Archer/Duelist Core Class, anybody got one?

shoes

First Post
Does anybody have an Archer or Duelist (Swashbuckler/Finesse-warrior) Custom Core Classes at all? I was going to have both classes as base ones for my campaign and maybe a few PrCs for them.
 

log in or register to remove this ad

You might want to check out Monte Cook's Arcana Unearthed. It has two core classes that fit the bill. The unfettered is a lightly armored fighter, with decent skills, fighter BAB, bonus feats every 4 levels, +1d6 sneak attack every 4 levels, and a bonus to AC when wearing no armor or light armor.

The hawk totem warrior specializes in archery, getting several bonus feats and class abilities, in addition to having some flavorful powers with birds.
 

Three Arrows for the King

Hi all-

shoes said:
Does anybody have an Archer or Duelist (Swashbuckler/Finesse-warrior) Custom Core Classes at all? I was going to have both classes as base ones for my campaign and maybe a few PrCs for them.

I'd recommend the PDF Three Arrows for the King. My wife loves to play archers. In our campaign that just ended, it started out in 3.0 and I picked up the PDF as well as the print on demand version for her. She played the PC, converted to 3.5 when it came out, up to level 10 as she wanted to become an Arcane Archer. The character was so good that she was getting 4 or 5 attacks per round. She'd kill the bad guys before the fighters could even get into melee combat with them.

Don't know about the duelist though. I'm looking for something like that in my campaign as well.
 

Three Arrows for the King is nice though multiclassing with fighter after 4 levels is a good idea ;)

Swashbuckler from CW?
 

perhapse the best source for swashbuckler core/PrC and feats is the Swashbuckling Adventures book. There are two Dulist core classes (the Swashbucker and the Musketere) and a whole mess of feats as well (like Improved Finesse that lets you add your dex to damage done with a finesse weapon).
 

Possible Archer Core Class

Archer
A warrior based for ranged attacks with the ranged attacks. The archer has been known for many names depending on what type of weapon they use. They been known as the archer (based for a bow), the marksman (based for a crossbow), and even a gunslinger (based for firearms).

Game Rule Information
Archers have the following game statistics:
Abilities: Dexterity is a critical ability score for archers, considering their heavy reliance on ranged weapons. Constitution is important for giving archers lots of hit points. A decent Wisdom and Intelligence is needed for certain archer-based abilities, skills, and feats.
Alignment: Any
Hit Dice: d8
Starting Wealth: 5d4 x 10 gp

Class Skills
The archer's class skills (and the key ability for it) are:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), and Swim (Str). See Chapter 4: Skills of the PHB for skill descriptions.

Skills Points at 1st Level: (2 + Intellgience modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier

Base Attack Bonus: Good (as fighter)
Saving Throw Bonus: Reflex good, Fortitude and Will poor. (as rogue)

Class Features
The following are class features of the archer.
Weapon and Armor Proficiency: The archer gains proficiency with all simple weapons, shortbow, and longbow. They are also proficent with both composite and mighty versions of the shortbow and longbow. In addition, archers are proficient in the use of arrows as melee weapons, meaning they do not suffer the standard -4 penalty for using an arrow in melee. They are proficent with light and medium armor, but not with shields. Note that armor check penalties for armor heavier that leather apply to the skills. Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Close Combat Shot: At 1st level, an archer can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Increased Range: At 1st level, the archer may increase his Range Increment with his ranged weapon by the per level bonus and increases at 5th level and every five levels afterward, (1st +10, 5th +20, 10th +30, 15th +40, 20th +50).

Clever Shot: At 2nd level, the archer may angle his shots to inflict the most damage possible. He gains damage bonus equal to his Dexterity modifer with all bows and crossbows only within his point blank increment. This bonus does not stack with bonuses from Strength modifiers from a mighty composite bows, the archer uses precise aim over muscle.

