Duelist Prestige Class
The Duelist
On the high seas, in the port cities, and on the lands of "honorable" nobility are renowned masters of single combat, the duelists. A stylish and fancy warrior who has most likely been trained by elite trainers or famous retired fencers, maybe even by an active but aging duelist, they learn to fight with grace and precision, maintaining decorum or adding their own personal flair in any battle. Duelists may dress like fops and dandies, or appear to be casual corsairs, or they might look like serious and dangerous warriors, but their techniques are flawless and their fighting skills top-notch.
A duelist learns some manner of fencing style, often preferring a rapier, longsword, or similar weapon, and they specialize in swift attacks of deadly accuracy. They also master several defensive techniques and evasive maneuvers, learning to better protect themselves without the encumbrance of armor and shields. Graceful and acrobatic maneuvers are commonly practiced by duelists, and some of their tricks for dispatching foes require that agility, so they generally avoid any kind of restrictive armor. Duelists rely on their wits and fast reflexes to overcome enemies and other challenges.
Duelists have long been prominent warriors among the Elves, Half-Elves, and Humans, particularly among the ancient Mentari and now their descendants, the Aquari, Endari, and Firagi in particular. Aeragi and Celestri duelists are less common due to their lower proclivity for violence, but their duelists are more flamboyant and charismatic than others among the Mentari descendants. Draegi are rarely duelists since they often prefer, and need, to fight many opponents at once and deal with warfare, rather than skirmishes and single combat. Still, there are a few, and Draegi duelists are often little more than assassins with a personal agenda. Mentari-descended duelists tend to fight with the katana and wakizashi, a chisakatana (equivalent to a scimitar), an uchigatana (saber), a daito (bastard sword, also includes tachi and chokuto), a tsurugi (longsword), or ko-dachi (short swords). These duelists are either samurai, Aeragi pirates, or Firagi bushi (the warrior caste).
Elven duelists are the most elegant and most focused on perfecting their fighting style, which is often both dancelike and extremely precise. They are often the scions of noble houses, or noble lords and ladies in their own right, sometimes just elite scouts, spies, or frontline military leaders. They prefer Elven leafblades, Elven blade ribbons, longswords, or rapiers. Half-Elves tend to follow a Human duelist tradition, but some receive Elven duelist training. Human duelists are usually Lirenos fencers, privateers, or corsairs, occasionally Basranni nobles, duelmasters (bodyguards and dueling proxies for nobles or wealthy merchants), or pirates, and once in a while Thesskan knights or sea captains. A rare few are Neharon khans (clan leaders) or chanshi (elite warriors), and a few others are Mitajji shikari (scouts and hunters) or kshatriya (highborn soldiers).
Other Human cultures of Aurelia never produce duelists, although it's remotely possible an orphan raised by someone from another culture might be trained as a duelist by their adoptive mentor/guardian. Lirenos duelists often wield a main-gauche (equivalent to a cutlass), fencing foil, rapier, or longsword, while Thesskan duelists wield similar weapons or sabers. Basranni and Mitajji duelists wield scimitars or, for some Mitajji, kryss (equivalent to cutlasses). Neharon duelists wield da huan dao (scimitars), dao (longswords), wo dao (bastard swords), jian (short swords), or katana.
Other kinds of duelist are rare, but Githyanki, Githzerai, Spirit-Folk, Half-Orc, Halfling, Gnome, Dwarf, Genasi, Hengeyokai, Sprite, and Celestial duelists are not unheard of. The traditions that gave rise to duelists originated separately among Elves, Celestials, and humans of the Mentari and Gith cultures. Mentari duelists had some influence on Elven warriors of old, which gave rise to a second kind of Elven duelist, practicing styles of combat that more closely resemble Mentari martial arts and following related philosophies. These are much rarer than the traditional Elven duelists, however, and are considered an oddity by other Elves, though not treated with hostility. Gith duelists are just soldiers who have learned to fight more like assassins or who focus on personal glory more than the survival or glory of their race or faction, which is unusual for Gith, since their kind tends toward factionalism and fanaticism.
