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Duelist class (LONG, Mech in 2nd post) - Seek Critique
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<blockquote data-quote="Khaalis" data-source="post: 1553905" data-attributes="member: 2167"><p><strong>Part 2 - The Mech</strong></p><p></p><p><em><span style="color: Red">EDITED: Version 5.24</span></em></p><p></p><p>[size=+1]<span style="color: royalblue"><strong><u>DUELIST</u></strong></span>[/size]</p><p></p><p><span style="color: darkorange"><strong>GAME RULE INFORMATION</strong></span></p><p>Duelists have the following game statistics.</p><p><strong>Abilities:</strong> Dexterity, Wisdom, Charisma and Intelligence are the most important ability scores for the duelist. Duelists rely on speed, accuracy, precision, perception and sharp whit over brawn to master their style of fighting. A common maxim among duelist masters is: <em>“Defeating an opponent through knowledge of that opponent is more effective even than your skill with a blade.”</em></p><p><span style="color: Red"><strong>Alignment:</strong> Any Non-Chaotic</span></p><p><strong>Hit Die:</strong> d10</p><p><strong>Starting Gold:</strong> 5d4X10gp</p><p></p><p><span style="color: darkorange"><strong>CLASS SKILLS</strong></span></p><p>The class skills of the duelist are: Balance, Bluff, Craft, Diplomacy, Dueling*, Gather Information, Intimidate, Jump, Knowledge (Local), Perform, Profession, Sense Motive, Spot, Tumble and Use Rope.</p><p><strong>Skill Points for 1st Level:</strong> (4+INT modifier) x4</p><p><strong>Skill Points at Each Additional Level:</strong> 4+INT modifier</p><p></p><p><span style="color: darkorange"><strong>NEW CLASS SKILL</strong></span></p><p><strong>DUELING (Charisma):</strong> The duelist uses this skill to gather their focus and concentration in combat, and especially in a Formal Duel.</p><p><strong><u>Check</u>:</strong> If the duelist attacks a flat-footed opponent immediately after drawing any weapon for which they may use the Duelist’s Grace ability, they may deal extra damage based on the result of their Dueling skill check (as follows).</p><p>[Code]</p><p>[b][u]Check Result Extra Damage Check Result Extra Damage[/u][/b]</p><p>11-15 +1d6 36-40 +6d6</p><p>16-20 +2d6 41-45 +7d6</p><p>21-25 +3d6 46-50 +8d6</p><p>26-30 +4d6 51+ +9d6 (max)</p><p>31-35 +5d6</p><p>[/code]</p><p></p><p>In addition, if the duelist and opponent agree to a Formal Duel, the duelist’s Dueling skill modifier (not including Charisma modifier) is added as a bonus to the initiative check for the ensuing duel (See <em>“Formal Duels”</em>). </p><p><strong>Special:</strong> In a Formal Duel, the duelist and their opponent make apposed Dueling checks, and the winner (if they have ranks in Dueling) accumulates extra damage dice according to the table above (See <em>“Formal Duels”</em>).</p><p></p><p>[Code]</p><p>[b] Base</p><p>Class Attack SAVES</p><p>Level Bonus Fort Ref Will Special[/b]</p><p>1 +1 +0 +2 +0 Duelist’s Grace</p><p>2 +2 +0 +3 +0 Swift Reflexes</p><p>3 +3 +1 +3 +1 Precision Strike</p><p>4 +4 +1 +4 +1 -----</p><p>5 +5 +1 +4 +1 Defense Bonus +1</p><p>6 +6 +2 +5 +2 Denigrating Banter</p><p>7 +7 +2 +5 +2 Jibing Insult 1/day</p><p>8 +8 +2 +6 +2 Swift Strike</p><p>9 +9 +3 +6 +3 -----</p><p>10 +10 +3 +7 +3 Defense Bonus +2</p><p>11 +11 +3 +7 +3 Improved Denigrating Banter</p><p>12 +12 +4 +8 +4 Jibing Insult 2/day</p><p>13 +13 +4 +8 +4 -----</p><p>14 +14 +4 +9 +4 Weakening Strike</p><p>15 +15 +5 +9 +5 Defense Bonus +3</p><p>16 +16 +5 +10 +5 -----</p><p>17 +17 +5 +10 +5 Jibing Insult 3/day</p><p>18 +18 +6 +11 +6 Intimidating Presence</p><p>19 +19 +6 +11 +6 Wounding Strike</p><p>20 +20 +6 +12 +6 Defense Bonus +4</p><p>[/code]</p><p></p><p><span style="color: darkorange"><strong>CLASS FEATURES</strong></span></p><p>All of the following are class features for the Duelist.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Duelists gains proficiency with the following Weapon Groups (as per Unearthed Arcana weapon group feats) and are proficient in light armor but not with shield. </p><p><span style="color: blue"><em>Weapon Group (Light Blades):</em></span> Dagger, Punching Dagger, Rapier, and Short Sword.