The Low Down on Unfettered

Here's my rules for Defense:

This is a bonus to your armor class based on your level. Your defense bonus represents how adept you are at parrying and blocking melee attacks. You must split your defense bonus against multiple attackers, but you can divide it however you like.
For example, a 14th level fighter with a defense of 9 who’s being attacked by 3 creatures could apply 3 defense to all, 4 points to two creatures and 1 point to the other creature, or any combination he chooses, including all his defense on one creature.
The type of weapon you are (or aren’t) wielding will affect your defense bonus. The modifiers on the accompanying table add together. So if a human fighter is totally unarmed, he gets no defense bonus to his armor class because he loses half his bonus for wielding a tiny weapon, and he also loses half his bonus for being unarmed. A character with the Pugilist feat would only lose half his defense bonus, because while using his fists he counts as armed. Armor check penalties apply to your defense bonus, but you can’t have a negative defense bonus from wearing armor.
You don’t get your defense bonus against ranged attacks.
You lose your defense bonus whenever you’d lose your Dexterity bonus to AC, excepting certain rare circumstances (such as your feet being glued to the ground, for example).
Code:
Weapon	Effect
Weapon 2+ sizes smaller      ½ 
Unarmed	                     ½ 
Unproficient weapon          ½

Here's my relevant feats:

Backpedal
You’ve learned to keep your distance from your foes.
Prerequisites: Dex 13+, Dodge, Mobility
Benefit: When an opponent attempts a special attack on you, you may move back 5 feet as a free action (this is not a 5-foot step).
Your opponent can either make an attack of opportunity on you for moving out of his threatened area, or he may choose to move forward with you and continue the special attack as normal, except you get a +4 bonus to your opposed roll for the special attack.
For this purpose, a special attack is any attack that involves an opposed attack roll to initiate the attack. Therefore, special attacks would include bull rush, Disarm, Lunge, and sunder, but not feinting, grappling attacks, or Tackle.
Notes: The +4 dodge bonus from Mobility applies to your armor class if the opponent chooses to make an attack of opportunity on you for backpedaling.
This ability can only be used when wearing light or no armor and carrying a light load.

Disarm (This replaces the Disarm action in the PHB)
You can knock a foe’s weapon from his grasp.
Prerequisites: Combat Expertise, Weapon Finesse
Benefit: Make an opposed attack roll with your opponent as a standard action. If you succeed, make an opposed roll with your opponent, using your Dexterity, and using his Strength or Dexterity (whichever is higher). If you succeed, his weapon falls to the ground in the vicinity. Roll 1d8 to determine direction (as grenade-like weapons), and 1d3 x 5 ft. to determine how far away the weapon lands.
The normal penalties/bonuses for weapon size apply to the opposed ability roll, and you cannot disarm a weapon that is more than one size larger than your weapon. If the defender is using a two-handed weapon, he gets a +4 bonus to his opposed attack roll.
This ability can only be used when wearing light or no armor and carrying a light load.

Feint (Replaces Improved Feint in the PHB)
You’re skilled at feinting in melee.
Prerequisites: Cha 13+, BAB +1, Bluff (5 ranks)
Benefit: You may feint as a move-equivalent action.
Normal: Feinting in a standard action.

Fencing
You’re adept at defending yourself with a light weapon.
Prerequisites: BAB +1, Weapon Finesse
Benefit: When using a single weapon with which Weapon Finesse applies, and while not using anything, or a light weapon, in your other hand, you get a +2 bonus to defense.

Flip Blade
You can hurl a small blade through the air like a dagger.
Prerequisites: Dex 15+, Weapon Finesse
Benefit: You may throw light piercing and slashing weapons with no penalty to hit and a range increment of 10 ft.
Normal: You may throw any melee weapon not built for throwing at a -4 to hit.

Guarded Flank
You’ve learned to keep an eye on your foes.
Prerequisites: Dex 13+, BAB +1, Dodge
Benefit: The opponent that you’re using your Dodge bonus against isn’t counted for purposes of flanking, and he gains no bonuses for flanking you.

Lunge
With artistic grace, you can suddenly step in and cut your opponent to the quick.
Prerequisites: Dex 13+, Dodge, Mobility
Benefit: Make an opposed attack roll with your opponent as a standard action. If you succeed, and your result was good enough to hit his armor class, the attack deals double damage, plus 2 points of temporary Strength and Dexterity damage. If your attack roll was good enough to score a critical threat, roll for confirmation, as normal. If you score a critical hit, you still deal double damage, and your opponent is suffers 4 points of temporary Strength and Dexterity damage.
This ability can only be used when using a light piercing or slashing weapon, wearing light or no armor and not using a shield, and carrying a light load.