Archery Feat: At 4th level, the archer gets a bonus feat in addition to the normal feats a character gets. The archer gains an additional bonus feat at 8th level and every 4 levels thereafter. These bonus feats must be drawn from the following list. Some of these bonus feats avaiable to an archer cannot be acquired until the archer has gained one or more prerequisite feats.

Some possible new abilites that could work for the class:
Careful Aim: At [level], as a full-round action, the archer may add his Wisdom modifier to his attack roll and damage roll. The archer may only make one single attack during this round at all to gain the benefits. If attacked, the archer must make a Concentration check (DC 10 + damage dealt) or lose the benefits for the round.

Dead Shot: At [level], the archer can cause one ranged attack he makes against a flat-footed opponent to automatically become a critical threat. This must be declared before an attack roll is made. If the attack misses, the ability is wasted. This ability may be used once per day.

Long-distance Accuracy (Ex): At [level] and higher, the archer receives only a –1 penalty for firing into each additional range increment of his primary weapon. Range penalties normally are –2 for every range increment beyond the first. For example, an archer using a heavy crossbow with a range increment of 120 feet suffers a –1 penalty to his attack roll beginning at 120 feet instead of the normal –2 penalty, increasing by –1 for every 120 feet thereafter.

Some possible new feats that could work for the class:
Note: Some (or most) of these feats are from different D&D sources and internet homemade versions

Arrow Cleave [General]
You can follow through with poweful shots.
Prerequisites: Str 13+, Dex 13+, Point Blank Shot
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra ranged attack against another creature directly in the path of the arrow. The creature must be in the same range increment as the original target, and the second attack is at the same bonus as the original attack that dropped the previous creature.

Arrow Stab [General]
When fighting with a string bow, you may make a melee attack against an adjacent opponent with one of your arrows.
Prerequisites: Defensive Shot
Benefits: When fighting with a string bow, you may make an attack against as opponent within a area that you threaten. You gain an additional melee attack equal to your next attack that must be made with the arrow you are notching. The melee attack and the following ranged attack are both made with a -2 penalty.
Special: A fighter may select this feat as one of his fighter bonus feats.

Crack Shot [General]
You are skilled at making well-placed shots at targets behind cover.
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: When you make a ranged attack against an opponent behind cover, the target's cover bonus to Armor Class is halved.
Special: A fighter may select this feat as one of his fighter bonus feats.

Dead Aim [General]
You are capable of lining up deadly shots with ranged weapons.
Prerequisites: Wis 13+, Far Shot
Benefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus and critical range is doubled on your next attack roll. Once you begin aiming, you can't move, even to take a 5-foot step, until after you make your next attack, or the benefit of the feat is lost. Likewise, if your concentration is disrupted or you are attacked before your next attack, you lose the benefit of aiming (Concentration check, DC = 10 + damage dealt).
Special: A fighter may select this feat as one of his fighter bonus feats.

Defensive Shot [General]
When you fire a weapon while adjacent to an opponent, you do not draw an attack of opportunity.
Prerequisites: Dodge, Point Blank Shot.
Benefit: When firing a weapon while in a opponent's threatened area, you do not provoke an attack of opportunity against your enemies.
Special: A fighter may select this feat as one of his fighter bonus feats.

Diving Shot [General]
You are trained in fast, acrobatic, defensive manoeuvres while in ranged combat.
Prerequisites: Point Blank Shot, Shot on the Run, Dodge, Mobility.
Benefit: When using the attack action with a ranged weapon in the same round in which you used a move action to move at least 20 feet, you gain a +2 dodge bonus to your Armor Class against ranged attacks.
Special: A fighter may select this feat as one of his fighter bonus feats.

Ducking Shot [General]
You are skilled at dodging while using your ranged weapon.
Prerequisites: Point Blank Shot, Dodge, Dex 13+.
Benefit: You get a +2 dodge bonus to Armor Class against attacks against enemies in melee with you caused while making a ranged attack. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your dodge bonuses.
Special: A fighter may select this feat as one of his fighter bonus feats.