</p><p><span style="color: blue"><em>Weapon Group (Duelist Blades):</em></span> Cutlass, Khopesh, Main Gauche, Long Sword, Saber, Scimitar (including Daphan Scimitar), Singing Sword, Smallsword, Soldano Blade, Sword Cane, Torres Blade, and the specialized rapiers: Aldana Blade, Dietrich Sword, Gallegos Blade and Zepeda Blade.</p><p>(See <em>“3E Weapons & Armor.doc” </em> for descriptions of new items. Note – many of these are from <u>Forgotten Realms</u> or <u>Swashbuckling Adventures</u>.)</p><p></p><p></p><p><strong>Duelist’s Grace (Ex):</strong> With any weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed, the duelist gains the benefit of the Weapon Finesse feat, even if they or their weapon would normally not qualify for the feat.</p><p></p><p><strong>Swift Reflexes (Ex):</strong> At 2nd level the duelist has learned to anticipate when an encounter will lead to drawn steel and has thus trained to be the first drawn. They gain the benefits of the Quick Draw feat, drawing any Light Blade or Duelist Blade as a free action, even if it was concealed. This ability does not work for weapons not of these two weapon groups.</p><p></p><p><strong>Precision Strike (Ex):</strong> At 3rd level, a duelist becomes able to place precise strikes in an opponent’s weak spots, dealing greater damage with any weapon with which they may use Weapon Finesse. They apply their Intelligence modifier (if any) as a bonus to damage in addition to any bonus gained from their Strength modifier. Targets immune to critical hits are also immune to Precision Strike. The duelist may not use this ability when wearing medium or heavy armor, or when carrying a medium or heavy load.</p><p></p><p><strong>Defense Bonus (Ex):</strong> Duelists are specialists at fighting solitary opponents and thus beginning at 5th level, they learn to better defend themselves when concentrating on a single foe. During their action, the duelist may designate a single opponent and receive a +1 dodge bonus to AC against melee attacks from that opponent. They can select a new opponent on any action. This bonus increases by +1 for every five levels of duelist attained after 5th. This defense bonus is lost if the duelist wears medium or heavy armor or carries a medium or heavy load. If the duelist also has the Dodge feat, the duelist must designate the same target for the defense bonus as for the Dodge feat, but all bonuses stack.</p><p></p><p><strong>Denigrating Banter (Ex):</strong> Duelists become experts at sizing up their opponents and assaulting the opponent’s self-confidence and pride with taunts and jibes. At 6th level their skill with this tactic reaches a fine-tuning that allows them to truly demoralize their opponents with naught but words. The duelist gains a +4 bonus to Intimidate checks and can demoralize an opponent (as a standard action as described in the Intimidate skill description in the Player’s Handbook).</p><p></p><p><strong>Jibing Insult (Ex):</strong> Once per day, a duelist of 7th level may use these skills of taunting their enemies in such a way that their banter and jibbing insults can be as effective as a weapon. When the duelist uses this extra-special jibing insult (a free action), their next attack gains a bonus on the attack and damage rolls equal to their Charisma bonus (minimum +1). As the duelist gains levels, they may make a jibing insult twice per day at 12th level, and thrice per day at 17th level. <span style="color: plum"><em>“Your wife was much sweeter forced than many are willing.” -- Archibald Cunningham (Rob Roy)</em></span></p><p></p><p><strong>Swift Strike (Ex):</strong> At 8th level, the duelist becomes a master of reacting first to the inevitability of impending need to act, and thus gain the Improved Initiative feat.</p><p></p><p><strong>Improved Denigrating Banter (Ex):</strong> A duelist’s practice at this technique improves to the point that they can size-up their opponents and assault them with denigrating banter, taunts and jibes with just a quick inspection. At 11th level their skill with this tactic reaches its pinnacle allowing the duelist to demoralize an opponent as a move action rather than as a standard action.