Celestial duelists are generally hunters of fiends, or special warriors who serve their kind in solo missions across the planes, although Eladrin duelists are often just flashy and individually-focused warriors who don't care for group tactics or fighting formations. Dwarven and Gnome duelists are very rare but adapted the dueling techniques of Humans towards the light pick, heavy pick, pickaxe, Gnome hooked hammer, and Dwarven urgrosh, favoring the piercing ends of these weapons. Other duelists are more unique or just follow a Human duelist tradition, whether mimicking it or belonging to a Human-dominated order.
Duelists are rarely part of any greater organization, aside from those who belong to knighthoods in Human or Half-Elven lands. They are most often just individuals trained by other individuals, pursuing their own goals, while some are part of military units. The only significant duelist organizations are the Knights of the Thorn and Knights Argenti, both Lirenos knightly orders, the Knights of the Golden Spear and Knights of the Scarlet Storm, a pair of Thesskan knighthoods, the Mithral Blades, a Thesskan mercenary guild, and the Ravens, a loose Thesskan syndicate of pirates, bandits, and smugglers.
Knights of the Thorn are loosely associated with the Knights of the Rose, a Lirenos order of Paladins, except that Knights of the Thorn are less strict and less idealistic, warriors who fight for honor and glory rather than justice and faith. Their ranking structure is based on skill and deeds, with new members simply called Thorns, more experienced members earning appelations like Bloody Thorn, Deadly Thorn, Iron Thorn, Steel Thorn, Adamant Thorn, Ruby Thorn, and High Thorn, the leader.
Knights Argenti are bodyguards and dueling proxies for aristocrats, widely respected in Lirenos territories. They are often joined by minor nobles who don't have any prospects for land and titles of their own, seeking at least an impressive reputation as guardian of a lord or lady, possibly even a chance at marrying into a more powerful family. Their knightly titles are simple, starting at Brass Knight, onward to Bronze, then Copper, Silver, Electrum, Golden, Platinum, and finally Mithral Knight. Rather than a single leader, the Knights Argenti are lead by the handful of Mithral Knights, who determine other knights' ranks. How they achieve each rank is not known outside the order, but it is known that each rank has members of greater skill than the last, although seniority or bribery may have something to do with it as well.
The Knights of the Golden Spear are unusual, as they preferentially train in the use of halfspears and light lances, often wielding two halfspears simultaneously. They serve the remnants of the old Thesskan empire, and are known as skilled javelineers as well as spearmen. Their order maintains a secure cache of magic spears and javelins from their long history and association with Thesskan mage-guilds. Each of their knights is called a Spear, with numerous ranks of obscure, compound titles awarded for duty and accomplishments. Their leader is the Most Exalted Golden Spear of Ardent and Splendid Prowess.
A Knight of the Scarlet Storm is part of the small knightly order in Thessk's old borderlands and protectorates. They hunt monsters and quell rebellions, through words or swordplay, and are known as both capable diplomats and fierce warriors. Despite their knightly position and loose code of honor, the Knights of the Scarlet Storm are a rather chaotic, individualistic, scattered lot, rarely meeting with other chapters of their order. They often fight at sea, on lakes and rivers, fighting pirates, monsters, and revolutionaries, despite being fairly chaotic themselves. Some operate briefly as spies among the rebels. Each Knight of the Scarlet Storm is titled after natural themes, with new members called Knights of Dawn, more experienced members called Knights of Dusk, Twilight, or Midnight, and highly experienced members titled Knights of Autumn, Winter, Spring, or Summer. The four highest-ranking members are called the Knight of Mists, Knight of Thunder, Knight of Storms, and Knight of Scarlet.
The Mithral Blades use common military titles and are simply mercenaries, serving as hired bodyguards or soldiers of fortune. Ravens have no titles except for whatever rank they may hold on a pirate ship, smuggling crew, or bandit gang.
The easiest way to qualify for this prestige class is by taking 6 levels in the Swashbuckler variant Bard, although its Acrobatic Attack class feature will overlap. Psihunter variant Psychic Warriors may easily qualify at 6th-level, as can most Samurai. Some duelists may be 6th-level Swashbuckler/Fighter multiclass characters, who also qualify easily. Other Fighters can qualify by 6th-level with the Skill Versatility feat, as can any Barbarians, Avenger variant Druids, Zealot variant Clerics, Slayer variant Fighters, Justiciar variant Paladins, or Templar variant Paladins. A typical Paladin with the Expert Skill or Skill Versatility feat may also qualify at 6th-level. Standard Rangers may qualify at 6th-level with the Skill Versatility feat, or the Expert Skill feat if they took the Mountain Man Ranger Talent.