Improved Rapid Shot [General]
You are a expert at firing weapons with exceptional speed
Prerequisites: Dex 13+, Point Blank Shot, Rapid Shot, base attack bonus +2 or higher
Benefit: When using the Rapid Shot feat, you can ignore the -2 attack penalty on all of your range attacks.
Special: A fighter may select this feat as one of his fighter bonus feats.

Quick [General]
You are deft and light on your feet.
Benefit: You receive a +2 bonus to Initiative checks and a +1 bonus on all Reflex saves.

Ranged Expertise [General]
You are trained to stay light on your feet when fighting at range.
Prerequisite: Wis 13+
Benefit: When you use the attack or full-attack action with a range weapon, you may take a penalty up to -5 to gain the same number as a bonus to your AC (up to +5). this number may not exceed your base attack bonus and lasts until your action next round. This is a dodge bonus.
Special: A fighter may select this feat as one of his fighter bonus feats.

Sharpshooter [General]
You can focus your range strikes to hit vital areas.
Prerequisite: Dex 13+, Int 11+
Benefit: On your action, before making an attack roll at range you may take a penalty up to your base attack and add the same number to all of your damage rolls. This number may not exceed your base attack bonus. These bonuses and penalties last until the end of you action.
Special: A fighter may select this feat as one of his fighter bonus feats.

Suppressive Fire [General]
You may pin down a location and make attacks of opportunity against those crossing, entering, or moving through the line.
Prerequisite: Point Blank Shot, Combat Reflexes
Benefit: As a standard action you may nominate a strait or diagonal line of squares. As long as you do not move, you may expand an attack of opportunity to fire your weapon at anyone crossing, entering, or moving through that nominated line of squares. The number of squares in the line is only limited by the first range increment of the range weapon.
Special: A fighter may select this feat as one of his fighter bonus feats.

Catch and Fire
Using your phenomenal speed, you can catch an opponent's arrows and use them in your own bow.
Prerequisite: Dex 13+, Point Blank Shot, Deflect Arrows
Benefit: You must have your bow (not a crossbow) in one hand and your other hand free (holding nothing) to use this feat. You ready an action and wait for a foe to fire an arrow at you. At that time, you may make a Reflex saving throw with a DC of 20 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount). If you succeed, you catch the arrow. You must be aware of the attack and not flat-footed. Then, as a part of the same readied action, you can load that arrow into your bow and fire it using your normal attack bonus. If you fire the arrow at the same creature that shot it at you, the target is denied any Dexterity bonus (against your bow attack only) the first time you use this ability in a fight, due to sheer surprise. Alternatively, this feat can be used to catch thrown weapons and throw them back in the same manner described above, except that both hands must be free (characters with a Dexterity score over 15 need have only one hand free). Doing so, as above, is a readied action. This feat can be used to catch nonconventional ranged weapons like a bead of force. However, the DC becomes 25. In no way does this feat bestow the capability of catching spell effects, such as Melf's acid arrow.
Special: If used with Eschew Bow, then obviously no bow is needed.

Eschew Bow
With strength and accuracy you can hurl arrows with your bare hands.
Prerequisite: Str 15+, Dex 13+, base attack bonus of +5 or better
Benefit: You can hurl arrows as thrown weapons with a range increment of 30 ft. Damage (including criticals) is handled as if you were using a bow one size larger than your size. So Small characters inflict 1d6 points of damage as if using a shortbow, and Medium-sized creatures inflict 1d8 points of damage as if using a longbow.

Ranged Disarm [General]
You can disarm a foe from a distance.
Prerequisites: Dex 15+, Point Blank Shot, Precise Shot, base attack bonus +5 or higher.
Benefit: You can make a disarm attempt with your ranged weapon as long as your within 30 feet.
Special: A fighter may select Ranged Disarm as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Disarm feat.

Ranged Finesse [General]
You know how to aim your ranged attacks to hit your enemies where they are weakest.
Prerequisites: BaseAttack Bonus +5 or higher, Dex 15+, Precise Shot, Point Blank Shot.
Benefit: You are able to make finesse attacks with ranged weapons per the rules on page 164 of the Conan RPG. You cannot however make ranged finesse attacks at a distance greater than 30 feet.
Normal: Ranged finesse attacks are not allowed.
Special: A fighter may select this feat as one of his bonus feats.

