Siosilvar
2010-06-04, 11:05 PM
OLD
This is an old version of my duelist PrC. For the most updated version, see here (http://vardelor-agni.springnote.com/pages/6480781). I'll get around to updating this post eventually.
Purpose: To make the Duelist a viable class while still maintaining the core flavor and concepts of the class.
Inspiration: This thread (http://www.giantitp.com/forums/showthread.php?t=148861), especially Person Man's fix. The Warblade gave me a few ideas for what to add Intelligence to.
The Duelist (also available on Google Documents) (http://docs.google.com/View?id=ddwjsjnp_225855rjhc)
http://www.culch.ie/images/PrincessBride001.jpg
Requirements
Base Attack Bonus: +5
Feats: Combat Expertise, Weapon Finesse
Skills: Balance 4 ranks, Bluff 4 ranks, Tumble 6 ranks
Hit Die: d10.
Class Skills
A duelist's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
A duelist gains (4 + Int modifier) skill points per level.
{table=head]Level|BAB|Fort|Refl|Will|Class Abilities|"The Numbers"
1st|+1|+0|+2|+0|Canny Defense, Precise Strike|Precise Strike +1d6
2nd|+2|+0|+3|+0|Burst Movement, Grace, Parry|Grace +1, Parry +3
3rd|+3|+1|+3|+1|Burst Evasion, Improved Reaction|Precise Strike +2d6
4th|+4|+1|+4|+1|Improved Disarm, Elaborate Defense, Slippery Strike|Parry +4
5th|+5|+1|+4|+1|Advance, Supreme Balance, Riposte|Precise Strike +3d6
6th|+6|+2|+5|+2|Flèche|Grace +2, Parry +5
7th|+7|+2|+5|+2|Improved Parry, Critical Strike|Precise Strike +4d6
8th|+8|+2|+6|+2|Feint-Disengage|Parry +6
9th|+9|+3|+6|+3|Burst Lunge|Precise Strike +5d6
10th|+10|+3|+7|+3|Greater Precise Strike|Precise Strike +5d8+10, Grace +3, Parry +7[/table]
Weapon and Armor Proficiencies
A duelist gains no proficiency with weapons or armor.
Canny Defense (Ex)
"I know something you don't know. I'm not left handed."
When not wearing medium or heavier armor or carrying a heavy load, a duelist adds her Intelligence bonus as a dodge bonus to AC.
This bonus is limited to 2 points per duelist level and may not be applied whenever the duelist is flat-footed or would otherwise lose her Dexterity bonus to AC.
Precise Strike (Ex)
"Hah, I see you have a sword. I have one, too. They're very manly and tough."
Whenever attacking with a light or one-handed weapon, a duelist may deal additional damage.
This additional damage is equal to 1d6 plus her Dexterity modifier, plus 1d6 for every 2 duelist levels she has attained after the first. While making a Precise Strike, a duelist may ignore a Strength penalty to damage.
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.
Precise Strike can be used with a light or one-handed throwing weapon or any crossbow, but the duelist must be within 30 feet of her target to apply the extra damage.
Precise Strike counts as Sneak Attack for the purpose of qualifying for feats.
Parry (Ex)
"I see your schwartz is as big as mine, but can you handle it as well?"
While fighting defensively, taking the total defense action, or using Combat Expertise, a duelist of at least 2nd level gains a shield bonus to AC equal to half her duelist level, plus 2.
This bonus does not apply when the duelist is wearing medium or heavier armor or carrying a heavy load.
Grace (Ex)
"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle."
A duelist of at least 2nd level gains a +1 competence bonus to all saving throws.
At 6th level and again at 10th level, this bonus increases by another +1.
Burst Movement (Ex)
"Whenever you meet difficult situations dash forward bravely and joyfully."
A duelist of 2nd level or higher has the capability to make extremely fast movements. A number of times per day equal to (3 + her Dexterity modifier), she may move an extra 10 feet with a move action, or may take two 5-foot steps in a turn.
You gain the bonus on Jump checks as usual for having a movement speed greater than normal (+4 for every 10 feet of movement beyond 30 feet).
You may only use Burst Movement to increase the speed you move with a move action once per move action.
Improved Reaction (Ex)
A duelist of at least 3rd level adds her Intelligence modifier as an insight bonus to hit and damage when making attacks of opportunity, and to Initiative checks.
Additionally, if she hits an opponent immune to critical hits with an attack of opportunity, she may still apply half of her Precise Strike damage to that attack.