</p><p></p><p><strong>Weakening Strike (Ex):</strong> At 14th level, a duelist that scores a critical hit against an opponent that is not immune to critical hits, also deals an additional 2 points of Strength damage to that creature.</p><p></p><p><strong>Intimidating Presence (Ex):</strong> At 18th level, the duelist’s reputation for death, their prowess, and their swift tongue have become legend. When the duelist draws any weapon with which they can use the Weapon Finesse feat, opponents within 30’ must succeed a Will save (DC 20 + duelist’s Charisma modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have between 5 and 19 Hit Dice). Creatures with 20 or more Hit Dice are unaffected. Any foe that succeeds the Will save cannot be affected again by the same duelist’s intimidating presence for 24 hours.</p><p></p><p><strong>Wounding Strike (Ex):</strong> At 19th level, a duelist that scores a critical hit against an opponent that is not immune to critical hits, also deals an additional 2 points of Constitution damage to that creature. This is in addition to the Strength damage dealt by the Weakening Strike ability.</p><p></p><p></p><p><span style="color: darkorange"><strong>FORMAL DUELS</strong></span></p><p></p><p></p><p>Duelists feel that their greatest honor and the truest test of their training is their expertise in a Formal Duel. The most key skill to a duelist is to end a duel before it really starts, as duelists are not trained for long and drawn out frays. The process of conducting a Formal Duel is highly formalized. Since dueling is often fatal to one or even both opponents, duelists never allow minor insults or passing arguments to enter them into a Formal Duel with another duelist. However, when wronged, or when paid to incite a duel, challenges are issued. </p><p></p><p>Once the process has been followed, the duel occurs. A Formal Duel has 3 Phases: ‘Stance’, ‘En Guard’, and ‘Strike’. During the ‘Stance’ phase the duelists face one another and study the stance of the other, exchange banter, insults, or witty repartee. During the ‘En Guard’ phase the duelists prepare for the actual combat. During the ‘Strike’ phase, combat begins. In a case of a duelist against a non-duelist, the non-duelist generally draws their weapon and takes a defensive stance during the ‘En Guard’ phase.</p><p></p><p><strong><em>Stance:</em></strong> In the first round of a Formal Duel, the two combatants stand a few steps or paces apart appraising the opponent. A Sense Motive skill check is allowed to sum up an opponent’s skills, and many duels end here with a concession due to one combatant realizing they are outmatched. The results are always gauged as follows: weak, lesser, equal, greater, or overwhelming.</p><p>[code]</p><p>[u]Check Result Information Gained[/u]</p><p>15+ Opponent’s Level</p><p>20+ Opponent’s Rank in Dueling</p><p>25+ Opponent’s skill with held weapon (Att./Dam.)</p><p>[/code]</p><p></p><p><strong><em>En Guard:</em></strong> Both combatants make a Dueling skill check. If a combatant does not have the Dueling skill, they can attempt to use the skill untrained by making a Charisma check or they may substitute their normal initiative roll if it is better (but only for determining Initiative, losing the Dueling damage bonus). For non-duelists, standard initiative might be the saving grace that prevents a duelist from catching them flat-footed on the initial strike.