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Yet Another Take on Duelist as a Core Class
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<blockquote data-quote="Khaalis" data-source="post: 1701915" data-attributes="member: 2167"><p>First I would say I agree that it should be 4+INT for skills.</p><p></p><p>Now on to some of the constructive criticism.</p><p></p><p>* I would alter <em>”Canny Defense”</em> to the one listed in the DMG.</p><p>“<strong>Canny Defense (Ex):</strong> When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.”</p><p></p><p>* I would alter <em>”Sneak Attack”</em> to <em>”Precise Strike”</em> slightly altered from the Duelist PrC. It should be a unique ability and not stacked with standard <em>”Sneak Attack”</em>, as it is too easily abused.</p><p></p><p>“<strong>Precise Strike (Ex):</strong> At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a duelist cannot attack with an off-handed weapon or benefit from a shield bonus in the same round. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level this bonus damage becomes +2d6, at 15th level +3d6 and at 20th level +4d6.”</p><p></p><p>* <em>”Blade Mastery“</em> I fear, is too powerful. By 19th level this grants +4 attack and +4 damage vs. armed opponents. This is better than having <em>Weapon Focus, Greater Weapon Focus, Weapon Specialization</em> and <em>Greater Weapon Specialization</em>. These 4 feats give you a +2/+4 with only <strong>1</strong> weapon. However, <em>”Blade Mastery“</em> gives +4/+4 with <strong>Al</strong>l weapons. The limit to use vs armed foes is not enough to counterbalance this IMHO.</p><p></p><p>* I would alter <em>“Critical Precision”</em> to simply grant <em>Improved Critical</em> as a virtual feat.</p><p></p><p>* <em>”Parry Deaths Blow “</em> might need to set DC at 10+damage. Personally not a big fan of this one though.</p><p></p><p>* For Coordination and Greater Coordination you need to take Improved and Greater Two-Weapon Fighting into account. When you say “There is no penalty to attack rolls when fighting two-weapon style provided that the off-hand weapon is light” it opens a loophole that does away with the -5 and -10 penalties for the offhand attacks with Improved and Greater 2-Weapon.</p><p></p><p><strong>Coordination</strong></p><p>You have better control over your strikes when attempting to make additional attacks with a light weapon in your off hand.</p><p>Prerequisites: Two-Weapon Fighting, Base Attack +5</p><p>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). </p><p>Normal: The penalty for attacking with both a primary weapon and a light weapon is -2.</p><p>Special: Duelists can choose this as one of their bonus feats.</p><p></p><p><strong>Greater Coordination</strong></p><p>You have complete control over your strikes when wielding a light weapon in your off hand.</p><p>Prerequisites: Two-Weapon Fighting, Coordination, Base Attack +10</p><p>Benefit: There is no penalty to attack rolls when fighting two-weapon style provided that the off-hand weapon is light.</p><p>Normal: The penalty for attacking with both a primary weapon and a light weapon is -2.</p><p>Special: Duelists can choose this as one of their bonus feats.</p><p></p><p>* Personally I might consider replacing <em>"Improved Reaction"</em> with an existing feat (rather than class ability) of <em>Danger Sense</em> feat from <u>Miniature’s Handbook</u>.</p><p></p><p><strong>Danger Sense [General]</strong></p><p>Prerequisites: Improved Initiative</p><p>Benefit: You may re-roll your initiative roll once per day.</p><p>Special: Duelists may take this as a bonus feat even if they don’t meet the prerequisites.</p><p></p><p></p><p>JMHO – YMMV, but this got me to rebirth the discussion on my own Duelist.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1701915, member: 2167"] First I would say I agree that it should be 4+INT for skills. Now on to some of the constructive criticism. * I would alter [i]”Canny Defense”[/i] to the one listed in the DMG. “[b]Canny Defense (Ex):[/b] When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.” * I would alter [i]”Sneak Attack”[/i] to [i]”Precise Strike”[/i] slightly altered from the Duelist PrC. It should be a unique ability and not stacked with standard [i]”Sneak Attack”[/i], as it is too easily abused. “[b]Precise Strike (Ex):[/b] At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a duelist cannot attack with an off-handed weapon or benefit from a shield bonus in the same round. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level this bonus damage becomes +2d6, at 15th level +3d6 and at 20th level +4d6.” * [i]”Blade Mastery“[/i] I fear, is too powerful. By 19th level this grants +4 attack and +4 damage vs. armed opponents. This is better than having [i]Weapon Focus, Greater Weapon Focus, Weapon Specialization[/i] and [i]Greater Weapon Specialization[/i]. These 4 feats give you a +2/+4 with only [b]1[/b] weapon. However, [i]”Blade Mastery“[/i] gives +4/+4 with [b]Al[/b]l weapons. The limit to use vs armed foes is not enough to counterbalance this IMHO. * I would alter [i]“Critical Precision”[/i] to simply grant [i]Improved Critical[/i] as a virtual feat. * [i]”Parry Deaths Blow “[/i] might need to set DC at 10+damage. Personally not a big fan of this one though. * For Coordination and Greater Coordination you need to take Improved and Greater Two-Weapon Fighting into account. When you say “There is no penalty to attack rolls when fighting two-weapon style provided that the off-hand weapon is light” it opens a loophole that does away with the -5 and -10 penalties for the offhand attacks with Improved and Greater 2-Weapon. [b]Coordination[/b] 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. [b]Greater Coordination[/b] 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. * Personally I might consider replacing [i]"Improved Reaction"[/i] with an existing feat (rather than class ability) of [i]Danger Sense[/i] feat from [u]Miniature’s Handbook[/u]. [b]Danger Sense [General][/b] Prerequisites: Improved Initiative Benefit: You may re-roll your initiative roll once per day. Special: Duelists may take this as a bonus feat even if they don’t meet the prerequisites. JMHO – YMMV, but this got me to rebirth the discussion on my own Duelist. [/QUOTE]
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