Ranged Pin [General]
You can perform a ranged grapple attempt against an opponent not adjacent to you.
Prerequisites: Dex 15+, Point Blank Shot, Precise Shot, base attack bonus +5 or higher.
Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of his clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target's size modifiers still apply) . To break free, the victim must make a DV 15 Strength check or Escape Artist check as a standard action.
Special: A fighter may select Ranged Pin as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat.

Ranged Sunder [General]
You can attack an opponent's weapon from a distance.
Prerequisites: Dex 15+, Point Blank Shot, Precise Shot, base attack bonus +5 or higher.
Benefit: When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing ranged weapons, such as arrows, but you only deal half damage; divide the damage by 2 before applying the object's hardness (See the sunder special attack in the Player's Handbook's Combat chapter, as well as the hardness of common substances and items.) You must be within 30 feet of your opponent to make a ranged sunder attempt.
Normal: Objects take half damage from ranged weapons (other then siege weapons and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon.
Special: A fighter may select Ranged Sunder as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Sunder feat.

Sniper Shot [General]
You can target your opponents unprotected areas at range.
Prerequisites: Base Attack Bonus +3 or higher, Wis 13+, Precise Shot.
Benefit: As a full round action you may add your wisdom bonus to the AP value of your ranged weapon attacks.
Special: A fighter may select this feat as one of his bonus feats.

D&D Archery Feats Sources:
Conan the Rpg d20
Swashbuckler Adventures d20
Complete Warrior
Class-Based Accessories Series (Sword & Fist, etc.)
Homemade versions on the internet

Comments &/or ideas? I'll give a possible version of a duelist I might use too later.
 
Last edited:

shoes said:
Does anybody have an Archer or Duelist (Swashbuckler/Finesse-warrior) Custom Core Classes at all? I was going to have both classes as base ones for my campaign and maybe a few PrCs for them.
Complete Warrior has a Swashbuckler core class. You may want to look into it.
 

Duelist, second drafted

Duelist
The duelist (dul) is a combatant who specializes in one weapon type, training relentlessly to hone his skills, and developing complete mastery—becoming one with the weapon. With this oneness comes amazing speed, grace, and accuracy. As per many other classes, duelists come in myriad different forms: the honorable, the depraved, the unscrupulous, the drunkard, the introvert, the bully, the psychopath, etc. Some sell their swords for hire, while others engage in vigilante justice, seeking out wrongs to right. There are always duelists who purposefully track down others of their kind, merely to engage in the deadly artistry of dueling. The duelist makes enemies quickly, and so they are usually on the move. They are consummate opportunists.
Adventures: Duelists are just as interested in profit as most other professional classes, and they find their expertise in melee bodes well for adventure. Duelists are readily accepted by adventuring companies in need of combatants, for they are well aware the extent of dedication and training a duelist invests in his craft—and in turn, could very well save lives.
Characteristics: Duelists are specialized machines; they are not known for diversity. Their strength lies in one type of weapon, without which they are but shadows of themselves. They are restricted to no armor, for absolute speed is required for a duelist to masterfully apply his trade. A buckler is allowable, however. As the duelist advances in levels, his expert use of a specific weapon type becomes untouchable, even by the fighter class.
Alignment: Duelists can be of any alignment. Their faith and loyalty lies more so in the weapon they wield, than in any code of conduct or religion.
Religion: Most duelists do not adhere to any particular faith. Of those which practice religion, most pray to the martial god Torjax, though personal reasons may drive a duelist to worship yet another god.
Background: Duelists either learn from a singular master who is kind enough to take on an apprentice, or they enlist in a fencing school. Fencing schools train most students in use of the foil, though for various pricings, a pupil may learn to master a different weapon type. The DM must adjudicate what weapons are available to learn at each fencing school.
Races: Any race may be a duelist, but those with longer reaches are more likely to take stock in this trade.
Other Classes: Duelists get along well with most classes, though their competitive natures often clash with paladins and cavaliers of differing alignments; this is no surprise.