Burst Evasion (Ex)
At 3rd level and higher, a duelist can avoid even magical and unusual attacks with great agility. By expending one Burst Movement use as a swift action, she may gain the Evasion ability and add her Intelligence modifier as an insight bonus to Reflex saves for 1 round per class level.
If the duelist already has Evasion, she gains Improved Evasion for the duration instead.
Burst Evasion can be used only if the duelist is wearing light armor or no armor.
Improved Disarm (Ex)
A duelist of at least 4th level gains Improved Disarm as a bonus feat. If she already has it, she may choose another bonus feat she meets the prerequisites for.
Elaborate Defense (Ex)
"En garde!... You'll have to do better than that."
Whenever a duelist of at least 4th level is attacked and missed, she may make an attack of opportunity. She may only make one attack of opportunity per round in this way unless she expends one use of Burst Movement.
If you use an attack of opportunity granted by Elaborate Defense to make a disarm attempt, you may add your Intelligence modifier to the opposed attack roll.
Slippery Strike (Ex)
"Pardon me, I seem to have left my knife in your chest while escaping your grapple! Terribly sorry about that."
Whenever a duelist of at least 4th level succeeds on an Escape Artist check to break free of a grapple, she may make an attack of opportunity against that opponent.
Advance (Ex)
"The swordfighter reveals himself only when he gets to the arena."
A duelist of at least 5th level may take a 5-foot step as an immediate action to follow an enemy that within her threatened area takes a 5-foot step.
Supreme Balance (Ex)
"They might take our lives, but they'll never take our FREEDOM!"
A duelist of 5thlevel can take 10 on any Balance, Tumble, Climb, and Jump checks, even even if stress and distractions would normally prevent her from doing so.
Additionally, she does not lose her Dexterity (and Intelligence) bonus to AC while balancing or climbing.
Riposte (Ex)
A duelist of at least 5th level has the ability to make quick counterattacks against any opponent. As a standard action, she may make an attack of opportunity against an opponent that attacked her in the last round.
Flèche (Ex)
"It's not the size of the dog in the fight, but the size of the fight in the dog."
A duelist of at least 6th level may charge over difficult terrain, through occupied squares, or any other method needed to get to the target (though she must still succeed on appropriate checks to move over the terrain). She may also make a 90-degree turn at any point in her charge. This ability requires the expenditure of one use of Burst Movement.
Precise strike damage is doubled on a flèche.
Improved Parry (Ex)
At 7th level, a duelist may choose to have her shield bonus to AC from Parry become a deflection bonus.
Critical Strike (Ex)
A duelist of at least 7th level may increase the critical threat range of any weapon used to make a Precise Strike by 1. This bonus is applied after any other threat-range-increasing modifiers.
Feint-Disengage
"Strike where your enemy is least prepared, appear where he least expects it."
A duelist of at least 8th level may make a feint as a swift action. If the feint is successful, you may make an immediate attack of opportunity against the target.
You may make this feint check even against unintelligent creatures, but you take a -12 penalty to your Bluff check when you do so.
If the feint fails, you may immediately move 5 feet away (you still provoke attacks of opportunity as normal, except from the target of your feint). The movement does not prevent you from taking a 5-foot step.
Burst Lunge (Ex)
"You are unwise to lower your defenses!"
Whenever a foe performs an action that would provoke an attack of opportunity within 15 feet of a duelist of 9th level or higher, that duelist may expend a Burst Movement daily use to move adjacent to the target and take an attack of opportunity.
Greater Precise Strike (Ex)
"If they can't finish, they can't win."
At 10th level, all of a duelist's Precise Strike damage dice increase to d8s. Additionally, any target hit with a Precise Strike takes 1 point of Strength and Dexterity damage, and she may add her class level to damage with a Precise Strike.
This ability damage is not doubled on a Flèche.
<hr>
Duelist Feats
Extra Burst
Prerequisites: Burst Movement class feature.
Benefit: You gain 4 more uses of the Burst Movement class feature. Additionally, you may move an additional 5 feet when using Burst Movement to increase the distance you move with a move action.
Special: You may take this feat more than once.
Improved Precise Strike
Prerequisites: Precise Strike +2d6
Benefit: All of your Precise Strike damage dice increase to d8s.
Special: If you have the Greater Precise Strike ability, all of your damage dice increase to d10s.
Sniper's Precision
Prerequisites: Sneak Attack +3d6, Sudden Strike +3d6, Precise Strike +3d6, or Skirmish +2d6/+1
Benefit: Your precision damage now affects targets out to 60 feet or one range increment, whichever is farther.
