Duelist class (LONG, Mech in 2nd post) - Seek Critique

Khaalis

Adventurer
After various comments and some renewed interest in the topic on other threads, I decided to continue this build discussion... so here is the newest revision to the Duelist.


EDITED: Version 8.11

[size=+1]DUELIST[/size]

GAME RULE INFORMATION
Duelists have the following game statistics.
Abilities: Dexterity, Wisdom, Charisma and Intelligence are the most important ability scores for the duelist. Duelists rely on speed, accuracy, precision, perception and sharp whit over brawn to master their style of fighting. A common maxim among duelist masters is: “Defeating an opponent through knowledge of that opponent is more effective even than your skill with a blade.”
Alignment: Any Non-Chaotic
Hit Die: d8
Starting Gold: 5d4X10gp

CLASS SKILLS
The class skills of the duelist are: Balance, Bluff, Craft, Diplomacy, Dueling*, Gather Information, Intimidate, Jump, Knowledge (Local), Perform, Profession, Sense Motive, Spot, Tumble and Use Rope.
Skill Points for 1st Level: (4+INT modifier) x4
Skill Points at Each Additional Level: 4+INT modifier

NEW CLASS SKILL
DUELING (Charisma): The duelist uses this skill to gather their focus and concentration in combat, and especially in a Formal Duel.
Check: If the duelist attacks a flat-footed opponent immediately after drawing any weapon for which they may use the Duelist’s Grace ability, they may deal extra damage based on the result of their Dueling skill check (as follows).
Code:
[b][u]Check Result	Extra Damage	Check Result	Extra Damage[/u][/b]
11-15		+1d6		36-40		+6d6
16-20		+2d6		41-45		+7d6
21-25		+3d6		46-50		+8d6
26-30		+4d6		51+		+9d6 (max)
31-35		+5d6

In addition, if the duelist and opponent agree to a Formal Duel, the duelist’s Dueling skill modifier (not including Charisma modifier) is added as a bonus to the initiative check for the ensuing duel (See “Formal Duels”).
Special: In a Formal Duel, the duelist and their opponent make apposed Dueling checks, and the winner (if they have ranks in Dueling) accumulates extra damage dice according to the table above (See “Formal Duels”).

Code:
[COLOR=red][b]	Base
Class	Attack		SAVES
Level	Bonus	Fort	Ref	Will	Special[/b]
1	+1	+0	+2	+0	Duelist’s Grace, Canny Defense
2	+2	+0	+3	+0	Swift Reflexes
3	+3	+1	+3	+1	Combat Style
4	+4	+1	+4	+1	-----
5	+5	+1	+4	+1	Precision Strike +1d6
6	+6	+2	+5	+2	Denigrating Banter
7	+7	+2	+5	+2	Improved Combat Style
8	+8	+2	+6	+2	Swift Strike
9	+9	+3	+6	+3	-----
10	+10	+3	+7	+3	Precision Strike +2d6
11	+11	+3	+7	+3	-----
12	+12	+4	+8	+4	Greater Combat Style
13	+13	+4	+8	+4	Jibing Insult
14	+14	+4	+9	+4	-----
15	+15	+5	+9	+5	Precision Strike +3d6
16	+16	+5	+10	+5	-----
17	+17	+5	+10	+5	Daunting Presence
18	+18	+6	+11	+6	Combat Style Mastery
19	+19	+6	+11	+6	-----
20	+20	+6	+12	+6	Precision Strike +4d6[/color]

CLASS FEATURES
All of the following are class features for the Duelist.

Weapon and Armor Proficiency: Duelists gains proficiency with the following Weapon Groups (as per Unearthed Arcana weapon group feats) and are proficient in light armor but not with shield.
Weapon Group (Light Blades): Dagger, Punching Dagger, Rapier, and Short Sword.
Weapon Group (Duelist Blades): Cutlass, Khopesh, Main Gauche, Long Sword, Saber, Scimitar (including Daphan Scimitar), Singing Sword, Smallsword, Soldano Blade, Sword Cane, Torres Blade, and the specialized rapiers: Aldana Blade, Dietrich Sword, Gallegos Blade and Zepeda Blade.
(See “3E Weapons & Armor.doc” for descriptions of new items. Note – many of these are from Forgotten Realms or Swashbuckling Adventures.)


Duelist’s Grace (Ex): With any weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed, the duelist gains the benefit of the Weapon Finesse feat, even if they or their weapon would normally not qualify for the feat.

Canny Defense (Ex): When wearing light or no armor nor using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, they also lose this bonus.