</p><p></p><p><strong><em>Strike:</em></strong> After initiative is determined through Dueling check or standard Initiative, combat begins. The first round of combat in a Formal Duel is the most essential, and is effectively a surprise round: Each combatant can take one partial action, usually a single attack, in addition to drawing their weapon if they have Quick Draw, or drawing their weapon if they do not have Quick Draw. With a successful hit, a Duelist deals the bonus damage achieved through their Dueling check in addition to normal (or critical) weapon damage. The initiative winner strikes first, naturally. The initiative loser, if they survive, must attack (or draw their weapon if they do not have quick draw). Note that since the loser is not attacking a Flat-Footed foe, they do not gain the opportunity to strike with the bonus Dueling damage dice from their Dueling check. If the initiative check is a tie, the attacks are simultaneous and both combatants are considered Flat-Footed.</p><p></p><p>After the initial round of the Duel, if both survive, the combat proceeds as normal combat. They no longer receive bonus damage dice from the Dueling skill unless the opponent becomes Flat-Footed due to some other reason such as re-sheathing a weapon and utilizing the “Flick of the Wrist” feat.</p><p></p><p></p><p><strong><em><span style="color: blue">Example:</span></em></strong><em> Diego faces Mirt in a Formal Duel. Both Duelists assume their stance and size each other up. Diego rolls an 18 for Sense Motive enough to discern that Mirt is an equal. Without more information, Diego is not able to withdraw honorably. Mirt rolls a 33, and notes the equal character level as well as that Diego is less skilled at Dueling and weaker with his weapon. Weighing this information, Mirt is confidant that he will get the first strike.</em></p><p><em></em></p><p><em>The duel begins, and each roll their Dueling checks. Mirt gets a check result of 28 (thus a +4d6 damage bonus), while Diego gets a 24 (a +3d6 damage bonus). Mirt’s initiative wins with a 28 and thus he strikes first, but Mirt holds his action to 24 when Diego goes, striking as soon as Diego draws his blade (while still flat footed because the held initiative is still resolved first). Mirt strikes with a modified 25 (against an AC 16), while Diego misses with a modified 19 (against an AC 20). Mirt deals his 1d8+4+4d6 (plus any other additional damage from Precision Strike or other class abilities), potentially doing nearly 50% of Diego’s hit points in damage. If this is a duel to first blood, the duel is over and Mirt wins, if it is to a sever wound, the damage assessed was subdual in nature and the combat continues until someone is at 0hp from subdual damage. If the battle is to the death, damage is still normal and the fight continues until one combatant is dead.</em></p><p><em><strong>Diego:</strong> Duelist 12, HP 70, AC 24 (Flat-Footed 20) ATK +16 (1d6+4/18-20), Dueling +16, Sense Motive +8</em></p><p><em><strong>Mirt:</strong> Duelist 12, HP 70, AC 20 (Flat-Footed 16) ATK +20 (1d8+4/19-20), Dueling +19, Sense Motive +14</em></p></blockquote><p></p>
[QUOTE="Khaalis, post: 1553905, member: 2167"] [b]Part 2 - The Mech[/b] [I][COLOR=Red]EDITED: Version 5.24[/COLOR][/I] [size=+1][color=royalblue][b][u]DUELIST[/u][/b][/color][/size] [color=darkorange][b]GAME RULE INFORMATION[/b][/color] Duelists have the following game statistics. [b]Abilities:[/b] Dexterity, Wisdom, Charisma and Intelligence are the most important ability scores for the duelist. Duelists rely on speed, accuracy, precision, perception and sharp whit over brawn to master their style of fighting. A common maxim among duelist masters is: [i]“Defeating an opponent through knowledge of that opponent is more effective even than your skill with a blade.”[/i] [COLOR=Red][b]Alignment:[/b] Any Non-Chaotic[/COLOR] [b]Hit Die:[/b] d10 [b]Starting Gold:[/b] 5d4X10gp [color=darkorange][b]CLASS SKILLS[/b][/color] The class skills of the duelist are: Balance, Bluff, Craft, Diplomacy, Dueling*, Gather Information, Intimidate, Jump, Knowledge (Local), Perform, Profession, Sense Motive, Spot, Tumble and Use Rope. [b]Skill Points for 1st Level:[/b] (4+INT modifier) x4 [b]Skill Points at Each Additional Level:[/b] 4+INT modifier [color=darkorange][b]NEW CLASS SKILL[/b][/color] [b]DUELING (Charisma):[/b] The duelist uses this skill to gather their focus and concentration in combat, and especially in a Formal Duel. [b][u]Check[/u]:[/b] If the duelist attacks a flat-footed opponent