A majority of duelists, however, are some manner of Bard, Fighter, or Rogue, with a significant minority of duelists being some kind of Samurai, a smaller number being Psychic Warriors, slightly fewer being Rangers, and only a rare few belonging to other classes. Any duelist Paladins must be ex-Paladins, but it is a fair choice for ex-Paladins to become duelists and hunt down whoever caused their fall from grace, or to hunt down and slay or humiliate evildoers. Some ex-Paladin duelists are still honorable enough to follow their code and retain their Paladin abilities.
Elven duelists are typically Bards or Fighters, occasionally Rangers, and the rare Elven Samurai are also occassional duelists, following the Mentari-influenced tradition. Mentari-descended duelists are usually Samurai but sometimes Fighters, while Aeragi duelists are often Bards or Rogues, and Draegi duelists are typically Fighters, Rangers, or Rogues. Human duelists run the gamut. Dwarven or Gnomish duelists are usually Fighters or Rangers, rare though they be. Halfling or Sprite duelists are nearly always Bards or Rogues, with a few Fighters. Gith duelists are generally Fighters or Psychic Warriors.
Hit Die: d8.
Requirements
To qualify to become a duelist, a character must meet all the following criteria.
Base Attack Bonus: +6.
Balance: 5 ranks.
Perform: 3 ranks.
Tumble: 5 ranks.
Feats: Dodge, Expertise, Mobility, Weapon Finesse (any piercing, martial, melee weapon of equal or smaller size category than the character).
Special: Must train with another duelist for at least six months prior to gaining this prestige class.
Class Skills
The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Perform (Cha), Profession (pilot) (Wis), Profession (sailor) (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points Per Level: 6 + Int modifier.
Class Features
All of the following are class features of the duelist prestige class.
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Weapon and Armor Proficiency: A duelist gains no extra proficiencies.
Acrobatic Attack (Ex): At 1st-level, if the duelist attacks by jumping at least 5 feet into his opponent, jumping down at least 5 feet onto his opponent, jumping at least 5 feet towards his opponent and past them (through an adjacent space), swinging at least 5 feet on a rope or branch or similar object into his opponent, or swinging at least 5 feet on a rope or branch or similar object past his opponent (through an adjacent space), the duelist gains +2 on attack and damage rolls against that opponent this round. These bonuses apply only to melee attacks, and only to physical damage (not damage from magic touch attacks, for example).
The duelist may perform charge attacks in this manner, by jumping or swinging towards the opponent rather than just running on a surface towards them, and swinging or jumping charges may be made in arcs rather than straight lines. For jumping attacks, the duelist must succeed at a Jump check to move at least 5 feet, otherwise Acrobatic Attack does not apply to that attempt. For swinging attacks, the duelist must make a successful Use Rope check against DC 10, or else he or she cannot benefit from Acrobatic Attack on that attempt. If the Jump check succeeds but would carry the duelist further than his opponent, he may choose to limit the jumping distance, to end adjacent with his opponent.
Acrobatic Attack may be combined with the Spring Attack feat, if possessed, to continue moving after the attack (the duelist does not need to jump or swing the additional distance). Tumble checks are needed as normal if the duelist wants to avoid attacks of opportunity for movement, or if he wants to move through enemy spaces. Acrobatic Attack is an extraordinary ability and does not stack with other copies of itself.
Canny Defense (Ex): A duelist adds his or her Intelligence or Charisma bonus, whichever is higher, as a dodge bonus to AC. However, the dodge bonus will not exceed his or her duelist class level, and is lost when wearing medium or heavy armor, using any shield other than a buckler, carrying more than a light load, immobilized, or denied a Dexterity bonus to AC. Furthermore, to benefit from Canny Defense the duelist must wield a one-handed, piercing melee weapon, no larger than the duelist in size category, and the duelist must hold nothing in the other hand (or hands). Canny Defense is an extraordinary ability.
Precise Strike (Ex): As long as the duelist benefits from Canny Defense, her or she inflicts greater wounds through speed, skill, and precision. The duelist does not learn this extraordinary ability until 2nd-level, at which point he or she may deal 1d8 points of bonus precision damage with weapons that fit Canny Defense's requirement (throwing the weapon is acceptable). This bonus improves by +1d8 per four duelist levels gained beyond 2nd, so 2d8 at 6th-level and 3d8 at 10th-level.