Game Rule Information
Duelists have the following game statistics:
Abilities: Dexterity is the most important ability of the duelist, for it relates directly to his melee form. A high Constitution will also aid a duelist in terms of hit points, as his primary purpose is combat.
Alignment: Any
Hit Dice: d10
Starting Wealth: 4d4 x 10 gp

Class Skills
The duelist's class skills (and the key ability for it) are:
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Int), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills of the PHB for skill descriptions.

Skills Points at 1st Level: (4 + Intellgience modifier) x4
Skill Points at Each Additional Level: 4 + Int modifier

Code:
Level 	Base Attack Bonus 	Fort/Ref /Will 	Special 
1st 	+1 			+0 /+2 /+0	Canny Defense, Flurry of Strikes
2nd 	+2 			+0 /+3 /+0 	Precise Strike
3rd 	+3 			+1 /+3 /+1 	
4th 	+4 			+1 /+4 /+1	Bonus Feat
5th 	+5 			+1 /+4 /+1 	
6th 	+6/+1 			+2 /+5 /+2	Evasion
7th 	+7/+2 			+2 /+5 /+2	Bonus Feat
8th 	+8/+3 			+2 /+6 /+2	
9th 	+9/+4 			+3 /+6 /+3	Arrow Deflection
10th 	+10/+5 			+3 /+7 /+3	Bonus Feat
11th 	+11/+6/+1 		+3 /+7 /+3 	
12th 	+12/+7/+2 		+4 /+8 /+4	Defensive Roll
13th 	+13/+8/+3 		+4 /+8 /+4	Bonus Feat
14th 	+14/+9/+4 		+4 /+9 /+4	Weakening Critical
15th 	+15/+10/+5 		+5 /+9 /+5	
16th 	+16/+11/+6/+1 		+5 /+10 /+5	Bonus Feat
17th 	+17/+12/+7/+2 		+5 /+10 /+5	Improved Evasion
18th 	+18/+13/+8/+3 		+6 /+11 /+6 	
19th 	+19/+14/+9/+4 		+6 /+11 /+6	Bonus Feat
20th 	+20/+15/+10/+5 		+6 /+12 /+6	Wounding Critical

Class Features
The following are class features of the archer.
Weapon and Armor Proficiency: The duelist gains proficiency with all simple and martial weapons, and are proficient in light armor and with the buckler. Note that armor check penalties for armor heavier that leather apply to the skills. Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Canny Defense (Ex): At 1st level, when not wearing armour (or wearing armour with an armour-check penalty of zero), duelists add their Int bonus (if any) to their Dexterity bonus to modify AC. Any situation that would deny their Dex bonus to AC also denies this Int bonus.

Flurry of Strikes (Ex): At 1st level, when not wearing armour (or wearing armour with an armour-check penalty of zero), a duelist may make a flurry of strikes against his opponent at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack, but his attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for one round, so it affects attacks of opportunity the duelist might make before his next action. The duelist must use a full round action to strike with a flurry of strikes.

Precise Strike (Ex): At 2nd level, a duelist becomes able to place his finesse attacks where they deal greater damage. When not wearing armour (or wearing armour with an armour-check penalty of zero) he applies his Dexterity bonus (if any) as a bonus on damage rolls in place of his Strength bonus with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Creatures immune to critical hits are immune to this effect. This is a precision-based damage and does not stack with the sneak attack ability from a rogue.

Bonus Feat: At 4th level, the duelist gets a bonus feat in addition to the normal feats a character gets. The duelist gains an additional bonus feat at 7th level and every 3 levels thereafter. These bonus feats must be drawn from the following list. Some of these bonus feats avaiable to a duelist cannot be acquired until the archer has gained one or more prerequisite feats.