And here's the class. Note that it's not a swashbuckler with rapier wit and such, though I do have a prestige class for that, and I'll post it if anyone's interested. I think that class is much more interesting (and compatable) that this one :)

Duelist
Duelists focus on the more artistic disciplines of swordplay. They seek to master their blades for offense, and defense as well. Where fighters wear heavy armor and berserkers (basically less pigeon-holed barbarians) learn to not feel pain, duelists choose to learn how to simply not be hit.

Game Rule Information
Duelists have the following game statistics.
Hit Die: d8
Class Skills: The duelist’s class skills are Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Tumble (Dex).
Skill Points per Level: 4 + Intelligence modifier per level

Class Features
All of the following are class features of the duelist (Dul).
Weapons and Armor Proficiency: Duelists are proficient in all simple weapons, and with the sap, shortsword, rapier, scimitar. Duelists aren’t proficient with any armor or shields.

Code:
Level	BAB	Fort	Ref	Will	BDB	DAB			Special
1	+0	+1	+2	+0	+2	+1			Weapon Finesse
2	+1	+2	+3	+0	+3	+2			Multi-Opponent Defense
3	+2	+2	+3	+1	+3	+3			Bonus Feat
4	+3	+2	+4	+1	+4	+4			
5	+3	+3	+4	+1	+4	+5/+1			Parry 1
6	+4	+3	+5	+2	+5	+6/+2			Bonus Feat
7	+5	+4	+5	+2	+5	+7/+3			
8	+6	+4	+6	+2	+6	+8/+4			
9	+6	+4	+6	+3	+6	+9/+5/+	1		Bonus Feat, Parry 2
10	+7	+5	+7	+3	+7	+10/+6/+2		
11	+8	+5	+7	+3	+7	+11/+7/+3		
12	+9	+6	+8	+4	+8	+12/+8/+4		Bonus Feat
13	+9	+6	+8	+4	+8	+13/+9/+5/+1		Parry 3
14	+10	+6	+9	+4	+9	+14/+10/+6/+2		
15	+11	+7	+9	+5	+9	+15/+11/+7/+3		Bonus Feat
16	+12	+7	+10	+5	+10	+16/+12/+8/+4		
17	+12	+8	+10	+5	+10	+17/+13/+9/+5/+1	Parry 4
18	+13	+8	+11	+6	+11	+18/+14/+10/+6/+2	Bonus Feat
19	+14	+8	+11	+6	+11	+19/+15/+11/+7/+3	
20	+15	+9	+12	+6	+12	+20/+16/+12/+8/+4

Duelist Attack Bonus: A duelist is at his best when fighting with light weapons. Whenever you fight with a light weapon, you use your Duelist Attack Bonus, and get a more favorable number of attacks per round. This attack bonus stacks with the base attack bonus from another class for all purposes, including number of attacks, bonus to hit, and feat prerequisites. For example, a Rog2/Ftr4/Dul3 has an attack bonus of +8/+5/+2 and is eligible for Improved Critical. A Ftr7/Dul10 has an attack bonus of +17/+14/+11/+8 and is eligible for Weapon Grand Mastery.
This ability can only be used while using a light piercing or slashing weapon or a scimitar or rapier, wearing no armor and not using a shield, and carrying a light load.

Weapon Finesse: Duelists get Weapon Finesse for free at first level. (Note that Weapon Finesse doesn't require BAB +1)

Multi-Opponent Defense (2nd Level, Ex): (This ability replaces Improved Uncanny Dodge for other classes, too, like Rogues.)Duelists are experts at fending off multiple attackers. For every 4 ranks you have in Balance, you can designate one opponent to not count for purposes of flanking you, as a free action on your round.
This ability doesn’t work against opponents who have 4 or more ranks in Balance than you.

Bonus Feat: (Note that Fighters don't get the Dodge or Combat Expertise chains for bonus feats IMC, they get many more, um, non-finesse feats instead) At 3rd level, and every three levels thereafter, duelists get a bonus feat from the following list: Backpedal, Blind-Fight, Combat Expertise, Combat Reflexes, Disarm, Dodge, Feint, Fencing, Flip Blade, Guarded Flank, Improved Critical, Lunge, Mobility, Quickdraw, Spring Attack, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, and Whirlwind Attack.
You must still meet all the prerequisites for the chosen feat.

Parry (4th Level, Ex): By sacrificing some of their offensive power, duelists can expertly defend themselves. To parry, you must sacrifice one of your attacks. If you do so, you effectively get a defense bonus, equal to half your defense, against one opponent. You can distribute the rest of your defense bonus, as normal.
This ability can only be used with a light piercing or slashing weapon or a rapier or a scimitar, while you’re unarmored and not using a shield, and carrying a light load.
At 9th level, you can sacrifice up to two attacks, three attacks at 13th level, and four at 18th.

I think that's everything... a cigar to anyone who reads the whole thing!
 

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