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DMG PrC 2.0: The Duelist -- Not Just Intelligence Anymore
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<blockquote data-quote="comrade raoul" data-source="post: 3179695" data-attributes="member: 554"><p><em><strong>Edit 12/27/06:</strong> In order to accomodate even <strong>more</strong> character archetypes, I've let duelists pick a mental ability score of their choice to use for AC and damage boosts. That way, tactical fencers, intuitive martial artists, and dashing swordsmen all get accomodated quickly and easily, with one prestige class ideally suitable for all campaigns. My main worry is that it might be too good a benefit for monks (who can effectively add Wisdom + duelist levels to unarmored AC, plus get Wisdom to damage at 5th level, plus get access to fighter-only feats), but at least it doesn't improve unarmed combat or flurry abilities, and if you think melee-focused monks are on the weak side anyway, maybe this won't be much of a problem.</em></p><p><em></em></p><p><em>In any case, I'd love to know what you think.</em></p><p></p><p>---</p><p></p><p>I'm redesigning some or all of the prestige classes in the DMG, for streamlining and playability. The first one I'm posting is the <strong>duelist</strong>, which I think needs a redesign particularly badly. </p><p></p><p>The guiding principle here is <strong>simplicity</strong>. You'll see that I jettison the hodgepodge of mobility boosts in favor of a small number of unified, steadily increasing abilities. The overall image should be of a disciplined, cunning, agile warrior who is highly dangerous in single combat. If successfully designed, my duelist should: <ul> <li data-xf-list-type="ul">Accomodate a range of fighting styles.</li> <li data-xf-list-type="ul">Allow combatants to wield lighter weapons and wear light armor without compromising their ability to deal and avoid damage, without greatly increasing complexity or committing players to a small range of unorthodox tactics.</li> <li data-xf-list-type="ul">Make combatants more effective than traditional fighters when focusing on a single opponent, but somewhat less effective against groups.</li> </ul><p>Here's the revised duelist.</p><p></p><p><strong>Prerequisites:</strong> <ul> <li data-xf-list-type="ul"><strong>Base Attack Bonus:</strong> +5.</li> <li data-xf-list-type="ul"><strong>Skills:</strong> Jump 3 ranks, Tumble 3 ranks.</li> <li data-xf-list-type="ul"><strong>Feats:</strong> Combat Reflexes, Dodge, Weapon Finesse.</li> </ul><p><strong>Hit Die:</strong> d10.</p><p><strong>Base Attack Progression:</strong> Good (as fighter).</p><p><strong>Good Saves:</strong> Reflex.</p><p><strong>Class Skills:</strong> Balance, Bluff, Escape Artist, Jump, Listen, Perform, Sense Motive, Spot, Tumble.</p><p><strong>Skill Points Per Level:</strong> 4 + Int modifier.[code][b]The Duelist[/b]</p><p>1st Canny defense, weapons training, improved dodge +1</p><p>2nd Riposte</p><p>3rd Bonus feat</p><p>4th Improved dodge +2</p><p>5th Insightful strike</p><p>6th Bonus feat</p><p>7th Improved dodge +3</p><p>8th Greater riposte</p><p>9th Bonus feat</p><p>10th Improved dodge +4[/code]<strong>Weapon and Armor Proficiency</strong></p><p>Duelists gain proficiency with all light or one-handed simple and martial melee weapons (including those that can be used as thrown weapons), the hand crossbow, and the whip. They gain no proficiency with any armor or shields.</p><p></p><p>Most of a duelist's fighting techniques require a great deal of mobility to function properly. While wearing medium or heavy armor, wielding a shield, or carrying a medium or heavy load, the duelist loses the benefit of the following class abilities: parry, improved dodge, riposte, insightful strike, and greater riposte.</p><p></p><p><strong>Canny Defense (Ex)</strong></p><p>You gain a bonus to your Armor Class equal to your Intelligence bonus (if any) or your duelist class level, whichever is lower. This bonus to AC applies even when you're flat-footed, but you lose this bonus when you are immobilized or helpless.</p><p></p><p><strong>Weapons Training (Ex)</strong></p><p>Your superior martial discipline means that you qualify for feats that require a minimum level of fighter (such as Weapon Specialization) as if you had a a fighter level equal to your duelist level. These effective fighter levels stack with any fighter levels you might have, so a fighter 6/duelist 4 counts as a 10th level fighter for purposes of determining which feats she can select.</p><p></p><p><strong>Improved Dodge (Ex)</strong></p><p>When wielding a melee weapon you're proficient with, the AC bonus you gain from the Dodge feat increases by +1 (for a total bonus of +2 against the opponent you choose). It increases by an additional +1 at 4th, 7th, and 10th levels.</p><p></p><p><strong>Riposte (Ex)</strong></p><p>Your tactics, skill, and speed allow you to quickly exploit openings your opponents leave when they attack. If an opponent takes a melee full attack action and targets you with each attack he makes as part of that action, and misses with every attack, you may take an attack of opportunity against that opponent. You can only use your riposte ability once per round, regardless of the number of attacks of opportunity you could normally make.</p><p></p><p>At 8th level, this ability improves. Now, the first time in each round that an opponent misses you with a melee attack, that opponent provokes an attack of opportunity from you (even if that opponent makes other, successful attacks against you during the round). You can still use this ability at most once per round.</p><p></p><p><strong>Bonus Feats</strong></p><p>You may select a feat of her choice from the fighter's list of bonus feats at 3rd, 6th, and 9th levels. These feats are in addition to the feats you normally gains from advancing in levels. You must meet all normal prerequisites for the feat you select.