Evasion (Ex): At 6th level, a duelist gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the duelist takes no damage with a successful saving throw. Evasion can only be used if the duelist is wearing no armour (or armour with an armour check penalty of zero). It is an extraordinary ability. If the duelist already has the Evasion ability, he instead gains a +2 bonus to all Reflex saves that Evasion would normally apply to.

Arrow Deflection (Ex): At 9th level, when using a one-handed piercing or slashing weapon, the duelist gains the Deflect Arrows feat.

Defensive Roll (Ex): At 12th level, the duelist can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the duelist can attempt to roll with the damage. To use this ability, the duelist must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll-if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the duelist's evasion ability does not apply to the defensive roll.

Weakening Critical (Ex): A duelist of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Improved Evasion (Ex): At 17th level, this ability works like evasion, except that while the duelist still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless duelist does not gain the benefit of improved evasion.

Wounding Critical (Ex): A duelist of 20th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. Creatures immune to critical hits are immune to this effect. This ability does stack with Weakening Critical. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
---
Comments, ideas, &/or suggestions?
 

Well, here's my Duelist core class. I never really used it, as it was created for a campaign which was denied to me by the military *sniff*. Anyhow, here's what I've got. I tried to take out my campaign specific stuff and make it more generic to D&D, but I'm sure I missed something.

Duelist
A duelist focuses on the more artistic disciplines of swordplay. He seeks to master his blade for offense, and defense as well. He uses his sharp words to infuriate, intimidate, and befuddle his enemies. His skill at swordsmanship then becomes necessary to ensure that his vocal wit doesn’t get him into trouble that he can’t handle. Where fighters wear heavy armor and barbarians learn to not feel pain, duelists choose to learn how to simply not be hit.

Game Rule Information
Duelists have the following game statistics.
Hit Die: d8
Class Skills: The duelist’s class skills are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Tumble (Dex).
Skill Points per Level: 4 + Intelligence modifier per level

Class Features
All of the following are class features of the duelist (Dul).
Weapons and Armor Proficiency: Duelists are proficient in all simple weapons, and with the sap, shortsword and rapier. Duelists aren’t proficient with any armor or shields.

Code:
Level	BAB	Fort	Ref	Will	DAB		Special
1	+0	+1	+2	+0	+1		Weapon Finesse
2	+1	+2	+3	+0	+2		Agile
3	+2	+2	+3	+1	+3		Bonus Feat
4	+3	+2	+4	+1	+4		
5	+3	+3	+4	+1	+5/+1		Witty Repartee
6	+4	+3	+5	+2	+6/+2		Bonus Feat
7	+5	+4	+5	+2	+7/+3		
8	+6	+4	+6	+2	+8/+4		Multi-Opponent Defense
9	+6	+4	+6	+3	+9/+5/+	1	Bonus Feat
10	+7	+5	+7	+3	+10/+6/+2	
11	+8	+5	+7	+3	+11/+7/+3	Evasion
12	+9	+6	+8	+4	+12/+8/+4	Bonus Feat
13	+9	+6	+8	+4	+13/+9/+5/+1	
14	+10	+6	+9	+4	+14/+10/+6/+2	Taunt
15	+11	+7	+9	+5	+15/+11/+7/+3	Bonus Feat
16	+12	+7	+10	+5	+16/+12/+8/+4		
17	+12	+8	+10	+5	+17/+13/+9/+5		
18	+13	+8	+11	+6	+18/+14/+10/+6	Bonus Feat
19	+14	+8	+11	+6	+19/+15/+11/+7		
20	+15	+9	+12	+6	+20/+16/+12/+8	Vicious Tongue

Duelist Attack Bonus (1st Level, Ex): A duelist is at his best when using a sword. Whenever you fight with a light piercing or slashing weapon, you use your Duelist Attack Bonus, and get a more favorable number of attacks per round. This attack bonus stacks with the base attack bonus from other classes for all purposes, including number of attacks (maximum of 3 iterative attacks, as normal), bonus to hit, and feat prerequisites. For example, a Rog2/Dul7 has an attack bonus of +8/+4 and is eligible for Improved Critical in a duelist weapon. A Rog7/Dul7 has an attack bonus of +12/+8/+4 and is eligible for Weapon High Mastery in a duelist weapon.
This ability can only be used with a light piercing or slashing weapon or a rapier or a scimitar, when wearing light or no armor, not using a shield, and carrying a light load.

