Zagyg-The-Mad
First Post
Hail and Good Tidings!!! I plan to eventually run a D&D game in a low magic setting and have to nix a few core classes, primarily Paladins and Druids. In doing it though I have decided to take a stab at doing a Duellist Core Class. Below is the bare-bones version (ie no flavor text or background). I need help from a mechanics point of view in trying to make this interesting and still somewhere in the magical land we like to called "Attempted Balance". Any and all help will be appreciated (and in my defense this is basically an untested second draft).
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 Elaborate Parry
7 +7 +2 +5 +2 Deflect Arrows, 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 Master Disarm, 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 (1/day)
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 Parry Death's Blow (2/day)
20 +20 +6 +12 +6 Flexible Tactics (+6)
HD: 1d10 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.
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.
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Well what do you all think? I really need some help on this. I avidly look forward to your responses.
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 Elaborate Parry
7 +7 +2 +5 +2 Deflect Arrows, 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 Master Disarm, 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 (1/day)
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 Parry Death's Blow (2/day)
20 +20 +6 +12 +6 Flexible Tactics (+6)
HD: 1d10 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.
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.
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Well what do you all think? I really need some help on this. I avidly look forward to your responses.