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Archer/Duelist Core Class, anybody got one?
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<blockquote data-quote="CombatWombat51" data-source="post: 1494386" data-attributes="member: 10473"><p>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.</p><p></p><p><strong>Duelist</strong></p><p>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.</p><p></p><p><strong>Game Rule Information</strong></p><p>Duelists have the following game statistics. </p><p>Hit Die: d8</p><p>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).</p><p>Skill Points per Level: 4 + Intelligence modifier per level</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the duelist (Dul).</p><p>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. </p><p></p><p>[code]</p><p>Level BAB Fort Ref Will DAB Special</p><p>1 +0 +1 +2 +0 +1 Weapon Finesse</p><p>2 +1 +2 +3 +0 +2 Agile</p><p>3 +2 +2 +3 +1 +3 Bonus Feat</p><p>4 +3 +2 +4 +1 +4 </p><p>5 +3 +3 +4 +1 +5/+1 Witty Repartee</p><p>6 +4 +3 +5 +2 +6/+2 Bonus Feat</p><p>7 +5 +4 +5 +2 +7/+3 </p><p>8 +6 +4 +6 +2 +8/+4 Multi-Opponent Defense</p><p>9 +6 +4 +6 +3 +9/+5/+ 1 Bonus Feat</p><p>10 +7 +5 +7 +3 +10/+6/+2 </p><p>11 +8 +5 +7 +3 +11/+7/+3 Evasion</p><p>12 +9 +6 +8 +4 +12/+8/+4 Bonus Feat</p><p>13 +9 +6 +8 +4 +13/+9/+5/+1 </p><p>14 +10 +6 +9 +4 +14/+10/+6/+2 Taunt</p><p>15 +11 +7 +9 +5 +15/+11/+7/+3 Bonus Feat</p><p>16 +12 +7 +10 +5 +16/+12/+8/+4 </p><p>17 +12 +8 +10 +5 +17/+13/+9/+5 </p><p>18 +13 +8 +11 +6 +18/+14/+10/+6 Bonus Feat</p><p>19 +14 +8 +11 +6 +19/+15/+11/+7 </p><p>20 +15 +9 +12 +6 +20/+16/+12/+8 Vicious Tongue </p><p>[/code]</p><p></p><p><strong>Duelist Attack Bonus (1st Level, Ex): </strong> 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.</p><p> 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.</p><p></p><p><strong>Weapon Finesse:</strong> Duelists get Weapon Finesse as a bonus feat at first level.</p><p></p><p><strong>Agile (2nd Level, Ex):</strong> 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.</p><p> This ability can only be used when wearing light or no armor, not using a shield, and carrying a light load.</p><p></p><p><strong>Bonus Feat: </strong> 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.</p><p> You must still meet all the prerequisites for the chosen feat.</p><p></p><p><strong>Witty Repartee (5th Level, Ex):</strong> 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. </p><p> 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.</p><p></p><p><strong>Multi-Opponent Defense (8th Level, Ex): </strong> 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.</p><p> 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.</p><p><em>Note: I use this ability IMC instead of Uncanny Dodge.</em></p><p></p><p><strong>Evasion (11th Level, Ex): </strong> 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. </p><p> This ability can only be used when wearing light or no armor, not using a shield, and carrying a light load.</p><p></p><p><strong>Taunt (14th Level, Ex): </strong> 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).</p><p> 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.</p><p></p><p><strong>Vicious Tongue (20th Level, Ex):</strong> 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.</p><p> 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.</p></blockquote><p></p>
[QUOTE="CombatWombat51, post: 1494386, member: 10473"] 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. [B]Duelist[/B] 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. [B]Game Rule Information[/B] 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 [B]Class Features[/B] 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 [/code] [B]Duelist Attack Bonus (1st Level, Ex): [/B] 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. [B]Weapon Finesse:[/B] Duelists get Weapon Finesse as a bonus feat at first level. [B]Agile (2nd Level, Ex):[/B] 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. [B]Bonus Feat: [/B] 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. [B]Witty Repartee (5th Level, Ex):[/B] 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. [B]Multi-Opponent Defense (8th Level, Ex): [/B] 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. [I]Note: I use this ability IMC instead of Uncanny Dodge.[/I] [B]Evasion (11th Level, Ex): [/B] 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. [B]Taunt (14th Level, Ex): [/B] 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. [B]Vicious Tongue (20th Level, Ex):[/B] 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. [/QUOTE]
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Archer/Duelist Core Class, anybody got one?
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