harmyn
First Post
Hey everyone. Once, a good ways back, I attempted to make a duelist core class, like a great many other folks. well I was never thrilled with that attempt. So in a fit of inspiration and boredom I decided to take another whack at one, this time using 3.5 rules as a basis. No flavor text or fancy stuff at the moment. I am mainly focused on the mechanics until they seem somewhat reasonable. besides, we've all seen the flavor text on duelists more than a few times.
Please let me know what you all think of it and if you have any thoughts at how to improve and/or tweak it please let me know. This is just a barebones deal but the numbers is always the hard part.
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The Duelist
Level.....Base Attack....Fort.......Ref.....Will.....Special
...1.......+1....................+0.....+2......+0.......Bonus Feat, Canny Defense
...2.......+2....................+0.....+3......+0.......Blades Mastery +1
...3.......+3....................+1.....+3......+1.......
...4.......+4....................+1.....+4......+1.......Bonus Feat
...5.......+5....................+1.....+4......+1.......Sneak Attack +1d6
...6.......+6/+1...............+2 .....+5......+2........
...7.......+7/+2...............+2 .....+5......+2........Blades Mastery +2
...8.......+8/+3...............+2 .....+6......+2........Bonus Feat
...9.......+9/+4...............+3 .....+6......+3........Critical Precision (+1)
..10......+10/+5..............+3 .....+7......+3........Sneak Attack +2d6
..11......+11/+6/+1 .........+3 .....+7......+3........Parry Death’s Blow (1/day)
..12......+12/+7/+2 .........+4 .....+8......+4........Bonus Feat
..13......+13/+8/+3 .........+4 .....+8......+4........Blades Mastery +3
..14......+14/+9/+4 .........+4 .....+9......+4........
..15......+15/+10/+5........+5.....+9......+5........Sneak Attack +3d6
..16......+16/+11/+6/+1...+5 ....+10.....+5.........Bonus Feat
..17......+17/+12/+7/+2...+5 .....+10....+5........Parry Death’s Blow (2/day)
..18......+18/+13/+8/+3...+6 .....+11.....+6.......Critical Precision (+2)
..19......+19/+14/+9/+4....+6....+11.....+6........Blades Mastery +4
..20......+20/+15/+10/+5..+6....+12.....+6........Bonus Feat, Sneak Attack +4d6
Hit Dice: d8
Weapons: All simple melee weapons plus the following – bastard sword, longsword, rapier, scimitar and shortsword.
Armor: Duelists are trained only in the use of light armor and no shields.
Skill Points at 1st Level: (2 + intelligence modifier) x 4
Skill Points at Each Additional Level: 2 + intelligence modifier
Class Skills: Appraise (int), Bluff (cha), Craft (int), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Jump (str), Knowledge (local), Knowledge (nobility), Listen (wis), Perform (cha), Sense Motive (wis), Spot (wis), Swim (str)
BONUS FEATS: At 1st level, 4th level and ever 4 levels after a duelist receives a bonus feat in addition to the normal feats all characters receive. These feats must be chosen from the list that follows and the duelist must still meet all the normal prerequisites to obtain the feat unless it specifically states otherwise.
The following feats may be chosen: Combat Expertise, Combat Reflexes, Coordination, Dodge, Expert Parry, Greater Coordination, Improved Disarm, Improved Feint, Improved Initiative, Improved Parry, Improved Reaction, Improved Two-Weapon Fighting, Incredible Parry, Mobility, Parry, Protective Parry, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, and Whirlwind Attack.
CANNY DEFENSE (Ex): The duelist may add his intelligence modifier to his armor class. Anytime the duelist is denied his dexterity modifier, his canny defense bonus is also lost. If the duelist is ever more than lightly encumbered or wearing any armor considered heavier than light the canny defense bonus is lost.
BLADES MASTERY (Ex): Starting at 2nd level, when fighting an opponent who is using one or more melee weapons (natural attacks and unarmed strikes do no count) the duelist may add +1 to their attack and damage rolls. This bonus increases by another +1 at levels 7, 13 and 19.