immediately after drawing any weapon for which they may use the Duelist’s Grace ability, they may deal extra damage based on the result of their Dueling skill check (as follows). [Code] [b][u]Check Result Extra Damage Check Result Extra Damage[/u][/b] 11-15 +1d6 36-40 +6d6 16-20 +2d6 41-45 +7d6 21-25 +3d6 46-50 +8d6 26-30 +4d6 51+ +9d6 (max) 31-35 +5d6 [/code] In addition, if the duelist and opponent agree to a Formal Duel, the duelist’s Dueling skill modifier (not including Charisma modifier) is added as a bonus to the initiative check for the ensuing duel (See [i]“Formal Duels”[/i]). [b]Special:[/b] In a Formal Duel, the duelist and their opponent make apposed Dueling checks, and the winner (if they have ranks in Dueling) accumulates extra damage dice according to the table above (See [i]“Formal Duels”[/i]). [Code] [b] Base Class Attack SAVES Level Bonus Fort Ref Will Special[/b] 1 +1 +0 +2 +0 Duelist’s Grace 2 +2 +0 +3 +0 Swift Reflexes 3 +3 +1 +3 +1 Precision Strike 4 +4 +1 +4 +1 ----- 5 +5 +1 +4 +1 Defense Bonus +1 6 +6 +2 +5 +2 Denigrating Banter 7 +7 +2 +5 +2 Jibing Insult 1/day 8 +8 +2 +6 +2 Swift Strike 9 +9 +3 +6 +3 ----- 10 +10 +3 +7 +3 Defense Bonus +2 11 +11 +3 +7 +3 Improved Denigrating Banter 12 +12 +4 +8 +4 Jibing Insult 2/day 13 +13 +4 +8 +4 ----- 14 +14 +4 +9 +4 Weakening Strike 15 +15 +5 +9 +5 Defense Bonus +3 16 +16 +5 +10 +5 ----- 17 +17 +5 +10 +5 Jibing Insult 3/day 18 +18 +6 +11 +6 Intimidating Presence 19 +19 +6 +11 +6 Wounding Strike 20 +20 +6 +12 +6 Defense Bonus +4 [/code] [color=darkorange][b]CLASS FEATURES[/b][/color] All of the following are class features for the Duelist. [b]Weapon and Armor Proficiency:[/b] Duelists gains proficiency with the following Weapon Groups (as per Unearthed Arcana weapon group feats) and are proficient in light armor but not with shield. [color=blue][i]Weapon Group (Light Blades):[/i][/color] Dagger, Punching Dagger, Rapier, and Short Sword. [color=blue][i]Weapon Group (Duelist Blades):[/i][/color] Cutlass, Khopesh, Main Gauche, Long Sword, Saber, Scimitar (including Daphan Scimitar), Singing Sword, Smallsword, Soldano Blade, Sword Cane, Torres Blade, and the specialized rapiers: Aldana Blade, Dietrich Sword, Gallegos Blade and Zepeda Blade. (See [i]“3E Weapons & Armor.doc” [/i] for descriptions of new items. Note – many of these are from [u]Forgotten Realms[/u] or [u]Swashbuckling Adventures[/u].) [b]Duelist’s Grace (Ex):[/b] With any weapon from the Light Blade or Duelist Blade weapon groups or any other weapon normally allowed to be finessed, the duelist gains the benefit of the Weapon Finesse feat, even if they or their weapon would normally not qualify for the feat. [b]Swift Reflexes (Ex):[/b] At 2nd level the duelist has learned to anticipate when an encounter will lead to drawn steel and has thus trained to be the first drawn. They gain the benefits of the Quick Draw feat, drawing any Light Blade or Duelist Blade as a free action, even if it was concealed. This ability does not work for weapons not of these two weapon groups. [b]Precision Strike (Ex):[/b] At 3rd level, a duelist becomes able to place precise strikes in an opponent’s weak spots, dealing greater damage with any weapon with which they may use Weapon Finesse. They apply their Intelligence modifier (if any) as a bonus to damage in addition to any bonus gained from their Strength modifier. Targets immune to critical hits are also immune to Precision Strike. The duelist may not use this ability when wearing medium or heavy armor, or when carrying a medium or heavy load. [b]Defense Bonus (Ex):[/b] Duelists are specialists at fighting solitary opponents and thus beginning at 5th level, they learn to better defend themselves when concentrating on a single foe. During their action, the duelist may designate a single opponent and receive a +1 dodge bonus to AC against melee attacks from that opponent. They can select a new opponent on any action. This bonus increases by +1 for every five levels of duelist attained after 5th. This defense bonus is lost if the duelist wears medium or heavy armor or