As precision damage, this only applies against targets that are susceptible to Sneak Attacks (as per the rogue class feature) at the time, although Precise Strike does not require the target to be flanked or denied a Dexterity bonus to AC. Anything that would negate or reduce damage from Sneak Attack likewise affects Precise Strike (except that Precise Strike damage dice are not traded for other effects with feats like Hamstring or abilities like Crippling Blow). These bonus damage dice are not multiplied on a critical hit.
Dueling Advantages (Ex): Duelists learn various fancy and deft techniques over time, but their training or creativity is not the same from one duelist to another, so they always learn at least a few techniques that many others do not. To represent their unique training and practice, each duelist chooses a special ability from the following list at 3rd-level in this class, another at 5th-level, yet another at 7th-level, one more at 8th-level, and a final ability at 9th-level. A different Dueling Advantage must be selected each time, and many have prerequisites that must be met before selecting those Dueling Advantages. All are extraordinary abilities.
Acrobatics: The duelist with this ability gains a +3 competence bonus on all Balance, Climb, Jump, and Tumble skill checks. Acrobatics only functions when wearing light armor or no armor, and carrying no more than a light load. These benefits stack with those of other Acrobatics class features, unlike other competence bonuses.
Acrobatic Distraction: Duelists that learn this Dueling Advantage may distract, confuse, or misdirect opponents with their nimble maneuvers around the battlefield. Whenever the duelist moves through an opponent's space or through an adjacent space to the opponent, the duelist may treat his or her Tumble check for that movement, if any, as though it were also a Bluff check to feint in combat (even against multiple opponents, if they are close enough for the movement to qualify). This feint applies only towards the first attack the duelist makes after or during the movement. Acrobatic Distraction applies only while Canny Defense functions.
Ardent Challenger: With this ability, the duelist uses determination and focused tactics with a strong drive for victory. He or she gains a morale bonus equal to his or her Wisdom bonus on Will saving throws against Enchantment effects and Telepathy effects. Furthermore, he or she receives an equal morale bonus on damage with a single attack using Precise Strike each round, versus a creature of larger size, higher level, or higher Strength than the duelist. Choose when to use this benefit just before making the attack, but it has no effect if the opponent does not meet one of those criteria. You need a Wisdom of 13+ before selecting this ability.
Baffle: While a duelist with this Advantage is wielding a weapon compatible with Canny Defense, he or she can baffle, misdirect, and interfere with enemies through fancy maneuvers, dangerous flourishes, fake-outs, and distracting chatter. Opponents threatened by the duelist's weapon suffer a penalty on Concentration checks to cast spells, manifest powers, or activate abilities on the defensive, and that penalty equals the duelist's level in this class + his or her Intelligence or Charisma bonus (whichever is higher).
Furthermore, any foes stricken and dealt damage by the duelist's weapon (after defenses are factored in) suffer a penalty equal to the duelist's Intelligence or Charisma bonus (whichever is higher), on Concentration checks to cast spells, manifest powers, activate abilities, or maintain concentration on them. This stacks with the other penalty when applicable. In order to select Baffle, you must first have at least 5 ranks in the Bluff skill.
Clever Strike: A duelist with this special ability may add half of his or her Intelligence bonus, rounded up, to melee damage rolls when fighting defensively. Clever Strike applies only with a weapon that fits the requirements for Canny Defense, and this bonus damage is precision damage like that of Precise Strike, suffering the same limitations (except that it is multiplied normally on a critical hit). The duelist has learned to use clever tactics and quick wits to take advantage of any opening in an opponent's defense while they try to pierce his own expert defenses. Keen understanding of enemy weakpoints and swiftly recognizing flaws or openings in an opponent's fighting style allow the duelist to handily strike down foolish opponents who take the bait of his or her seemingly-frantic defensive moves.
Cool Under Pressure: Some duelists are more calm and calculating than other, more frenetic and impulsive duelists. With this Dueling Advantage, the duelist gets a morale bonus equal to his or her Wisdom bonus on Will saving throws against fear, and as normal this applies to the DC of Intimidate checks made against him or her. In addition, Cool Under Pressure gives the duelist an equal morale bonus on Sense Motive checks and Escape Artist checks. This ability cannot be selected unless the duelist has a Wisdom score of 15+.