SNEAK ATTACK: As duelists gain greater skill in striking their opponents they learn where to place the most devastating blows when catching their enemy ill prepared. This ability functions in the same way as the sneak attack ability described on p. 50 of the PHB.
CRITICAL PRECISION (Ex): Truly skilled duelists learn the secret to consisting landing lethal strikes when attacking. Critical precision adds 1 onto the final threat range of any weapon they are wielding. For example a duelist wielding a keen longsword would have a threat range of 16-20 (17-20 because of keen and a +1 for this power). At 18th level this bonus becomes +2.
PARRY DEATH'S BLOW (Ex): Once per day at 11th level, when the Duelist takes a blow that is sufficient to drop him into negative hit points or total death, he can attempt a Reflex Save (adding their Blades Mastery bonus) with a DC 5+total damage taken to avoid the strike. At 17th level the duelist can make two such attempts a day (the only way this can be done on the same attack is if the duelist is wielding two separate weapons).
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New Feats
Coordination (general)
You have better control over your strikes when attempting to make additional attacks with a light weapon in your off hand.
Prerequisites: Two-Weapon Fighting, Base Attack +5
Benefit: The penalty for all attacks made when fighting with two weapons is reduced by an additional 1 when the off hand weapon is light (effectively making the penalty -1).
Normal: The penalty for attacking with both a primary weapon and a light weapon is -2.
Special: Duelists can choose this as one of their bonus feats.
Greater Coordination (general)
You have complete control over your strikes when wielding a light weapon in your off hand.
Prerequisites: Two-Weapon Fighting, Coordination, Base Attack +10
Benefit: There is no penalty to attack rolls when fighting two-weapon style provided that the off-hand weapon is light.
Normal: The penalty for attacking with both a primary weapon and a light weapon is -2.
Special: Duelists can choose this as one of their bonus feats.
Improved Reaction (general)
You have an uncanny sense for impending danger that allows you to respond to situations faster than those around.
Prerequisites: Wisdom 13+, Dexterity 13+
Benefit: You gain a +4 bonus to all checks to avoid being surprised and a +2 to all initiative rolls (this bonus stacks with improved initiative).
Special: Duelists may take this as a bonus feat even if they don’t meet the prerequisites.
Please let me know what you all think of it and if you have any thoughts at how to improve and/or tweak it please let me know. This is just a barebones deal but the numbers is always the hard part.
________________________________________________________________
The Duelist
Level.....Base Attack....Fort.......Ref.....Will.....Special
...1.......+1....................+0.....+2......+0.......Bonus Feat, Canny Defense
...2.......+2....................+0.....+3......+0.......Blades Mastery +1
...3.......+3....................+1.....+3......+1.......
...4.......+4....................+1.....+4......+1.......Bonus Feat
...5.......+5....................+1.....+4......+1.......Sneak Attack +1d6
...6.......+6/+1...............+2 .....+5......+2........
...7.......+7/+2...............+2 .....+5......+2........Blades Mastery +2
...8.......+8/+3...............+2 .....+6......+2........Bonus Feat
...9.......+9/+4...............+3 .....+6......+3........Critical Precision (+1)
..10......+10/+5..............+3 .....+7......+3........Sneak Attack +2d6
..11......+11/+6/+1 .........+3 .....+7......+3........Parry Death’s Blow (1/day)
..12......+12/+7/+2 .........+4 .....+8......+4........Bonus Feat
..13......+13/+8/+3 .........+4 .....+8......+4........Blades Mastery +3
..14......+14/+9/+4 .........+4 .....+9......+4........
..15......+15/+10/+5........+5.....+9......+5........Sneak Attack +3d6
..16......+16/+11/+6/+1...+5 ....+10.....+5.........Bonus Feat
..17......+17/+12/+7/+2...+5 .....+10....+5........Parry Death’s Blow (2/day)
..18......+18/+13/+8/+3...+6 .....+11.....+6.......Critical Precision (+2)
..19......+19/+14/+9/+4....+6....+11.....+6........Blades Mastery +4
..20......+20/+15/+10/+5..+6....+12.....+6........Bonus Feat, Sneak Attack +4d6
Hit Dice: d8
Weapons: All simple melee weapons plus the following – bastard sword, longsword, rapier, scimitar and shortsword.