carries a medium or heavy load. If the duelist also has the Dodge feat, the duelist must designate the same target for the defense bonus as for the Dodge feat, but all bonuses stack. [b]Denigrating Banter (Ex):[/b] Duelists become experts at sizing up their opponents and assaulting the opponent’s self-confidence and pride with taunts and jibes. At 6th level their skill with this tactic reaches a fine-tuning that allows them to truly demoralize their opponents with naught but words. The duelist gains a +4 bonus to Intimidate checks and can demoralize an opponent (as a standard action as described in the Intimidate skill description in the Player’s Handbook). [b]Jibing Insult (Ex):[/b] Once per day, a duelist of 7th level may use these skills of taunting their enemies in such a way that their banter and jibbing insults can be as effective as a weapon. When the duelist uses this extra-special jibing insult (a free action), their next attack gains a bonus on the attack and damage rolls equal to their Charisma bonus (minimum +1). As the duelist gains levels, they may make a jibing insult twice per day at 12th level, and thrice per day at 17th level. [color=plum][i]“Your wife was much sweeter forced than many are willing.” -- Archibald Cunningham (Rob Roy)[/i][/color] [b]Swift Strike (Ex):[/b] At 8th level, the duelist becomes a master of reacting first to the inevitability of impending need to act, and thus gain the Improved Initiative feat. [b]Improved Denigrating Banter (Ex):[/b] A duelist’s practice at this technique improves to the point that they can size-up their opponents and assault them with denigrating banter, taunts and jibes with just a quick inspection. At 11th level their skill with this tactic reaches its pinnacle allowing the duelist to demoralize an opponent as a move action rather than as a standard action. [b]Weakening Strike (Ex):[/b] At 14th level, a duelist that scores a critical hit against an opponent that is not immune to critical hits, also deals an additional 2 points of Strength damage to that creature. [b]Intimidating Presence (Ex):[/b] At 18th level, the duelist’s reputation for death, their prowess, and their swift tongue have become legend. When the duelist draws any weapon with which they can use the Weapon Finesse feat, opponents within 30’ must succeed a Will save (DC 20 + duelist’s Charisma modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have between 5 and 19 Hit Dice). Creatures with 20 or more Hit Dice are unaffected. Any foe that succeeds the Will save cannot be affected again by the same duelist’s intimidating presence for 24 hours. [b]Wounding Strike (Ex):[/b] At 19th level, a duelist that scores a critical hit against an opponent that is not immune to critical hits, also deals an additional 2 points of Constitution damage to that creature. This is in addition to the Strength damage dealt by the Weakening Strike ability. [color=darkorange][b]FORMAL DUELS[/b][/color] Duelists feel that their greatest honor and the truest test of their training is their expertise in a Formal Duel. The most key skill to a duelist is to end a duel before it really starts, as duelists are not trained for long and drawn out frays. The process of conducting a Formal Duel is highly formalized. Since dueling is often fatal to one or even both opponents, duelists never allow minor insults or passing arguments to enter them into a Formal Duel with another duelist. However, when wronged, or when paid to incite a duel, challenges are issued. Once the process has been followed, the duel occurs. A Formal Duel has 3 Phases: ‘Stance’, ‘En Guard’, and ‘Strike’. During the ‘Stance’ phase the duelists face one another and study the stance of the other, exchange banter, insults, or witty repartee. During the ‘En Guard’ phase the duelists prepare for the actual combat. During the ‘Strike’ phase, combat begins. In a case of a duelist against a non-duelist, the non-duelist generally draws their weapon and takes a defensive stance during the ‘En Guard’ phase. [b][i]Stance:[/i][/b] In the first round of a Formal