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Help me create a Deulist, please!
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<blockquote data-quote="RigaMortus" data-source="post: 1219184" data-attributes="member: 1077"><p>I don't normally try and design characters for people because I think others on this board can come up with much better concepts than I could. But I like the idea of the Duelist and I had some time to kill, so here you go. Hopefully there won't be too many errors in this (if any):</p><p></p><p>Human</p><p>PsyWar 3 / Monk 6 / Duelist 2</p><p>Alignment: Lawful whatever</p><p></p><p>Str 15 +2</p><p>Dex 18 +4 (+1 at Level 4)</p><p>Con 16 +3</p><p>Int 16 +3</p><p>Wis 18 +4 (+1 at Level 8)</p><p>Cha 12 +1</p><p></p><p>Fort +12 (+3 PsyWar, +5 Monk, +0 Duelist, +3 Con)</p><p>Ref +12 (+1 PsyWar, +5 Monk, +2 Dueslit, +4 Dex)</p><p>Will +10 (+1 PsyWar, +5 Monk, +0 Duelist, +4 Wis)</p><p></p><p>Armor Class: 25 (10 Base, +4 Dex, +2 (Int) Canny Defense, +4 Wis, +4 Inertial Armor, +1 Monk)</p><p>Hit Points (average): 79 (3d8+9 PsyWar, 6d8+18 Monk, 2d10+6 Duelist)</p><p>Init: +6 (+4 Dex, +2 Duelist)</p><p>Speed: 60 (30 Base, +20 Monk, +10 Speed of Thought)</p><p></p><p>BAB: +8/+3 (+2 PsyWar, +4 Monk, +2 Duelist)</p><p></p><p>Melee (w/ Weapon Finesse): +12/+7</p><p>Melee (normal): +10/+5</p><p></p><p>Flurry (w/ Weapon Finesse): +10/+10/+5</p><p>Flurry (normal): +8/+8/+3</p><p></p><p>Feats:</p><p>(Human) Dodge</p><p>(C1) Mobility</p><p>(PsyWar 1) Inertial Armor</p><p>(PsyWar 2) Speed of Thought</p><p>(C3) Weapon Finesse</p><p>(C6) Spring Attack</p><p>(C9) *Improved Weapon Finesse</p><p></p><p>*Improved Weapon Finesse is from the "Swashbuckler's Handbook" (among others). It allows you to add your Dex bonus to damage (with melee weapons) instead of your Strength bonus. If your DM does not allow this, I would take Combat Expertise for extra protection...</p><p></p><p>Skills:</p><p>Auto-Hypnosis +10 (+6 Ranks, +4 Wis), Balance +20 (+14 Ranks, +4 Dex, +2 synergy), Climb +8 (+6 Ranks, +2 Str), Hide +16 (+12 Ranks, +4 Dex), Jump +18 (+14 Ranks, +2 Str, +2 synergy), Listen +5 (+1 Rank, +4 Wis), Move Silently +16 (+12 Ranks, +4 Dex), Perform +4 (+3 Ranks, +1 Cha), Sense Motive +5 (+1 Rank, +4 Wis), Spot +5 (+1 Rank, +4 Wis), Stabilize Self +13 (+11 Ranks, +2 Str), Tumble +20 (+14 Ranks, +4 Dex, +2 synergy)</p><p></p><p>*Note: Used 10 Duelist Skill points on Stablize Self, as a cross-class skill. Now you will only need to roll a 2 or higher on Stablize Self when dropped below 0 hit points.</p><p>*Also: If your DM does not allow you to cross-class Stabilze Self with the Duelist, I recommend spreading the 10 points into Listen, Spot and Sense Motive.</p><p></p><p>Skill break-down</p><p>24 Skill points at level 1 (PsyWar), +6 at level 2 (PsyWar), +6 at level 3 (PsyWar), +8 at level 4 (Monk), +8 at level 5 (Monk), +8 at level 6 (Monk), +8 at level 7 (Monk), +8 at level 8 (Monk), +8 at level 9 (Monk), +8 at level 10 (Duelist), +8 at level 11 (Duelist)</p><p></p><p>Monk Class Abilities:</p><p>At first level, select either Improved Grapple of Stunning Fist (my recommendation).</p><p>Flurry of Blows</p><p>Unarmed Strike (1d8 Magic damage)</p><p>At second level, select either Combat Reflexes (only if you decide to use a reach weapon) or Deflect Arrows (my recommendation)</p><p>Evasion</p><p>Still Mind</p><p>Slow Fall (30 Feet)</p><p>Purity of Body</p><p>At sixth level, select either Improved Disarm (my recommendation) or</p><p>Improved Trip (only if you decide to use a trip Weapon).</p><p>You get +20 Movement (already calculated above).</p><p>You get +1 AC Bonus (already calculated above).