This is an old version of my duelist PrC. For the most updated version, see here (http://vardelor-agni.springnote.com/pages/6480781). I'll get around to updating this post eventually.
Purpose: To make the Duelist a viable class while still maintaining the core flavor and concepts of the class.
Inspiration: This thread (http://www.giantitp.com/forums/showthread.php?t=148861), especially Person Man's fix. The Warblade gave me a few ideas for what to add Intelligence to.
The Duelist (also available on Google Documents) (http://docs.google.com/View?id=ddwjsjnp_225855rjhc)
http://www.culch.ie/images/PrincessBride001.jpg
Requirements
Base Attack Bonus: +5
Feats: Combat Expertise, Weapon Finesse
Skills: Balance 4 ranks, Bluff 4 ranks, Tumble 6 ranks
Hit Die: d10.
Class Skills
A duelist's class skills are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
A duelist gains (4 + Int modifier) skill points per level.
{table=head]Level|BAB|Fort|Refl|Will|Class Abilities|"The Numbers"
1st|+1|+0|+2|+0|Canny Defense, Precise Strike|Precise Strike +1d6
2nd|+2|+0|+3|+0|Burst Movement, Grace, Parry|Grace +1, Parry +3
3rd|+3|+1|+3|+1|Burst Evasion, Improved Reaction|Precise Strike +2d6
4th|+4|+1|+4|+1|Improved Disarm, Elaborate Defense, Slippery Strike|Parry +4
5th|+5|+1|+4|+1|Advance, Supreme Balance, Riposte|Precise Strike +3d6
6th|+6|+2|+5|+2|Flèche|Grace +2, Parry +5
7th|+7|+2|+5|+2|Improved Parry, Critical Strike|Precise Strike +4d6
8th|+8|+2|+6|+2|Feint-Disengage|Parry +6
9th|+9|+3|+6|+3|Burst Lunge|Precise Strike +5d6
10th|+10|+3|+7|+3|Greater Precise Strike|Precise Strike +5d8+10, Grace +3, Parry +7[/table]
Weapon and Armor Proficiencies
A duelist gains no proficiency with weapons or armor.
Canny Defense (Ex)
"I know something you don't know. I'm not left handed."
When not wearing medium or heavier armor or carrying a heavy load, a duelist adds her Intelligence bonus as a dodge bonus to AC.
This bonus is limited to 2 points per duelist level and may not be applied whenever the duelist is flat-footed or would otherwise lose her Dexterity bonus to AC.
Precise Strike (Ex)
"Hah, I see you have a sword. I have one, too. They're very manly and tough."
Whenever attacking with a light or one-handed weapon, a duelist may deal additional damage.
This additional damage is equal to 1d6 plus her Dexterity modifier, plus 1d6 for every 2 duelist levels she has attained after the first. While making a Precise Strike, a duelist may ignore a Strength penalty to damage.
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.
Precise Strike can be used with a light or one-handed throwing weapon or any crossbow, but the duelist must be within 30 feet of her target to apply the extra damage.
Precise Strike counts as Sneak Attack for the purpose of qualifying for feats.
Parry (Ex)
"I see your schwartz is as big as mine, but can you handle it as well?"
While fighting defensively, taking the total defense action, or using Combat Expertise, a duelist of at least 2nd level gains a shield bonus to AC equal to half her duelist level, plus 2.
This bonus does not apply when the duelist is wearing medium or heavier armor or carrying a heavy load.
Grace (Ex)
"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle."
A duelist of at least 2nd level gains a +1 competence bonus to all saving throws.
At 6th level and again at 10th level, this bonus increases by another +1.
Burst Movement (Ex)
"Whenever you meet difficult situations dash forward bravely and joyfully."
A duelist of 2nd level or higher has the capability to make extremely fast movements. A number of times per day equal to (3 + her Dexterity modifier), she may move an extra 10 feet with a move action, or may take two 5-foot steps in a turn.
You gain the bonus on Jump checks as usual for having a movement speed greater than normal (+4 for every 10 feet of movement beyond 30 feet).
You may only use Burst Movement to increase the speed you move with a move action once per move action.
Improved Reaction (Ex)
A duelist of at least 3rd level adds her Intelligence modifier as an insight bonus to hit and damage when making attacks of opportunity, and to Initiative checks.
Additionally, if she hits an opponent immune to critical hits with an attack of opportunity, she may still apply half of her Precise Strike damage to that attack.