Duel, the two combatants stand a few steps or paces apart appraising the opponent. A Sense Motive skill check is allowed to sum up an opponent’s skills, and many duels end here with a concession due to one combatant realizing they are outmatched. The results are always gauged as follows: weak, lesser, equal, greater, or overwhelming. [code] [u]Check Result Information Gained[/u] 15+ Opponent’s Level 20+ Opponent’s Rank in Dueling 25+ Opponent’s skill with held weapon (Att./Dam.) [/code] [b][i]En Guard:[/i][/b] Both combatants make a Dueling skill check. If a combatant does not have the Dueling skill, they can attempt to use the skill untrained by making a Charisma check or they may substitute their normal initiative roll if it is better (but only for determining Initiative, losing the Dueling damage bonus). For non-duelists, standard initiative might be the saving grace that prevents a duelist from catching them flat-footed on the initial strike. [b][i]Strike:[/i][/b] After initiative is determined through Dueling check or standard Initiative, combat begins. The first round of combat in a Formal Duel is the most essential, and is effectively a surprise round: Each combatant can take one partial action, usually a single attack, in addition to drawing their weapon if they have Quick Draw, or drawing their weapon if they do not have Quick Draw. With a successful hit, a Duelist deals the bonus damage achieved through their Dueling check in addition to normal (or critical) weapon damage. The initiative winner strikes first, naturally. The initiative loser, if they survive, must attack (or draw their weapon if they do not have quick draw). Note that since the loser is not attacking a Flat-Footed foe, they do not gain the opportunity to strike with the bonus Dueling damage dice from their Dueling check. If the initiative check is a tie, the attacks are simultaneous and both combatants are considered Flat-Footed. After the initial round of the Duel, if both survive, the combat proceeds as normal combat. They no longer receive bonus damage dice from the Dueling skill unless the opponent becomes Flat-Footed due to some other reason such as re-sheathing a weapon and utilizing the “Flick of the Wrist” feat. [b][i][color=blue]Example:[/color][/i][/b][i] Diego faces Mirt in a Formal Duel. Both Duelists assume their stance and size each other up. Diego rolls an 18 for Sense Motive enough to discern that Mirt is an equal. Without more information, Diego is not able to withdraw honorably. Mirt rolls a 33, and notes the equal character level as well as that Diego is less skilled at Dueling and weaker with his weapon. Weighing this information, Mirt is confidant that he will get the first strike. The duel begins, and each roll their Dueling checks. Mirt gets a check result of 28 (thus a +4d6 damage bonus), while Diego gets a 24 (a +3d6 damage bonus). Mirt’s initiative wins with a 28 and thus he strikes first, but Mirt holds his action to 24 when Diego goes, striking as soon as Diego draws his blade (while still flat footed because the held initiative is still resolved first). Mirt strikes with a modified 25 (against an AC 16), while Diego misses with a modified 19 (against an AC 20). Mirt deals his 1d8+4+4d6 (plus any other additional damage from Precision Strike or other class abilities), potentially doing nearly 50% of Diego’s hit points in damage. If this is a duel to first blood, the duel is over and Mirt wins, if it is to a sever wound, the damage assessed was subdual in nature and the combat continues until someone is at 0hp from subdual damage. If the battle is to the death, damage is still normal and the fight continues until one combatant is dead. [b]Diego:[/b] Duelist 12, HP 70, AC 24 (Flat-Footed 20) ATK +16 (1d6+4/18-20), Dueling +16, Sense Motive +8 [b]Mirt:[/b] Duelist 12, HP 70, AC 20 (Flat-Footed 16) ATK +20 (1d8+4/19-20), Dueling +19, Sense Motive +14[/i] [/QUOTE]
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Duelist class (LONG, Mech in 2nd post) - Seek Critique
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