</p><p></p><p>PsyWar Class Abilities:</p><p>Power Points: 4</p><p>*You can manifest (5) 0th level powers for free each day, after which it will cost you 1 Power Point to manifest them.</p><p></p><p>0th level powers (you get 3 total): your choice</p><p></p><p>1st level powers (you get 1 total): your choice</p><p></p><p>You get 3 Psionic Combat Modes (your choice)</p><p></p><p>The Psionic Powers you get won't be very important to this character concept, so I wouldn't worry about them too much. The main reason I incorporated a PsyWar into this build is to get Inertial Armor, Speed of Thought, and some bonus feats. The only recommendation I would make is to take powers that are not "attacks" or do not require saving throws to be made (such as Burst, Catfall or Talons).</p><p></p><p>Duelist Class Abilities:</p><p>Canny Defense - At this point, it is only +2 to AC.</p><p>Improved Reaction - +2 to Init (already calculated above).</p><p></p><p>How to use this character:</p><p>It doesn't really matter what weapon you use, until you get Precise Strike. Once you get Precise Strike, I would use a piercing Monk weapon such as a siangham (which I think is the ONLY piercing Monk weapon). This will allow you to Flurry of Blows with the siangham, Weapon Finesse with the siangham, and you'll also gain the benefits of Precise Strike. Strike once with the siangham, and then continue the Flurry of Blows with other parts of your body (head, elbow, knee, or even fists). The wording on the Duelist class says that <em>When making a precise strike, a duelist cannot attack with a <strong>weapon in her other hand</strong> or use a shield</em>. As you can see, you won't be attacking with a weapon in your hand, you'll be either attack with the hand itself, or another part of the body. Utilize your speed and Spring Attack. You have a good AC of 25, and nice saving throws too. If your DM allows you to get Improved Weapon Finesse you'll be doing some nice damage. If not, use Combat Expertise to pump up your AC when needed.</p><p></p><p>I hope this helps, good luck!</p><p></p><p>PS - I didn't have time to incorporate any magic items, so feel free to assume you can boost up your AC some (Gloves of Dex, etc.) as well as your siangham.</p></blockquote><p></p>
[QUOTE="RigaMortus, post: 1219184, member: 1077"] I don't normally try and design characters for people because I think others on this board can come up with much better concepts than I could. But I like the idea of the Duelist and I had some time to kill, so here you go. Hopefully there won't be too many errors in this (if any): Human PsyWar 3 / Monk 6 / Duelist 2 Alignment: Lawful whatever Str 15 +2 Dex 18 +4 (+1 at Level 4) Con 16 +3 Int 16 +3 Wis 18 +4 (+1 at Level 8) Cha 12 +1 Fort +12 (+3 PsyWar, +5 Monk, +0 Duelist, +3 Con) Ref +12 (+1 PsyWar, +5 Monk, +2 Dueslit, +4 Dex) Will +10 (+1 PsyWar, +5 Monk, +0 Duelist, +4 Wis) Armor Class: 25 (10 Base, +4 Dex, +2 (Int) Canny Defense, +4 Wis, +4 Inertial Armor, +1 Monk) Hit Points (average): 79 (3d8+9 PsyWar, 6d8+18 Monk, 2d10+6 Duelist) Init: +6 (+4 Dex, +2 Duelist) Speed: 60 (30 Base, +20 Monk, +10 Speed of Thought) BAB: +8/+3 (+2 PsyWar, +4 Monk, +2 Duelist) Melee (w/ Weapon Finesse): +12/+7 Melee (normal): +10/+5 Flurry (w/ Weapon Finesse): +10/+10/+5 Flurry (normal): +8/+8/+3 Feats: (Human) Dodge (C1) Mobility (PsyWar 1) Inertial Armor (PsyWar 2) Speed of Thought (C3) Weapon Finesse (C6) Spring Attack (C9) *Improved Weapon Finesse *Improved Weapon Finesse is from the "Swashbuckler's Handbook" (among others). It allows you to add your Dex bonus to damage (with melee weapons) instead of your Strength bonus. If your DM does not allow this, I would take Combat Expertise for extra protection... Skills: Auto-Hypnosis +10 (+6 Ranks, +4 