 8th level, the duelist gains a +2 to
initiative rolls. This ability stacks with Improved Initiative.
Deflect Arrows: The duelist gains the Deflect Arrows feat (see the
PHB) only when he uses his one-handed piercing weapon.
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Canny
Defense
2nd +2 +0 +3 +0 Precise
strike +1d6
3rd +3 +1 +3 +1 Enhanced
mobility
4th +4 +1 +4 +1 Grace
5th +5 +1 +4 +1 Acrobatic
attack
6th +6 +2 +5 +2 Precise
strike +2d6
7th +7 +2 +5 +2 Elaborate
parry
8th +8 +2 +6 +2 Improved
reflexes
9th +9 +3 +6 +3 Deflect
arrows
10th +10 +3 +7 +3 Precise
strike +3d6
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