</p><p></p><p><strong>Insightful Strike (Ex)</strong></p><p>When wielding a melee weapon that you can also use with the Weapon Finesse feat, you gain a bonus to your damage rolls equal to your Intelligence bonus.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 3179695, member: 554"] [i][b]Edit 12/27/06:[/b] In order to accomodate even [b]more[/b] character archetypes, I've let duelists pick a mental ability score of their choice to use for AC and damage boosts. That way, tactical fencers, intuitive martial artists, and dashing swordsmen all get accomodated quickly and easily, with one prestige class ideally suitable for all campaigns. My main worry is that it might be too good a benefit for monks (who can effectively add Wisdom + duelist levels to unarmored AC, plus get Wisdom to damage at 5th level, plus get access to fighter-only feats), but at least it doesn't improve unarmed combat or flurry abilities, and if you think melee-focused monks are on the weak side anyway, maybe this won't be much of a problem. In any case, I'd love to know what you think.[/i] --- I'm redesigning some or all of the prestige classes in the DMG, for streamlining and playability. The first one I'm posting is the [b]duelist[/b], which I think needs a redesign particularly badly. The guiding principle here is [b]simplicity[/b]. You'll see that I jettison the hodgepodge of mobility boosts in favor of a small number of unified, steadily increasing abilities. The overall image should be of a disciplined, cunning, agile warrior who is highly dangerous in single combat. If successfully designed, my duelist should:[list][*]Accomodate a range of fighting styles. [*]Allow combatants to wield lighter weapons and wear light armor without compromising their ability to deal and avoid damage, without greatly increasing complexity or committing players to a small range of unorthodox tactics. [*]Make combatants more effective than traditional fighters when focusing on a single opponent, but somewhat less effective against groups.[/list]Here's the revised duelist. [b]Prerequisites:[/b][list][*][b]Base Attack Bonus:[/b] +5. [*][b]Skills:[/b] Jump 3 ranks, Tumble 3 ranks. [*][b]Feats:[/b] Combat Reflexes, Dodge, Weapon Finesse.[/list] [b]Hit Die:[/b] d10. [b]Base Attack Progression:[/b] Good (as fighter). [b]Good Saves:[/b] Reflex. [b]Class Skills:[/b] Balance, Bluff, Escape Artist, Jump, Listen, Perform, Sense Motive, Spot, Tumble. [b]Skill Points Per Level:[/b] 4 + Int modifier.[code][b]The Duelist[/b] 1st Canny defense, weapons training, improved dodge +1 2nd Riposte 3rd Bonus feat 4th Improved dodge +2 5th Insightful strike 6th Bonus feat 7th Improved dodge +3 8th Greater riposte 9th Bonus feat 10th Improved dodge +4[/code][b]Weapon and Armor Proficiency[/b] Duelists gain proficiency with all light or one-handed simple and martial melee weapons (including those that can be used as thrown weapons), the hand crossbow, and the whip. They gain no proficiency with any armor or shields. Most of a duelist's fighting techniques require a great deal of mobility to function properly. While wearing medium or heavy armor, wielding a shield, or carrying a medium or heavy load, the duelist loses the benefit of the following class abilities: parry, improved dodge, riposte, insightful strike, and greater riposte. [b]Canny Defense (Ex)[/b] You gain a bonus to your Armor Class equal to your Intelligence bonus (if any) or your duelist class level, whichever is lower. This bonus to AC applies even when you're flat-footed, but you lose this bonus when you are immobilized or helpless. [b]Weapons Training (Ex)[/b] Your superior martial discipline means that you qualify for feats that require a minimum level of fighter (such as Weapon Specialization) as if you had a a fighter level equal to your duelist level. These effective fighter levels stack with any fighter levels you might have, so a fighter 6/duelist 4 counts as a 10th level fighter for purposes of determining which feats she can select. [b]Improved Dodge (Ex)[/b] When wielding a melee weapon you're proficient with, the AC bonus you gain from the Dodge feat increases by +1 (for a total bonus of +2 against the opponent you choose). It increases by an additional +1 at 4th, 7th, and 10th levels. [b]Riposte (Ex)[/b] Your tactics, skill, and speed allow you to quickly exploit openings your opponents leave when they attack. If an opponent takes a melee full attack action and targets you with each attack he makes as part of that action, and misses with every attack, you may take an attack of opportunity against that opponent. You can only use your riposte ability once per round, regardless of the number of attacks of opportunity you could normally make. At 8th level, this ability improves. Now, the first time in each round that an opponent misses you with a melee attack, that opponent provokes an attack of opportunity from you (even if that opponent makes other, successful attacks against you during the round). You can still use this ability at most once per round. [b]Bonus Feats[/b] You may select a feat of her choice from the fighter's list of bonus feats at 3rd, 6th, and 9th levels. These feats are in addition to the feats you normally gains from advancing in levels. You must meet all normal prerequisites for the feat you select. [b]Insightful Strike (Ex)[/b] When wielding a melee weapon that you can also use with the Weapon Finesse feat, you gain a bonus to your damage rolls equal to your Intelligence bonus. [/QUOTE]
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DMG PrC 2.0: The Duelist -- Not Just Intelligence Anymore
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