Armor: Duelists are trained only in the use of light armor and no shields.
Skill Points at 1st Level: (2 + intelligence modifier) x 4
Skill Points at Each Additional Level: 2 + intelligence modifier
Class Skills: Appraise (int), Bluff (cha), Craft (int), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Jump (str), Knowledge (local), Knowledge (nobility), Listen (wis), Perform (cha), Sense Motive (wis), Spot (wis), Swim (str)
BONUS FEATS: At 1st level, 4th level and ever 4 levels after a duelist receives a bonus feat in addition to the normal feats all characters receive. These feats must be chosen from the list that follows and the duelist must still meet all the normal prerequisites to obtain the feat unless it specifically states otherwise.
The following feats may be chosen: Combat Expertise, Combat Reflexes, Coordination, Dodge, Expert Parry, Greater Coordination, Improved Disarm, Improved Feint, Improved Initiative, Improved Parry, Improved Reaction, Improved Two-Weapon Fighting, Incredible Parry, Mobility, Parry, Protective Parry, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, and Whirlwind Attack.
CANNY DEFENSE (Ex): The duelist may add his intelligence modifier to his armor class. Anytime the duelist is denied his dexterity modifier, his canny defense bonus is also lost. If the duelist is ever more than lightly encumbered or wearing any armor considered heavier than light the canny defense bonus is lost.
BLADES MASTERY (Ex): Starting at 2nd level, when fighting an opponent who is using one or more melee weapons (natural attacks and unarmed strikes do no count) the duelist may add +1 to their attack and damage rolls. This bonus increases by another +1 at levels 7, 13 and 19.
SNEAK ATTACK: As duelists gain greater skill in striking their opponents they learn where to place the most devastating blows when catching their enemy ill prepared. This ability functions in the same way as the sneak attack ability described on p. 50 of the PHB.
CRITICAL PRECISION (Ex): Truly skilled duelists learn the secret to consisting landing lethal strikes when attacking. Critical precision adds 1 onto the final threat range of any weapon they are wielding. For example a duelist wielding a keen longsword would have a threat range of 16-20 (17-20 because of keen and a +1 for this power). At 18th level this bonus becomes +2.
PARRY DEATH'S BLOW (Ex): Once per day at 11th level, when the Duelist takes a blow that is sufficient to drop him into negative hit points or total death, he can attempt a Reflex Save (adding their Blades Mastery bonus) with a DC 5+total damage taken to avoid the strike. At 17th level the duelist can make two such attempts a day (the only way this can be done on the same attack is if the duelist is wielding two separate weapons).
______________________________________________________________
New Feats
Coordination (general)
You have better control over your strikes when attempting to make additional attacks with a light weapon in your off hand.
Prerequisites: Two-Weapon Fighting, Base Attack +5
Benefit: The penalty for all attacks made when fighting with two weapons is reduced by an additional 1 when the off hand weapon is light (effectively making the penalty -1).
Normal: The penalty for attacking with both a primary weapon and a light weapon is -2.
Special: Duelists can choose this as one of their bonus feats.
Greater Coordination (general)
You have complete control over your strikes when wielding a light weapon in your off hand.
Prerequisites: Two-Weapon Fighting, Coordination, Base Attack +10
Benefit: There is no penalty to attack rolls when fighting two-weapon style provided that the off-hand weapon is light.
Normal: The penalty for attacking with both a primary weapon and a light weapon is -2.
Special: Duelists can choose this as one of their bonus feats.
Improved Reaction (general)
You have an uncanny sense for impending danger that allows you to respond to situations faster than those around.
Prerequisites: Wisdom 13+, Dexterity 13+
Benefit: You gain a +4 bonus to all checks to avoid being surprised and a +2 to all initiative rolls (this bonus stacks with improved initiative).
Special: Duelists may take this as a bonus feat even if they don’t meet the prerequisites.