Burst Evasion (Ex)
At 3rd level and higher, a duelist can avoid even magical and unusual attacks with great agility. By expending one Burst Movement use as a swift action, she may gain the Evasion ability and add her Intelligence modifier as an insight bonus to Reflex saves for 1 round per class level.
If the duelist already has Evasion, she gains Improved Evasion for the duration instead.
Burst Evasion can be used only if the duelist is wearing light armor or no armor.
Improved Disarm (Ex)
A duelist of at least 4th level gains Improved Disarm as a bonus feat. If she already has it, she may choose another bonus feat she meets the prerequisites for.
Elaborate Defense (Ex)
"En garde!... You'll have to do better than that."
Whenever a duelist of at least 4th level is attacked and missed, she may make an attack of opportunity. She may only make one attack of opportunity per round in this way unless she expends one use of Burst Movement.
If you use an attack of opportunity granted by Elaborate Defense to make a disarm attempt, you may add your Intelligence modifier to the opposed attack roll.
Slippery Strike (Ex)
"Pardon me, I seem to have left my knife in your chest while escaping your grapple! Terribly sorry about that."
Whenever a duelist of at least 4th level succeeds on an Escape Artist check to break free of a grapple, she may make an attack of opportunity against that opponent.
Advance (Ex)
"The swordfighter reveals himself only when he gets to the arena."
A duelist of at least 5th level may take a 5-foot step as an immediate action to follow an enemy that within her threatened area takes a 5-foot step.
Supreme Balance (Ex)
"They might take our lives, but they'll never take our FREEDOM!"
A duelist of 5thlevel can take 10 on any Balance, Tumble, Climb, and Jump checks, even even if stress and distractions would normally prevent her from doing so.
Additionally, she does not lose her Dexterity (and Intelligence) bonus to AC while balancing or climbing.
Riposte (Ex)
A duelist of at least 5th level has the ability to make quick counterattacks against any opponent. As a standard action, she may make an attack of opportunity against an opponent that attacked her in the last round.
Flèche (Ex)
"It's not the size of the dog in the fight, but the size of the fight in the dog."
A duelist of at least 6th level may charge over difficult terrain, through occupied squares, or any other method needed to get to the target (though she must still succeed on appropriate checks to move over the terrain). She may also make a 90-degree turn at any point in her charge. This ability requires the expenditure of one use of Burst Movement.
Precise strike damage is doubled on a flèche.
Improved Parry (Ex)
At 7th level, a duelist may choose to have her shield bonus to AC from Parry become a deflection bonus.
Critical Strike (Ex)
A duelist of at least 7th level may increase the critical threat range of any weapon used to make a Precise Strike by 1. This bonus is applied after any other threat-range-increasing modifiers.
Feint-Disengage
"Strike where your enemy is least prepared, appear where he least expects it."
A duelist of at least 8th level may make a feint as a swift action. If the feint is successful, you may make an immediate attack of opportunity against the target.
You may make this feint check even against unintelligent creatures, but you take a -12 penalty to your Bluff check when you do so.
If the feint fails, you may immediately move 5 feet away (you still provoke attacks of opportunity as normal, except from the target of your feint). The movement does not prevent you from taking a 5-foot step.
Burst Lunge (Ex)
"You are unwise to lower your defenses!"
Whenever a foe performs an action that would provoke an attack of opportunity within 15 feet of a duelist of 9th level or higher, that duelist may expend a Burst Movement daily use to move adjacent to the target and take an attack of opportunity.
Greater Precise Strike (Ex)
"If they can't finish, they can't win."
At 10th level, all of a duelist's Precise Strike damage dice increase to d8s. Additionally, any target hit with a Precise Strike takes 1 point of Strength and Dexterity damage, and she may add her class level to damage with a Precise Strike.
This ability damage is not doubled on a Flèche.
<hr>
Duelist Feats
Extra Burst
Prerequisites: Burst Movement class feature.
Benefit: You gain 4 more uses of the Burst Movement class feature. Additionally, you may move an additional 5 feet when using Burst Movement to increase the distance you move with a move action.
Special: You may take this feat more than once.
Improved Precise Strike
Prerequisites: Precise Strike +2d6
Benefit: All of your Precise Strike damage dice increase to d8s.
Special: If you have the Greater Precise Strike ability, all of your damage dice increase to d10s.
Sniper's Precision
Prerequisites: Sneak Attack +3d6, Sudden Strike +3d6, Precise Strike +3d6, or Skirmish +2d6/+1
Benefit: Your precision damage now affects targets out to 60 feet or one range increment, whichever is farther.