Swift Reflexes (Ex): At 2nd level the duelist has learned to anticipate when an encounter will lead to drawn steel and has thus trained to be the first drawn. They gain the benefits of the Quick Draw feat, drawing any Light Blade or Duelist Blade as a free action, even if it was concealed. This ability does not work for weapons not of these two weapon groups.

Combat Style (Ex): At 3rd level, a duelist must select one of five combat styles to pursue: Defensive Specialist, Offensive Specialist, Offensive Duel Wielder, Defensive Duel Wielder, and Unscrupulous combat styles. This choice affects the character’s class features but does not restrict their selection of feats or special abilities in any way. The benefits of the duelist’s chosen style apply only when they wear light or no armor and are wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed. They lose all benefits of this combat style when wearing medium or heavy armor or wielding any other weapon.
* If the duelist selects the Defensive Specialist style, they are treated as having the Improved Disarm feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Offensive Specialist style, they are treated as having the Weapon Focus feat with any weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed.
* If the duelist selects the Offensive Dual Wielder style, they are treated as having the Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Defensive Dual Wielder style, they are treated as having the Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Unscrupulous style, they are treated as having the Weakening Strike ability.
Weakening Strike (Ex): A duelist that scores a critical hit against an opponent that is not immune to critical hits, also deals an additional 2 points of Strength damage to that creature.

Precision Strike (Ex): At 5th level, a duelist gains the ability to strike precisely while wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed, gaining an extra 1d6 damage added to their normal damage roll. When making a precision strike, a duelist cannot benefit from a shield bonus. A duelist’s precision strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precision strike, and any item or ability that protects a creature from critical hits also protects a creature from a precision strike. At 10th level, the extra damage on a precision strike increases to +2d6, at 15th level to +3d6 and at 20th level to +4d6. This bonus stacks with Dueling damage if all of the conditions of precision strike are met.

Denigrating Banter (Ex): Duelists become experts at sizing up their opponents and assaulting the opponent’s self-confidence and pride with taunts and jibes. At 6th level their skill with this tactic reaches a fine-tuning that allows them to truly demoralize their opponents with naught but words. The duelist gains a +4 bonus to Intimidate checks and can demoralize an opponent as a move action rather than as a standard action. (See the Intimidate skill description in the Player’s Handbook.)

Improved Combat Style (Ex): At 7th level, a duelist’s aptitude in their chosen combat style improves. As before, the benefits of the duelist’s style apply only when they wear light or no armor and are wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed. They lose all benefits of this combat style when wearing medium or heavy armor or wielding any other weapon.
* If the duelist selects the Defensive Specialist style, they are treated as having the Elaborate Parry ability.
Elaborate Parry (Ex): If a duelist chooses to fight defensively or use total defense in melee combat, they gain an additional +1 dodge bonus to AC for each level of duelist they have.
* If the duelist selects the Offensive Specialist style, they are treated as having the Power Attack feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Offensive Dual Wielder style, they are treated as having the Improved Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Defensive Dual Wielder style, they are treated as having the Two-Weapon Defense feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Unscrupulous style, they are treated as having the Deadly Precision (Expanded Psionic Handbook) feat, even if they do not have the normal prerequisites for that feat.

Swift Strike (Ex): At 8th level, the duelist becomes a master of the swift strike. When wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed the duelist gains the benefits of the Improved Initiative and Flick of the Wrist (Complete Warrior) feats as virtual feats even if they would not normally qualify for them.

Greater Combat Style (Ex): At 12th level, a duelist’s aptitude in their chosen combat style improves again. As before, the benefits of the duelist’s style apply only when they wear light or no armor and are wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed. They lose all benefits of this combat style when wearing medium or heavy armor or wielding any other weapon.
* If the duelist selects the Defensive Specialist style, they are treated as having the Spring Attack feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Offensive Specialist style, they are treated as having the Improved Critical feat with any weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed.
* If the duelist selects the Offensive Dual Wielder style, they are treated as having the Greater Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Defensive Dual Wielder style, they are treated as having the Improved Two-Weapon Defense (Complete Warrior) feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Unscrupulous style, they are treated as having the Hamstring (Complete Warrior) feat, even if they do not have the normal prerequisites for that feat.

