New Paraggon Path Duilest

Pre req: Two weapon fighting (or Ranger levels) and Rogue levels, Weapon Prof Rapier, and Trained in Acrobatics

Duilest Path Features
Duilest Action (11th level): You can spend
an action point to reroll one damage roll you made
using a Rapier, instead of taking an extra action.

Rapier Precision (11th level): You can score
critical hits with a Rapier on a roll of 18–20.

Rapier Advantage (16th level): You treat the Rapier
As a High crit weapon.

Duelist Exploits
Critical Followup Attack 11
Your first attack deals a critical wound, so you follow the attack
with a quick dagger shot.
Encounter ✦ Martial,Weapon
Minor Action Melee weapon
Requirement: You must be wielding a dagger and a Rapier,
have scored a critical hit with the Rapier against an enemy
during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[Dagger] + Dexterity modifier damage.

Meditation of the Blade Utility 12
With a moment of concentration, you focus your mind onto the
edge of your blades.
Daily ✦ Martial, Weapon
Minor Action Personal
Effect: Until the end of the encounter, your damage
Die for all light blades increases by one size.

Trick perry Attack 20
You parry with your Rapier and thrust with your dagger.
Daily ✦ Martial,Weapon
Immediate Interrupt Melee weapons
Trigger: You are missed by a melee attack.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and ongoing 10
damage (save ends). On a critical hit, ongoing 20 damage
(save ends).
Miss: 2[W] + Dexterity modifier damage, and no ongoing
damage.
 
Last edited:

log in or register to remove this ad

GMforPowergamers said:
Pre req: Two weapon fighting (or Ranger levels) and Rogue levels, Weapon Prof Rapier, and Trained in Acrobatics
1/ Duelist.

2/ "Ranger levels and Rogue levels" -- what?

3/ Formatting.

Cheers, -- N

GMforPowergamers said:
Duilest Path Features
Duilest Action (11th level): You can spend
an action point to reroll one damage roll you made
using a Rapier, instead of taking an extra action.
Rapier Precision (11th level): You can score
critical hits with a Rapier on a roll of 18–20.
Rapier Advantage (16th level): You treat the Rapier
As a High crit weapon.
Duelist Exploits
Critical Opportunity Duelist Attack 11
Your first attack deals a critical wound, so you follow the attack
with a quick dagger shot.
Encounter ✦ Martial,Weapon
Minor Action Melee weapon
Requirement: You must be wielding a dagger and a Rapier,
have scored a critical hit with the Rapier against an enemy
during this turn.
Target: The same creature you hit with a critical hit
Attack: Dexterity vs. AC
Hit: 3[Dagger] + Dexterity modifier damage.
Meditation of the Blade Daggermaster Utility 12
With a moment of concentration, you focus your mind onto the
edge of your blades.
Daily ✦ Martial, Weapon
Minor Action Personal
Effect: Until the end of the encounter, your damage
Die for all light blades increases by one size.
Deep Dagger Wound Daggermaster Attack 20
You parry with your Rapier and thrust with your dagger.
Daily ✦ Martial,Weapon
Immediate Interrupt Melee weapons
Trigger: You are missed by a melee attack.
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage, and ongoing 10
damage (save ends). On a critical hit, ongoing 20 damage
(save ends).
Miss: 2[W] + Dexterity modifier damage, and no ongoing
damage.
 

Nifft said:
1/ Duelist.

2/ "Ranger levels and Rogue levels" -- what?

3/ Formatting.

Cheers, -- N


1) I thought it was a cute play on words, Duil weilding Duelist...
2) I think that with multi class feats that is still doable
3) I fixed
 


GMforPowergamers said:
1) I thought it was a cute play on words, Duil weilding Duelist...
Do you mean dual wielding duelist? Anyway:

Rapier Precision -- Too strong. 19-20 is still very strong.

Critical Followup -- Could be an Interrupt, since attacks can happen when it's not your turn. Also, too much damage.

Meditation of the Blade -- Hmm. Can't think of any other bonus damage effects that are multiplied by weapon powers. I think this is unbalanced, even if it's just +2 or 3 points over what it should be.

Trick Parry -- Damage seems to be double what it should be. Cut it in half and you're about on target.

Cheers, -- N
 

Pets & Sidekicks

Remove ads

Top