Deflect Arrows: This Dueling Advantage represents great practice and cleverness in fighting archers or other marksmen, teaching the duelist how to best evade or guard against projectiles or thrown objects. The duelist gains Deflect Arrows as a bonus feat, and does not need to meet its normal prerequisites. If he or she already possesses that feat, instead add the duelist's Intelligence bonus to the roll for determining Deflect Arrows' success. Furthermore, if the duelist also possesses Grace and has Weapon Prowess with their current weapon, he or she may use Deflect Arrows up to twice per round (whether they possessed the feat beforehand or not). Regardless, this Dueling Advantage only functions while the duelist benefits from Canny Defense.
Deft Maneuver: A duelist with this Dueling Advantage is particularly good at parries and ripostes that give him or her an excellent opening for powerful attacks at vital areas. Once per round, the duelist may add his or her Dexterity bonus to damage with one Precise Strike attack. This is in addition to any other damage bonuses that may apply, such as from Strength. This is treated like the rest of Precise Strike's damage bonus, except that it does multiply on a critical hit.
The duelist may instead add his or her Dexterity bonus to Armor Class a second time, as a competence bonus, versus one attack of opportunity each round. Choose which benefit to gain at an appropriate time each round, but it must be declared before the relevant attack or attack of opportunity is rolled. The duelist cannot use Deft Maneuver unless benefitting from Canny Defense and using a weapon that works with it. In order to select Deft Maneuver, you must first possess the Grace and Weapon Prowess Dueling Advantages.
Disarming Personality: The duelist with this ability knows how to use their charm and wits to best effect, putting others off-guard, deceiving them, and generally manipulating them more easily. He or she receives a +2 competence bonus on Bluff and Diplomacy checks while unarmed and outside of combat (though he or she may carry a weapon on their person). Besides that, in any situation the duelist may use this ability to more easily execute certain maneuvers, by giving him or her a competence bonus equal to his or her Charisma modifier on Bluff checks to feint in combat or create a distraction to hide.
Furthermore, he or she may use a Charisma check instead of a Strength or Dexterity check when resisting a trip or bull rush attempt (when that attempt is made by the physical actions of a creature with Int 3+). Likewise, the duelist may use Charisma instead of Strength or Dexterity for determining the attack bonus when making a disarm attempt (not resisting one). The duelist must have a Charisma score of 15+ and at least 9 ranks each in Bluff and Diplomacy before selecting this ability.
Dual Finesse: Duelists who learn this Dueling Advantage are experts in wielding two weapons at the same time and using them with equal deftness, despite the significant difficulty and concentration required to do so. When the duelist wields two weapons that each fit the requirements of Canny Defense, he or she may benefit from Canny Defense despite using a second hand and may benefit from Weapon Finesse in both weapons (if he or she has that feat for both weapons), despite that feat's normal restriction against such.
The duelist also gains double the normal AC bonus from Off-Hand Parry if using that feat with the aforementioned combination of weapons (if they have that feat). However, Dual Finesse imposes a -1 penalty to the character's attack rolls and Armor Class while in use, and Precise Strike may only be used with one of the weapons each round. This Dueling Advantage requires the Ambidexterity and Two-Weapon Fighting feats.
Enhanced Mobility: This special ability represents extra training in mobile combat, rushing around the battlefield while fighting one or more foes on open ground or even on difficult terrain. The duelist gains double their normal bonus from the Mobility feat, when applicable, while unarmored or lightly armored, and carrying no more than a light load.
Force Surrender: A duelist with this Dueling Advantage knows how to intimidate enemies into surrendering when the tide of battle turns against them. If the duelist hits and deals damage to an opponent in melee while that opponent is lying prone or when all of the opponent's visible allies have fallen, the duelist may attempt an Intimidate check as a free action against that opponent (only one per round). The duelist gets a competence bonus equal to his or her Charisma bonus on this Intimidate check, or double that if the opponent's current hit points are no higher than half their maximum.
