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<blockquote data-quote="Synchronicity" data-source="post: 5094380" data-attributes="member: 10070"><p>Duelist, eh? Well, I'd suggest a progression a bit like this.</p><p></p><p>Fighter 6/Duelist 9</p><p></p><p>1 - Dodge</p><p>Ftr 1 - Weapon Finesse</p><p>Ftr 2 - Mobility </p><p>3 - Weapon Focus</p><p>Ftr 4 - Weapon Spec</p><p>5 - Improved Initiative*</p><p>Ftr 6 - Spring Attack*</p><p>7 - Step Up*</p><p>9 - Improved Critical</p><p>11 - Critical Focus</p><p>13 - Bleeding Critical</p><p>15 - Power Attack*</p><p>Free from Duelist: Combat Reflexes, Deflect Arrows</p><p></p><p>The feats with stars next to them aren't core to the build; they're just useful. The rest of the feats are designed for exactly one purpose: a lean, mean, critting machine. This build doesn't have enough levels of fighter to qualify for greater weapon focus or greater specialisation, so they aren't in there. </p><p></p><p>With Spring Attack, you can dart in and out against nasty opponents. (though full attack if you think you can take it, because you looooove crits.) </p><p></p><p>When you crit with this guy, they not only take double damage (and your base damage is weapon die + 11 just from duelist, and weapon spec, before strength and magic), but they also take 2d6 bleed due to Bleeding Critical. And Bleeding Critical contains that beautiful line: 'The effects of this feat stack.' You can have them coating the floor in arterial spray in a few rounds if you get lucky. Furthermore, once you hit duelist 10, you get another 'on crit' ability. You can't stack *feats* with the 'Critical' tag, but you *can* stack a Critical feat and a class ability. Oh, and if you hit 17th level, take Stunning Critical. It is awesome.</p><p></p><p>As for defense, just make sure you have fairly stratospheric dex and int. You can dump Str and Cha without difficulty if they're not needed for the RP side of the character. You can sort of dump Wis, but I'm always wary of tanking a save stat. You want Dex, followed by Int, followed by Con, followed by everything else. You also want at least 2 ranks of Acrobatics, so you get +6 AC when fighting defensively for a -4 to hit. Don't bother taking Combat Expertise; with duelist bonuses, fighting defensively is better. (and yes, you can stack them, but that's a lot of negatives to hit.)</p><p></p><p>Your big weakness on the defense is that you will have a good Reflex save but no evasion. Consider investing in a Ring of Evasion if possible.</p><p></p><p>Final note: If your DM lets in non-Pathfinder stuff, take Melee Weapon Mastery from PHB II instead of Power Attack. It gives +2 attack and damage with one type of weapon, either bludgeoning, piercing, or slashing. Pre-reqs are Weapon Spec and +8 BAB.</p><p>Just one idea. Use as much or as little of it as you like.</p></blockquote><p></p>
[QUOTE="Synchronicity, post: 5094380, member: 10070"] Duelist, eh? Well, I'd suggest a progression a bit like this. Fighter 6/Duelist 9 1 - Dodge Ftr 1 - Weapon Finesse Ftr 2 - Mobility 3 - Weapon Focus Ftr 4 - Weapon Spec 5 - Improved Initiative* Ftr 6 - Spring Attack* 7 - Step Up* 9 - Improved Critical 11 - Critical Focus 13 - Bleeding Critical 15 - Power Attack* Free from Duelist: Combat Reflexes, Deflect Arrows The feats with stars next to them aren't core to the build; they're just useful. The rest of the feats are designed for exactly one purpose: a lean, mean, critting machine. This build doesn't have enough levels of fighter to qualify for greater weapon focus or greater specialisation, so they aren't in there. With Spring Attack, you can dart in and out against nasty opponents. (though full attack if you think you can take it, because you looooove crits.) When you crit with this guy, they not only take double damage (and your base damage is weapon die + 11 just from duelist, and weapon spec, before strength and magic), but they also take 2d6 bleed due to Bleeding Critical. And Bleeding Critical contains that beautiful line: 'The effects of this feat stack.' You can have them coating the floor in arterial spray in a few rounds if you get lucky. Furthermore, once you hit duelist 10, you get another 'on crit' ability. You can't stack *feats* with the 'Critical' tag, but you *can* stack a Critical feat and a class ability. Oh, and if you hit 17th level, take Stunning Critical. It is awesome. As for defense, just make sure you have fairly stratospheric dex and int. You can dump Str and Cha without difficulty if they're not needed for the RP side of the character. You can sort of dump Wis, but I'm always wary of tanking a save stat. You want Dex, followed by Int, followed by Con, followed by everything else. You also want at least 2 ranks of Acrobatics, so you get +6 AC when fighting defensively for a -4 to hit. Don't bother taking Combat Expertise; with duelist bonuses, fighting defensively is better. (and yes, you can stack them, but that's a lot of negatives to hit.) Your big weakness on the defense is that you will have a good Reflex save but no evasion. Consider investing in a Ring of Evasion if possible. Final note: If your DM lets in non-Pathfinder stuff, take Melee Weapon Mastery from PHB II instead of Power Attack. It gives +2 attack and damage with one type of weapon, either bludgeoning, piercing, or slashing. Pre-reqs are Weapon Spec and +8 BAB. Just one idea. Use as much or as little of it as you like. [/QUOTE]
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