Weapon Finesse: Duelists get Weapon Finesse as a bonus feat at first level.

Agile (2nd Level, Ex): Duelists are masters of staying light on their feet, and they’re always one step ahead of their enemies. For every 4 ranks you have in Balance, you get a +1 dodge bonus to AC and a +1 bonus to Initiative rolls.
This ability can only be used when wearing light or no armor, not using a shield, and carrying a light load.

Bonus Feat: At 3rd level, and every three levels thereafter, duelists get a bonus feat from the following list: Blind-Fight, Combat Expertise, Combat Reflexes, Improved Disarm, Dodge, Improved Feint, Improved Critical, Improved Trip, Mobility, Quickdraw, Spring Attack, Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Greater Two-Weapon Fighting, Weapon Focus and Whirlwind Attack.
You must still meet all the prerequisites for the chosen feat.

Witty Repartee (5th Level, Ex): A duelist can always find the right word for the right occasion, be it a nasty remark, a witty retort or any similar vocal assault. As a free action that can be used at any time, you can cause one creature within earshot (generally 60 ft.) to suffer a morale penalty to attacks equal to your Charisma modifier, but no more than your class level.
This penalty lasts one minute minus a number of rounds equal to their Wisdom bonus, and is a language-dependant, mind-affecting effect. It can be used a number of times per day equal to half your class level plus your Intelligence modifier.

Multi-Opponent Defense (8th Level, Ex): Duelists are experts at fending off multiple attackers. For every 4 ranks you have in Tumble, you can choose one opponent to not count for purposes of flanking you.
This ability doesn’t work against opponents who have 4 or more ranks in Tumble than you and can only be used while you’re unarmored and not using a shield, and carrying a light load.
Note: I use this ability IMC instead of Uncanny Dodge.

Evasion (11th Level, Ex): Duelists have a knack for avoiding physical dangers. If exposed to any effect that normally allows you a Reflex save, you take no damage on a successful save.
This ability can only be used when wearing light or no armor, not using a shield, and carrying a light load.

Taunt (14th Level, Ex): By using the most infuriating and provocative words, a duelist can goad his enemies into attacking him. As a move-equivalent action that doesn’t provoke attacks of opportunity, you can use Taunt on one creature within earshot (generally 60 ft.). The target must make a Will save (DC 10 + ½ class level + Cha mod) or attack you on their next action. The target must use its most damaging attacks on you, including spells and special abilities. They will continue attacking you, to the exclusion of other threats, for one minute minus a number of rounds equal to their Wisdom bonus (to a minimum of one round).
The target won’t attack you if doing so is obviously suicide, such as if you’re across a river of lava. This ability is a language-dependant, mind-affecting effect. It can be used a number of times per day equal to your Intelligence modifier plus 1.

Vicious Tongue (20th Level, Ex): By hurling demoralizing insults, terrible curses, and frightening oaths, duelists can intimidate even a group of foes. As a move-equivalent action that doesn‘t provoke attacks of opportunity, you can cause all non-allied creatures within earshot (generally 60 ft.) to become shaken unless they make a Will save (DC 10 + class level + Cha mod). Creatures with more hit dice than you are unaffected. Creatures with hit dice less than half of your own are frightened if they fail their saves.
This penalty lasts one minute minus a number of rounds equal to their Wisdom bonus, and is a language-dependant, mind-affecting, fear effect. It can be used a number of times per day equal to your Intelligence modifier plus 1.
 

And yet another version of a Duellist

Here is the bare bones version of a duellist I once made for a campaign I had planned to run in Lankhmar. It was made pre 3.5 but should give you an idea of what I was going for.