Jibing Insult (Ex): A duelist of 13th level may use the skills of taunting their enemies in such a way that their banter and jibbing insults can be as effective as a weapon. The duelist thus gains the Goad feat (Miniature’s Handbook) as a virtual feat, even if they would not normally qualify for the feat, thus allowing the duelist to goad an enemy into focusing their attention solely on the duelist.
“Your wife was much sweeter forced than many are willing.” -- Archibald Cunningham (Rob Roy)

Daunting Presence (Ex): At 17th level, the duelist’s reputation for death, their prowess, and their swift tongue have become legend. The duelist thus gains the Daunting Presence feat (Miniature’s Handbook) as a virtual feat, even if they would not normally qualify for the feat, thus allowing them to unsettle their opponents.

Combat Style Mastery (Ex): At 18th level, a duelist’s aptitude in their chosen combat style reaches its peak. As before, the benefits of the duelist’s style apply only when they wear light or no armor and are wielding a weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed. They lose all benefits of this combat style when wearing medium or heavy armor or wielding any other weapon.
* If the duelist selects the Defensive Specialist style, they are treated as having the Defensive Strike (Complete Warrior) feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Offensive Specialist style, they are treated as having the Greater Weapon Focus feat with any weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed.
* If the duelist selects the Offensive Dual Wielder style, they are treated as having the Pin Shield (Complete Warrior) feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Defensive Dual Wielder style, they are treated as having the Greater Two-Weapon Defense (Complete Warrior) feat, even if they do not have the normal prerequisites for that feat.
* If the duelist selects the Unscrupulous style, they are treated as having the Wounding Strike ability.
Wounding Strike (Ex): A duelist that scores a critical hit against an opponent that is not immune to critical hits, also deals an additional 2 points of Constitution damage to that creature. This is in addition to the Strength damage dealt by the Weakening Strike ability.


FORMAL DUELS
“Mr. Cunningham and I have matters outstanding.” – Robert MacGregor (Rob Roy)

Duelists feel that their greatest honor and the truest test of their training is their expertise in a Formal Duel. The most key skill to a duelist is to end a duel before it really starts, as duelists are not trained for long and drawn out frays. The process of conducting a Formal Duel is highly formalized. Since dueling is often fatal to one or even both opponents, duelists never allow minor insults or passing arguments to enter them into a Formal Duel with another duelist. However, when wronged, or when paid to incite a duel, challenges are issued.

Once the process has been followed, the duel occurs. A Formal Duel has 3 Phases: ‘Stance’, ‘En Guard’, and ‘Strike’. During the ‘Stance’ phase the duelists face one another and study the stance of the other, exchange banter, insults, or witty repartee. During the ‘En Guard’ phase the duelists prepare for the actual combat. During the ‘Strike’ phase, combat begins. In a case of a duelist against a non-duelist, the non-duelist generally draws their weapon and takes a defensive stance during the ‘En Guard’ phase.

Stance: In the first round of a Formal Duel, the two combatants stand a few steps or paces apart appraising the opponent. A Sense Motive skill check is allowed to sum up an opponent’s skills, and many duels end here with a concession due to one combatant realizing they are outmatched. The results are always gauged as follows: weak, lesser, equal, greater, or overwhelming.
Code:
[u]Check Result	Information Gained[/u]
15+		Opponent’s Level
20+		Opponent’s Rank in Dueling
25+		Opponent’s skill with held weapon (Att./Dam.)

En Guard: Both combatants make a Dueling skill check. If a combatant does not have the Dueling skill, they can attempt to use the skill untrained by making a Charisma check or they may substitute their normal initiative roll if it is better (but only for determining Initiative, losing the Dueling damage bonus). For non-duelists, standard initiative might be the saving grace that prevents a duelist from catching them flat-footed on the initial strike.

Strike: After initiative is determined through Dueling check or standard Initiative, combat begins. The first round of combat in a Formal Duel is the most essential, and is effectively a surprise round: Each combatant can take one partial action, usually a single attack, in addition to drawing their weapon if they have Quick Draw, or drawing their weapon if they do not have Quick Draw. With a successful hit, a Duelist deals the bonus damage achieved through their Dueling check in addition to normal (or critical) weapon damage. The initiative winner strikes first, naturally. The initiative loser, if they survive, must attack (or draw their weapon if they do not have quick draw). Note that since the loser is not attacking a Flat-Footed foe, they do not gain the opportunity to strike with the bonus Dueling damage dice from their Dueling check. If the initiative check is a tie, the attacks are simultaneous and both combatants are considered Flat-Footed.

After the initial round of the Duel, if both survive, the combat proceeds as normal combat. They no longer receive bonus damage dice from the Dueling skill unless the opponent becomes Flat-Footed due to some other reason such as re-sheathing a weapon and utilizing the “Flick of the Wrist” feat.


