Duelist Base Class

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?
 

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I really like the feel of this class and the canny defense and challenge benefits are pretty cool, but I'm not a fan of the -4 to parry. Unless the duelist is fighting an inferior opponent he'll usually fail to parry, I would never use it.
 

Thanks for the reply sloyach, Parry starts with a penalty because it's gained much earlier than a normal character could gain Parry from taking the the Duelist class. A character has to be 8th level in order to get Parry normally, so getting it 6 levels earlier entails penalties. I'd consider lowering them by 2, making it -2/-1/-0/+1/+2 at levels 2/6/10/14/18 but that's pretty strong.

The Duelist is designed to have medium attack bonus normally (they are generally self-taught, so they lack the training of Fighters and Paladins) but the Challenge ability compensates, giving them effectively full attack bonus, slightly better damage, and almost good will saves against their opponent. That makes their Parry ability better as well.

Another alternative to giving Parry a penalty that decreases over time is instead giving the class the following:

Martial Study: Duelists may not have the most rigorous training but they certainly make up for it in style. A duelist may substitute their Duelist level for their Base Attack Bonus to determine access to feats such as Quick Draw and Improved Two-Weapon Fighting. At 2 level and every 4 levels thereafter, the Duelist gains either a Fighter bonus feat or a Code feat.

Code feats are my own, separate creation. They are similar to the Vows from Book of Exalted Deeds, except that they are not limited to good characters and are more a set of rules that a character follows. For example:

Deny Poison (Code)
Prerequisite: Code class feature (from Paladin, Knight, Duelist, etc.)
Benefit: You refuse to use any sort of Poison or other debilitation non-magical item (such as tanglefoot bags) in battle. When you enter battle, enemies you fight with an intelligence score of 5 or more inherently understand this. You gain a +4 bonus to saves versus poison and non-magical debilitating items. Should an opponent use such an item on you in combat, you are bolstered against them, gaining a +1 dodge bonus to AC against their attacks in addition to any other benefits.
Special: Should you break any aspect of your Code, you lose the benefits of all of your Code feats until the end of combat. This feat also applies a -1 to AC for 24 hours, cumulative each time it is broken.

They're not done yet, but they're interesting at the very least.

So, any more comments on the Duelist?
 


Doesn't the AC thing make this a broken 1-level dip for any Int, Cha, or Wis based build?

Shouldn't all the references to "level" be changed to "class level?" Otherwise, isn't this an auto 3-level dip for all melee classes?

Anyway, just some thoughts...
 


The Duelist is designed to have medium attack bonus normally (they are generally self-taught, so they lack the training of Fighters and Paladins) but the Challenge ability compensates, giving them effectively full attack bonus, slightly better damage, and almost good will saves against their opponent. That makes their Parry ability better as well.

Wait, your duelist uses a medium attack bonus? That's crazy! A duelist certainly has more weapon training than a ranger and at least as much as a fighter or paladin. All they do is duel, it's in the name. This class with only a medium attack bonus needs to be renamed and should have 6 skill points per level because it's a skilled character and not a warrior.
 

Thinking it over, I do think this class has a few problems.
1. Being restricted to a one handed weapon lowers DPS.
2. As the Monk taught us, medium BAB for a combat focused class is not great.
3. Neither is d8 hit dice.
4. Taking mechanical inspiration from the Knight class and the Duelist prestige class is problematic as both of them sucked.
5. It forces you to fight against a single opponent. What if the tactical situation changes and you now really need to stab the wizard instead of his ogre bodyguard?
6. Wizards are usually not armed. Does this mean you can't Challenge them?
7. Not that a good will save is a bad thing, but I would have expected good Fort and Ref instead.
 
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First of all, "dipping" into the class won't give a high AC bonus, since the maximum bonus granted by Canny Defense is their Duelist level. So, a 1 level dip will give at best a +1 bonus, a 3-level dip will give at best a +3 bonus etc.

Yes, all references to level should be class level. I wrote this pretty fast from memory.

The class has medium attack bonus because of the Challenge ability. Challenge gives exactly enough of a bonus to grant the Duelist the same attack bonus Full Attack Bonus would grant them, plus it gives extra damage and will save. Duelists are medium attack bonus because they're not as good as a pure warrior in normal combat, but when it comes to duels they can fight like the best of warriors.

Thinking it over, I do think this class has a few problems.
1. Being restricted to a one handed weapon lowers DPS.
2. As the Monk taught us, medium BAB for a combat focused class is not great.
3. Neither is d8 hit dice.
4. Taking mechanical inspiration from the Knight class and the Duelist prestige class is problematic as both of them sucked.
5. It forces you to fight against a single opponent. What if the tactical situation changes and you now really need to stab the wizard instead of his ogre bodyguard?
6. Wizards are usually not armed. Does this mean you can't Challenge them?
7. Not that a good will save is a bad thing, but I would have expected good Fort and Ref instead.

1. The class can use any martial or simple weapons. They are not restricted to one-handed weapons only. Such a restriction is never mentioned.
2. See above for my reasoning for medium BAB.
3. The class is at pathfinder specifications, i.e. medium attack bonus means d8 hit dice. If you think they should deserve more you can give the class Improved Toughness at 1st level.
4. The Knight sucked only because it had little going for it. Having both the Duelist abilities AND the Challenge without losing any benefits of either seems like a bargain to me. Plus, the class gains even more damage output with Riposte and has anti-magic or increased damage as alternative to the Knight abilities, which were also bolstered. I'm not trying to re-invent the wheel here, just make it round-shaped, you know?
5. If the Ogre is fighting honorably, then yes, you have to keep dueling him. That's what a duel IS. If, on the other and more likely hand, he "cheats", then you can pursue the wizard as well.
6. Wizards have spells available. As long as they are able to defend themselves with magic, then that counts. If not, you can toss them a sword and challenge them. No one ever said it had to be an EVEN fight.
7. The class has good Reflex saves, and gains a large bonus to Will saves versus Challenged opponents. Monks and divine casters are the only medium attack bonus characters to gain good fortitude saves, and the Duelist doesn't seem to fit that mold. I suppose you could give them good Fortitude saves instead of Reflex, but they seem more agile than tough to me.

I see a lot of comments here, let's keep it going! When I get enough suggestions I'll make a second version. Also, what about the class features? Not too many comments about those so far.
 

1. "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."
I see now that it was just something you were mulling over. Apologies.
2. & 3.Again, I see what you're coming from, but I strongly suspect the class would work better in play if it had d10 HD and full BAB.
4. Would you like to make some sample characters and post them? It'd be easier to judge the class by seeing a working model.
5. My concern here is that limiting your tactical abilities is not good in a party setting. This would not be an incentive to play the class.
 

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