Wis), Balance +20 (+14 Ranks, +4 Dex, +2 synergy), Climb +8 (+6 Ranks, +2 Str), Hide +16 (+12 Ranks, +4 Dex), Jump +18 (+14 Ranks, +2 Str, +2 synergy), Listen +5 (+1 Rank, +4 Wis), Move Silently +16 (+12 Ranks, +4 Dex), Perform +4 (+3 Ranks, +1 Cha), Sense Motive +5 (+1 Rank, +4 Wis), Spot +5 (+1 Rank, +4 Wis), Stabilize Self +13 (+11 Ranks, +2 Str), Tumble +20 (+14 Ranks, +4 Dex, +2 synergy) *Note: Used 10 Duelist Skill points on Stablize Self, as a cross-class skill. Now you will only need to roll a 2 or higher on Stablize Self when dropped below 0 hit points. *Also: If your DM does not allow you to cross-class Stabilze Self with the Duelist, I recommend spreading the 10 points into Listen, Spot and Sense Motive. Skill break-down 24 Skill points at level 1 (PsyWar), +6 at level 2 (PsyWar), +6 at level 3 (PsyWar), +8 at level 4 (Monk), +8 at level 5 (Monk), +8 at level 6 (Monk), +8 at level 7 (Monk), +8 at level 8 (Monk), +8 at level 9 (Monk), +8 at level 10 (Duelist), +8 at level 11 (Duelist) Monk Class Abilities: At first level, select either Improved Grapple of Stunning Fist (my recommendation). Flurry of Blows Unarmed Strike (1d8 Magic damage) At second level, select either Combat Reflexes (only if you decide to use a reach weapon) or Deflect Arrows (my recommendation) Evasion Still Mind Slow Fall (30 Feet) Purity of Body At sixth level, select either Improved Disarm (my recommendation) or Improved Trip (only if you decide to use a trip Weapon). You get +20 Movement (already calculated above). You get +1 AC Bonus (already calculated above). PsyWar Class Abilities: Power Points: 4 *You can manifest (5) 0th level powers for free each day, after which it will cost you 1 Power Point to manifest them. 0th level powers (you get 3 total): your choice 1st level powers (you get 1 total): your choice You get 3 Psionic Combat Modes (your choice) The Psionic Powers you get won't be very important to this character concept, so I wouldn't worry about them too much. The main reason I incorporated a PsyWar into this build is to get Inertial Armor, Speed of Thought, and some bonus feats. The only recommendation I would make is to take powers that are not "attacks" or do not require saving throws to be made (such as Burst, Catfall or Talons). Duelist Class Abilities: Canny Defense - At this point, it is only +2 to AC. Improved Reaction - +2 to Init (already calculated above). How to use this character: It doesn't really matter what weapon you use, until you get Precise Strike. Once you get Precise Strike, I would use a piercing Monk weapon such as a siangham (which I think is the ONLY piercing Monk weapon). This will allow you to Flurry of Blows with the siangham, Weapon Finesse with the siangham, and you'll also gain the benefits of Precise Strike. Strike once with the siangham, and then continue the Flurry of Blows with other parts of your body (head, elbow, knee, or even fists). The wording on the Duelist class says that [i]When making a precise strike, a duelist cannot attack with a [b]weapon in her other hand[/b] or use a shield[/i]. As you can see, you won't be attacking with a weapon in your hand, you'll be either attack with the hand itself, or another part of the body. Utilize your speed and Spring Attack. You have a good AC of 25, and nice saving throws too. If your DM allows you to get Improved Weapon Finesse you'll be doing some nice damage. If not, use Combat Expertise to pump up your AC when needed. I hope this helps, good luck! PS - I didn't have time to incorporate any magic items, so feel free to assume you can boost up your AC some (Gloves of Dex, etc.) as well as your siangham. [/QUOTE]
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