Chronologist
First Post
Duelists are often-flamboyant warriors who follow the Duelist's Code, fighting with a sense of honor and fairness. Duelists may be of any alignment except for true neutral; all Duelists are passionate in some way. Elves, half-elves, and humans are the most common duelists with a few dwarves as well. Most duelists are self-taught or military-trained but choose to follow a different path later in life.
Statistics: d8 hit dice, medium attack bonus, good reflex saves, poor fortitude and will saves. 2+Int modifier skill points per level. Class skills are (in no particular order) Balance, Jump, Tumble, Climb, Spot, Listen, Bluff, Diplomacy, Craft, Profession. Proficient with Simple and Melee weapons and with light armor, but not with shields.
Class Features:
Canny Defense: At 1st level a Duelist chooses Intelligence, Wisdom, or Charisma. They add that ability modifier as a Dodge bonus to their armor class, to a maximum of their Duelist level. At 4th level and every 4 levels beyond, they gain an additional +1 bonus to AC, up to +5 at 20th level. This bonus only applies when the Duelist is in Light or no armor and carrying a Light load. This bonus does not stack with bonuses a Monk gains to Armor class or with Shield bonuses. A Duelist loses the bonus if they are caught flat-footed.
Challenge: At 1st level, a Duelist may challenge an opponent to melee combat. The opponent must be within 50 feet and have an Intelligence score of at least 5. A Duelist cannot challenge another opponent for the rest of the encounter until the opponent is defeated or until the Duelist is defeated. Against that opponent, the Duelist gains a +1 morale bonus to attack rolls, damage rolls, and Will saves. At 5th level and every 4 levels thereafter, the bonus increases by 1, up to +5 at 17th level.
However, an opponent who is Challenged automatically understands the tenants of the Duelist's Code. If he breaks the Code in any way during combat, the Duelist may Challenge another character while still gaining the benefits of their Challenge, and the Duelist may break their Code against that opponent without penalty.
Code of Conduct: The Duelist (and anyone they Challenge) are bound by a Code of fairness in battle. They may not attack a flat-footed opponent, not may they gain the benefits of flanking. They must either make or accept a challenge in order to fight. They must ensure that their opponent has appropriate weapons in order to fight. Duelists who break their code of conduct lose their class features for the rest of the encounter and take a -2 cumulative penalty to attack, saves, and skill checks for 24 hours.
Parry: At 2nd level, a Duelist may Parry an attack. As a free action while making a full-attack, a Duelist may sacrifice one of their attacks in order to gain a use of Parry. When later attacked in melee, they may make an attack roll with a -4 penalty. If their attack roll result is greater than their opponent's the attack is negated. If their result is lower then the attack resolves as normal. At 6th level and every 4 levels beyond, the penalty is reduced by 1, resulting at no penalty at 18th level.
Acrobatic Awareness: A Duelist of 2nd level adds 1/2 their level to all Tumble, Listen, and Spot checks.
Challenge Style: At 3rd level, based on their chosen attribute for their armor class bonus, a Duelist gains benefits in combat. these can be used a number of times per day equal to 1/2 their Duelist level plus that attribute modifier. The benefits last for 1 round. Activating a Challenge Style is a Swift action that can be used once per round.
Deadly Riposte (Intelligence): At 3rd level the Duelist adds 1/5 their level, rounded up, to Parry and Riposte attack rolls. At 7th level their riposte does 2d6 more damage. At 11th level their Riposte attacks have double critical threat range and +1 critical threat modifier. At 15th level they riposte damage increases to +4d6. At 19th level they roll the damage their opponent would have done with their Parried attack and add it to their Riposte damage.
Insightful Block (Wisdom): At 3rd level the Duelist can use Parry to block ranged attacks. At 7th level they gain a free Parry that can only be used to block ranged attacks. At 11th level they can use Parry to gain SR 11 + Duelist level against an offensive spell. At 15th level they gain a free Parry each round to block a spell. At 19th level whenever they successfully Parry they gain +2 to AC and Saves against their Challenged opponent, cumulatively.
Indomitable Spirit (Charisma): At 3rd level the Duelist gains 1d6 temporary hit points per 2 Duelist levels. At 7th level they can reroll any saves against fear. At 11th level they can reroll any saves against enhantment or necromancy effects. At 15th level they can reroll saves against any mind-affecting or transmutation effect. At 19th level they do not die from -10 or more hit points or death effects until the end of their next turn.
Riposte: At 4th level a Duelist who successfully uses Parry can make a free attack against that opponent with the same attack roll bonus of that Parry. If the attack hits, it does +1d6 precision damage (not multiplied by critical hits). At 8th level and every 4 levels beyond the precision damage increases by 1d6, to a maximum of 5d6 at 20th level. A Duelist can make one Riposte per Parry, but only until they hit with a Riposte for the first time that round.
Extra Parry: At 6th level a Duelist gains an additional free Parry use each round. At 14th level they gain a second free Parry use each round.
Perfect Defense: At 20th level, a Duelist may make a Parry attempt each time they are attacked in melee. Intelligence Duelists may make a Riposte for every time they are attacked and hit as many times as they are able. Wisdom Duelists may Parry ranged attacks and spells at will. Charisma Duelists may ignore any magical or non-magical penalties to attributes as long as they are in Combat and have issued a challenge.
The Duelist base class is a mixture of the Knight base class from PHB2 with the mechanics of the Duelist prestige class. The class is somewhat balanced with the code of conduct and the medium attack bonus. I am considering restricting the class to Einhander combat (i.e. one-handed weapon and nothing else), but I like the idea of Duelists with greatswords and twin shortswords, personally.