Example: Diego faces Mirt in a Formal Duel. Both Duelists assume their stance and size each other up. Diego rolls an 18 for Sense Motive enough to discern that Mirt is an equal. Without more information, Diego is not able to withdraw honorably. Mirt rolls a 33, and notes the equal character level as well as that Diego is less skilled at Dueling and weaker with his weapon. Weighing this information, Mirt is confidant that he will get the first strike.

The duel begins, and each roll their Dueling checks. Mirt gets a check result of 28 (thus a +4d6 damage bonus), while Diego gets a 24 (a +3d6 damage bonus). Mirt’s initiative wins with a 28 and thus he strikes first, but Mirt holds his action to 24 when Diego goes, striking as soon as Diego draws his blade (while still flat footed because the held initiative is still resolved first). Mirt strikes with a modified 25 (against an AC 16), while Diego misses with a modified 19 (against an AC 20). Mirt deals his 1d8+4+4d6 (plus any other additional damage from Precision Strike or other class abilities), potentially doing nearly 50% of Diego’s hit points in damage. If this is a duel to first blood, the duel is over and Mirt wins, if it is to a sever wound, the damage assessed was subdual in nature and the combat continues until someone is at 0hp from subdual damage. If the battle is to the death, damage is still normal and the fight continues until one combatant is dead.
Diego: Duelist 12, HP 70, AC 24 (Flat-Footed 20) ATK +16 (1d6+4/18-20), Dueling +16, Sense Motive +8
Mirt: Duelist 12, HP 70, AC 20 (Flat-Footed 16) ATK +20 (1d8+4/19-20), Dueling +19, Sense Motive +14




Thoughts & Comments?
 

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harmyn

First Post
I like what you've done. It looks nice. Just a couple of thoughts on it. For Canny Defense, I like your progression idea, but I think it might be a little fast for a core class concept. You might want to consider every other level improving the bonus.

The other thing I'm not 100% on is the Duelist skill roll that gives bonus dice. Had you considered doing the difference or amount beaten on the opposed roll instead of their actual roll. Its a bit more math but to me lends itself a little bit better to equal duelists. As an example - Jimbo Da Duelist rolls a 28 (normally would give a +4d6) is beaten by Percy the Prissy Prince of Western Duelists who rolled a 38 (+6d6). Jimbo's defeat means he eats +6d6 damage.

I would think that it would be better to compare them and end up with a +2d6 because Percy is not that much better.

Having said that thought though, it must be remembered that this would only likely be an issue between opposing duelists, few others would have the skill I would imagine.

Just my opinion. But all in all it looks pretty darned good.
 


Khaalis

Adventurer
harmyn said:
I like what you've done. It looks nice. Just a couple of thoughts on it. For Canny Defense, I like your progression idea, but I think it might be a little fast for a core class concept. You might want to consider every other level improving the bonus.

The other thing I'm not 100% on is the Duelist skill roll that gives bonus dice. Had you considered doing the difference or amount beaten on the opposed roll instead of their actual roll. Its a bit more math but to me lends itself a little bit better to equal duelists. As an example - Jimbo Da Duelist rolls a 28 (normally would give a +4d6) is beaten by Percy the Prissy Prince of Western Duelists who rolled a 38 (+6d6). Jimbo's defeat means he eats +6d6 damage.

I would think that it would be better to compare them and end up with a +2d6 because Percy is not that much better.

Having said that thought though, it must be remembered that this would only likely be an issue between opposing duelists, few others would have the skill I would imagine.

Just my opinion. But all in all it looks pretty darned good.

Thanks for the comments.

In response to Canny Defense, this is the same as the ability for the PrC version. I realize that the PrC gains the ability fast due to being only 10 levels, however, for the core class I think it is fitting because it is applied to help the duelist survive. Even a Duelist with an 18 INT (Rare; average 14) will not gain the full benefit of the ability until they have attained 4th level.

Even with an 18 in INT and DEX with a Chain Shirt this is still only a 22 AC (average 20) which is not unbalanced considering the need for Two 18 stats. Compare to a 4th level Fighter with a 12 Dex, Full Plate and Large Shield with 21 AC.

As for the Duelist skill, this is the Iajutsu skill from Oriental Adventures with a steeper required roll needed for the damage (I think). The mechanics of the skill are directly as proposed there. I will double check it when I have access to the book later on. As for others having it, you are correct that no one but a Duelist can learn this skill. Even in 3.5 I am Rule-Zeroing the No Restricted Skills rule for this skill. Only Duelists can learn this class skill.
 


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