THE DUELIST

LVL BAB FORT REF WILL SPECIAL
1 +1 +0 +2 +0 Ambidexterity, Canny Defense,
Flexible Tactics (+1)
2 +2 +0 +3 +0 Mobility
3 +3 +1 +3 +1 Improved Disarm
4 +4 +1 +4 +1 Flexible Tactics (+2)
5 +5 +1 +4 +1 Enhanced Coordination
6 +6 +2 +5 +2
7 +7 +2 +5 +2 Expert Disarm
8 +8 +2 +6 +2 Flexible Tactics (+3)
9 +9 +3 +6 +3 Enhanced Mobility
10 +10 +3 +7 +3 Improved Reaction
11 +11 +3 +7 +3 Full Coordination
12 +12 +4 +8 +4 Flexible Tactics (+4)
13 +13 +4 +8 +4 Critical Precision (+1)
14 +14 +4 +9 +4 Parry Death's Blow
15 +15 +5 +9 +5
16 +16 +5 +10 +5 Flexible Tactics (+5)
17 +17 +5 +10 +5
18 +18 +6 +11 +6 Critical Precision (+2)
19 +19 +6 +11 +6
20 +20 +6 +12 +6 Flexible Tactics (+6)

HD: 1d8 per level
ARMOR: Light Armor Proficiency & Buckler
WEAPONS: Simple & Martial Melee Wpns, Simple Ranged Wpns
SKILL POINTS: 4 per level

CLASS SKILLS
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha),
Innuendo (Wis), Jump (Str), Listen (Wis), Perform (Cha),
Sense Motive (Wis), Spot (Wis), Tumble (Dex)

CLASS FEATURES

AMBIDEXTERITY
Feat from the Players Handbook

CANNY DEFENSE
When not wearing armor the duelist adds their intelligence to their AC, anytime their dex modifier is denied this bonus is lost.

FLEXIBLE TACTICS
This is a bonus that can be applied to the duelist's "To-Hit Rolls", "Damage Rolls", or "Armor Class". As the duelist increases in level this bonus improves and can be split anyway the character sees fit as long as it doesn't exceed their maximum bonus. This modifier can be changed between them from round to round.

MOBILITY
Feat from the Players Handbook

IMPROVED DISARM
Feat from the Players Handbook

ENHANCED COORDINATION
All penalties from wielding two weapons in combat is reduced by 1. Two light weapons now only incure a -1 penalty on attacks while two medium weapons incure only a -3.

ELABORATE DEFENSE
When a duelist takes the full defense option they may add 1/3 of their level on to their effective AC.

DEFLECT ARROWS
Same as the feat but a tiny, small, or medium melee weapon must wielded in order to attempt this.

EXPERT DISARM
When a duelist attempts to disarm an opponent their opponents weapon size is considered 1 smaller if it is larger than the weapon used by the duelist. (In other words a great sword is considered only size medium when the duelist is using a size medium or smaller weapon, the defender still gets a bonus for wielding their weapon 2-handed)

ENHANCED MOBILITY
The duelist gains an additional +4 bonus to AC when provoking attacks of opportunity. this stacks with the mobility feat.

IMPROVED REACTION
+2 bonus to initiative. This stacks with the Improved Initiative Feat.

MASTER DISARM
As Expert Disarm but the weapon is considered 2 sizes smaller.

FULL COORDINATION
The penalty for two-weapon fighting is now reduced by 2.

CRITICAL PRECISION
The final critical threat range is increased by +1. Note that this is added on only after all multipliers are used, a Keened Rapier wielded by someone with the Improved Critical Feat would have only an 11+ Critical Threat range, NOT a 9+. At 18th level this increases to +2.

PARRY DEATH'S BLOW
When the Duelist takes a blow that is sufficient to drop him into negative hit points or total death he can attempt a Reflex Save adding their Flexible Tactics Bonus, DC 5+total damage taken to avoid the blow. This can only be done once per day starting at 14th level and goes up to 2/day at 19th level.
 
Last edited:

Remove ads

Top