The class is meant to be balanced with the Pathfinder RPG or 3.5, though for 3.5 the free Parry ability should be removed as well as the Riposte damage bonus to keep it balanced.
So, comments?
Statistics: d8 hit dice, medium attack bonus, good reflex saves, poor fortitude and will saves. 2+Int modifier skill points per level. Class skills are (in no particular order) Balance, Jump, Tumble, Climb, Spot, Listen, Bluff, Diplomacy, Craft, Profession. Proficient with Simple and Melee weapons and with light armor, but not with shields.
Class Features:
Canny Defense: At 1st level a Duelist chooses Intelligence, Wisdom, or Charisma. They add that ability modifier as a Dodge bonus to their armor class, to a maximum of their Duelist level. At 4th level and every 4 levels beyond, they gain an additional +1 bonus to AC, up to +5 at 20th level. This bonus only applies when the Duelist is in Light or no armor and carrying a Light load. This bonus does not stack with bonuses a Monk gains to Armor class or with Shield bonuses. A Duelist loses the bonus if they are caught flat-footed.
Challenge: At 1st level, a Duelist may challenge an opponent to melee combat. The opponent must be within 50 feet and have an Intelligence score of at least 5. A Duelist cannot challenge another opponent for the rest of the encounter until the opponent is defeated or until the Duelist is defeated. Against that opponent, the Duelist gains a +1 morale bonus to attack rolls, damage rolls, and Will saves. At 5th level and every 4 levels thereafter, the bonus increases by 1, up to +5 at 17th level.
However, an opponent who is Challenged automatically understands the tenants of the Duelist's Code. If he breaks the Code in any way during combat, the Duelist may Challenge another character while still gaining the benefits of their Challenge, and the Duelist may break their Code against that opponent without penalty.
Code of Conduct: The Duelist (and anyone they Challenge) are bound by a Code of fairness in battle. They may not attack a flat-footed opponent, not may they gain the benefits of flanking. They must either make or accept a challenge in order to fight. They must ensure that their opponent has appropriate weapons in order to fight. Duelists who break their code of conduct lose their class features for the rest of the encounter and take a -2 cumulative penalty to attack, saves, and skill checks for 24 hours.
Parry: At 2nd level, a Duelist may Parry an attack. As a free action while making a full-attack, a Duelist may sacrifice one of their attacks in order to gain a use of Parry. When later attacked in melee, they may make an attack roll with a -4 penalty. If their attack roll result is greater than their opponent's the attack is negated. If their result is lower then the attack resolves as normal. At 6th level and every 4 levels beyond, the penalty is reduced by 1, resulting at no penalty at 18th level.
Acrobatic Awareness: A Duelist of 2nd level adds 1/2 their level to all Tumble, Listen, and Spot checks.
Challenge Style: At 3rd level, based on their chosen attribute for their armor class bonus, a Duelist gains benefits in combat. these can be used a number of times per day equal to 1/2 their Duelist level plus that attribute modifier. The benefits last for 1 round. Activating a Challenge Style is a Swift action that can be used once per round.
Deadly Riposte (Intelligence): At 3rd level the Duelist adds 1/5 their level, rounded up, to Parry and Riposte attack rolls. At 7th level their riposte does 2d6 more damage. At 11th level their Riposte attacks have double critical threat range and +1 critical threat modifier. At 15th level they riposte damage increases to +4d6. At 19th level they roll the damage their opponent would have done with their Parried attack and add it to their Riposte damage.
Insightful Block (Wisdom): At 3rd level the Duelist can use Parry to block ranged attacks. At 7th level they gain a free Parry that can only be used to block ranged attacks. At 11th level they can use Parry to gain SR 11 + Duelist level against an offensive spell. At 15th level they gain a free Parry each round to block a spell. At 19th level whenever they successfully Parry they gain +2 to AC and Saves against their Challenged opponent, cumulatively.
Indomitable Spirit (Charisma): At 3rd level the Duelist gains 1d6 temporary hit points per 2 Duelist levels. At 7th level they can reroll any saves against fear. At 11th level they can reroll any saves against enhantment or necromancy effects. At 15th level they can reroll saves against any mind-affecting or transmutation effect. At 19th level they do not die from -10 or more hit points or death effects until the end of their next turn.
Riposte: At 4th level a Duelist who successfully uses Parry can make a free attack against that opponent with the same attack roll bonus of that Parry. If the attack hits, it does +1d6 precision damage (not multiplied by critical hits). At 8th level and every 4 levels beyond the precision damage increases by 1d6, to a maximum of 5d6 at 20th level. A Duelist can make one Riposte per Parry, but only until they hit with a Riposte for the first time that round.
Extra Parry: At 6th level a Duelist gains an additional free Parry use each round. At 14th level they gain a second free Parry use each round.
Perfect Defense: At 20th level, a Duelist may make a Parry attempt each time they are attacked in melee. Intelligence Duelists may make a Riposte for every time they are attacked and hit as many times as they are able. Wisdom Duelists may Parry ranged attacks and spells at will. Charisma Duelists may ignore any magical or non-magical penalties to attributes as long as they are in Combat and have issued a challenge.
The Duelist base class is a mixture of the Knight base class from PHB2 with the mechanics of the Duelist prestige class. The class is somewhat balanced with the code of conduct and the medium attack bonus. I am considering restricting the class to Einhander combat (i.e. one-handed weapon and nothing else), but I like the idea of Duelists with greatswords and twin shortswords, personally.
The class is meant to be balanced with the Pathfinder RPG or 3.5, though for 3.5 the free Parry ability should be removed as well as the Riposte damage bonus to keep it balanced.
So, comments?