If successful, the opponent surrenders unless they have an equal or higher character level than the duelist. If your Intimidate check wins by 5 or more points, even an opponent of equal or higher character level will surrender, providing that they have no more than half their maximum hit points remaining and that the duelist has at least half of his or her maximum hit points. Force Surrender only works when benefitting from Canny Defense, does not work against targets that are immune to fear, and requires the duelist to first possess at least 10 ranks of Intimidate.
Grace: Those who train for greater balance, fluidity of movement, and instinctive reactions to different conditions or dangers acquire this Dueling Advantage. While rarely of use in actual duels, Grace is of great assistance against mages, traps, and sometimes projectiles. The duelist gains a +3 competence bonus on Reflex saving throws, which only applies when wearing light or no armor and carrying no more than a light load.
Greater Acrobatics: A duelist who furthers their acrobatic training and practice becomes quite nimble and effortless in their acrobatic displays. Greater Acrobatics increases the bonus from a duelist's Acrobatics ability to +5 (not Acrobatics abilities from other sources). Furthermore, it allows the duelist to take 10 on any skill checks that benefit from that Acrobatics ability regardless of circumstances. This ability requires the Acrobatics Dueling Advantage.
Greater Expertise: This Dueling Advantage indicates a much greater than normal focus on intelligent fighting and carefully-devised tactics than normal for duelists. Greater Expertise provides the duelist with a 50% higher than normal bonus to AC from the Expertise and Superior Expertise feats, when using either of those feats. Round down. The maximum bonus possible from this ability (before adding it to the normal bonus from those feats) is equal to one-half your level in the duelist class, rounded down. Greater Expertise only functions while the duelist benefits from Canny Defense, and you must have an Intelligence score of 15 or higher in order to select this Dueling Advantage.
Hasty Stroke: Duelists who develop this Dueling Advantage can attack more rapidly with weapons that are compatible with Canny Defense. While benefitting from Canny Defense, the duelist may make one extra attack during a full-attack action, at his or her full Base Attack Bonus but with a -5 penalty to the attack roll. This extra attack does not benefit from Precise Strike or Sneak Attack, unless the victim is helpless, as it is too hastily mixed in with the other attacks, with less time to aim. The duelist's other attacks during that action take a -1 penalty to their attack rolls, as well. He or she must declare the use of this ability at the beginning of the full-attack action, though the extra attack may be made at any point during the full-attack.
Improved Clever Strike: A duelist who learns this special ability can take maximum advantage of any openings or flaws in an opponent's fighting style or tactics while maintaining a strong defensive posture of his or her own. Improved Clever Strike allows the duelist to add his or her full Intelligence bonus to damage when using the Clever Strike ability of this class, instead of just half that bonus.
Furthermore, he or she may choose when fighting defensively to apply half of his or her Intelligence bonus, rounded up, to melee attack rolls instead of gaining a damage bonus from Clever Strike. This attack bonus does not suffer the same restrictions as Clever Strike's damage bonus; it merely requires the duelist to use a weapon that would be compatible with Canny Defense. A duelist must possess the Clever Strike Dueling Advantage before selecting Improved Clever Strike.
Improved Feint: Duelists who learn this Dueling Advantage are well-practiced in the art of distraction and are quite capable of drawing attention away from where their next strike will come from. These duelists may now use the Bluff skill to feint in combat as a move-equivalent action instead of a standard action. If they already possess that capacity from another source, the duelist instead gains a +2 bonus on Bluff checks to feint in combat and on Sense Motive checks to resist such feint attempts. Either way, a duelist with this special ability may use his or her Intelligence modifier as the key ability modifier, instead of Charisma, for Bluff checks to feint in combat. A duelist must possess at least 5 ranks in the Bluff skill to select this ability.
Lucky Fluke: Some duelists survive and make it through their careers through sheer luck and maybe just a bit of skill. Those who acquire this Dueling Advantage may re-roll a failed Fortitude or Will saving throw once per day. This must be a save against a spell, psionic power, spell-like ability, or supernatural ability, and the re-roll gets +2 added to its result. Use the re-roll if its total is higher than the original roll. This re-roll cannot be used on the same individual save as any other re-roll effect. Declare its use immediately after learning of the original roll's failure, but before learning the effects of that failure, if possible (if the effect was not a valid trigger for this ability, the DM must inform you of that and your re-roll is not expended for the day).
