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.
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