Quick Wits: Particularly clever and charming duelists may learn to use this Dueling Advantage, honing their wits to a razor's edge for quick responses and scathing insults. They add half their Charisma bonus, rounded down, as an extra, unnamed bonus to Bluff checks for feinting in combat and making distractions to hide. They add the same bonus to their subsquent attack and damage roll (if any) or Hide check and Move Silently check (if any), as appropriate.
A duelist with Quick Wits may also make a Bluff check as a standard action to provoke and fluster an opponent with insults, if the opponent is within 60 feet, has an Intelligence of 3 or higher, hears the insult, and understands the language used. That opponent makes a Sense Motive check with an extra bonus equal to one-half of his or her character level, rounded down, to oppose the Bluff check. If the Bluff check wins, your opponent suffers a -2 morale penalty on attack rolls and skill checks for 1 round and will target you preferentially with aggressive actions during that 1 round.
You may try to direct their aggression against a different target within 60 feet of you when you insult them (by implying that they did something wrong or had made that insult against the opponent earlier and you overheard), but this incurs a -4 penalty to the Bluff check and has a 50% chance of still directing the aggression towards you.
Calm Emotions or similar effects negate these Bluff attempts. You must have a Charisma of 15+ and at least 9 ranks in Bluff and Sense Motive to select this Dueling Advantage.
Skillful Disarmament: Training and practice in better parrying and ripostes lends some duelists the benefit of this Dueling Advantage. The duelist gains Improved Disarm as a bonus feat. If they already possess that feat beforehand, the duelist instead doubles that feat's bonus on opposed rolls to make or resist a disarm attempt, tripling it instead when the opposing weapon is larger than the duelist's or held in multiple hands while the duelist's weapon is held in only one hand.
Regardless, a duelist with this special ability may add one-half of his or her Intelligence or Charisma bonus, rounded up, to his or her opposed rolls for disarming or resisting disarmament, when the opponent is a creature with Intelligence of 3 or higher that can understand the duelist's speech. Duelists know how to overcome the size or strength advantage of opponents through deft and tricky disarmament techniques, and can use quick wits and scathing remarks to distract foes in the process.
Weapon Prowess: A duelist with this ability is especially skilled with some weapons and knows how to handle them with grace and power. The duelist deals +1 damage in melee with all weapons he or she possesses the Favored Weapon, Weapon Focus, or Weapon Finesse feats for. In addition, if the duelist has levels in the fighter class or one of its variants, then the duelist may treat his or her levels in this prestige class as fighter levels, for purposes of gaining access to the Weapon Specialization, Weapon Expertise, Lethal Blow, and Grandmaster feats (but not for purposes of gaining bonus feats, or other special fighter feats and class features). Weapon Prowess applies only regarding actual weapons, not unarmed strikes, natural weapons, or other attacks.
Elaborate Parry (Ex): At 4th-level onward, if the duelist chooses to fight defensively or take the total defense action, he or she gains an additional +1 dodge bonus to AC from that action for every two levels he or she has attained in this prestige class. The bonus from Elaborate Parry also applies when using the Expertise or Superior Expertise feats, but this ability will not grant a higher AC bonus than those feats. For example, if a duelist uses Expertise for -1 to hit and +1 AC, this ability gives +1 AC. Elaborate Parry is an extraordinary ability that functions only while wielding a weapon compatible with the Canny Defense class feature.
Improved Reaction: A duelist develops exceptional reflexes, and gains a +3 competence bonus to Initiative checks at 4th-level onward, which improves to +6 at 10th-level.[/sblock]
Code:
[B][COLOR=Red][U][I]The Duelist:[/I][/U][/COLOR]
[COLOR=Blue]Class Base Fort. Ref. Will
Level Attack Save Save Save Special[/COLOR][/B]
1 +1 +0 +2 +0 Acrobatic Attack, Canny Defense
2 +2 +0 +3 +0 Precise Strike +1d8
3 +3 +1 +3 +1 Dueling Advantage
4 +4 +1 +4 +1 Elaborate Parry, Improved Reaction +3
5 +5 +1 +4 +1 Dueling Advantage
6 +6 +2 +5 +2 Precise Strike +2d8
7 +7 +2 +5 +2 Dueling Advantage
8 +8 +2 +6 +2 Dueling Advantage
9 +9 +3 +6 +3 Dueling Advantage
10 +10 +3 +7 +3 Precise Strike +3d8, Improved Reaction +6