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NineThePuma
2010-12-22, 05:30 PM
Duelist

ENTRY REQUIREMENTS
Base Attack: +4
Skills: Perform 4 ranks, Tumble 8 ranks
Feats: Weapon Finesse

Class Skills
The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d6


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+0Ingenuity, Maximize Damage, True Finesse
2nd
+2
+0
+3
+0Canny Defense, Ingenious Action (1d6)
3rd
+3
+1
+3
+1Augmented Critical, Duelist's Parry (LoS)
4th
+4
+1
+4
+1Canny Accuracy, Read The Target
5th
+5
+1
+4
+1Acrobatic Charge, Ingenious Action (+2d6)
6th
+6
+2
+5
+2Devastating Critical, Ingenius Evasion
7th
+7
+2
+5
+2Elaborate Defense, Ingenius Critical
8th
+8
+2
+6
+2Canny Strike, Ingenious Action (+3d6)
9th
+9
+3
+6
+3Perfect Critical, Duelist's Parry (LoE)
10th
+10
+3
+7
+3Lightning Charge, Flurry of Swords

Weapon Proficiencies: The duelist is proficient with all simple and martial weapons, and light armor.

Ingenuity (Ex): At the start of each day, a duelist gains a number of ingenuity points equal to her Charisma modifier (minimum 1). Her ingenuity goes up or down throughout the day, but usually cannot go higher than half her class level plus her Charisma modifier (minimum 2), though feats and magic items can affect this maximum. A duelist spends ingenuity to activate many of her class features, and regains ingenuity in the following ways.

Critical Hit with a Finesse-able Melee Weapon: Each time the duelist confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 ingenuity point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the duelist's character level doesn't restore ingenuity.

Killing Blow with a Finesse-able Melee Weapon: When the duelist reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 ingenuity point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the duelist's character level to 0 or fewer hit points doesn't restore any ingenuity.

True Finesse (Ex): When wielding a Finesse-able weapon, a duelist can substitute her dexterity modifier for her strength modifier on damage rolls.

Maximize Damage (Ex): A duelist may expend a point of ingenuity as a free action to maximize the base damage of the weapon she is wielding for a single attack. Instead of rolling damage, you figure the normal maximum damage (when it is not a critical hit) you can inflict with that weapon and do that much damage to the target. Assume you use a longsword: a longsword does 1d8 damage, so its maximum damage is 8 points. This can be done on a critical hit; multiply the maximum damage by the weapon's critical multiplier. Damage from Sneak Attack or abilities such as Flaming is not maximized and is rolled normally.

Canny Defense (Ex): When unarmored or wearing light armor and not using a shield, a duelist of at least 2nd level adds her Intelligence Modifier to her Dexterity Modifier to modify Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Ingenious Action (Ex): A duelist of 2nd level or higher may expend a point of ingenuity to improve a d20 roll. She adds the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help her meet or exceed the target number. You can declare the use of 1 ingenuity point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an ingenuity point to alter the result of a d20 roll when you are taking 10 or taking 20.
The number of dice rolled is increased by one at levels 5 and 8.

Augmented Critical (Ex): A duelist of at least 3rd level is extraordinarily skilled at getting the most out of her weapon. All finesse-able weapons she wields have their base threat range for critical hits increased by a single step. This applies before (and stacks with) other effects that increase threat range.

Duelist's Parry (Ex): At 3rd level and higher, whenever she is targeted by a melee or ranged attack the duelist may spend a point of ingenuity as an immediate action to disrupts the opponent who made the triggering attack's line of sight to her, providing total concealment against that attack if it was made with a weapon. The triggering attack in this round suffers a 50% miss chance if it is made, though the opponent can instead could decide to take any other action, including choosing to attack one of the duelist's allies or taking a full attack action that grants additional attacks against her in this round (if her foe is of high enough level to have additional attacks).
At 9th level, this ability improves, and instead, when targeted by a melee, ranged, spell, or psionic attack, the duelist can spend a point of ingenuity as an immediate action. The duelist disrupts the opponent's line of effect to her, providing total cover against a single attack with a weapon, spell, or psionic power. The triggering attack in this round cannot be made, though the opponent could decide to take any other action, including choosing to attack one of her allies instead, or taking a full attack action that grants additional attacks against her in this round (if her foe is of high enough level to have additional attacks). This does not prevent Area of Effect abilities from affecting the duelist or taking effect in general.

Canny Accuracy (Ex): When wielding a Finesse-able weapon, a duelist of at least 4th level may add her charisma modifier to her attack rolls.

Read the Target (Ex): At 4th level, a duelist may expend a point of ingenuity as a free action in order to have her next melee attack target Touch AC.

Acrobatic Charge (Ex): At 5th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. This ability functions for a duelist only when she is unarmored or wearing light armor and not using a shield.

Devastating Critical (Ex): A 6th level Duelist's critical hits are truly devastating. The critical multiplier for all finesse-able weapons is increased by one.

Ingenious Evasion (Ex): At 6th level, a duelist may expend two ingenuity points to gain a dodge bonus equal to twice the number of dice rolled as part of an Ingenious Action.

Elaborate Defense (Ex): At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Ingenious Critical (Ex): A duelist of at least 7th level may, as a free action after declaring an attack but before rolling, expend a point of ingenuity to double the threat range of her weapon and increase the critical multiplier by one. This increase stacks with any other threat range or critical multiplier modifying effects.

Canny Strike (Ex): When wielding a Finesse-able weapon, a duelist of at least 8th level may add her charisma modifier to her damage rolls.

Perfect Critical (Ex): When wielding a Finesse-able weapon, a 9th level Duelist automatically confirms any critical hits, so every threat is a critical hit.

Lightning Charge (Ex): A Duelist of at least 10th level may make a full attack at the end of a charge. This ability functions for a duelist only when she is unarmored or wearing light armor and not using a shield.

Flurry of Swords (Ex): As a swift action, a Duelist of 10th level may make a full attack by expending three points of Ingenuity.

Pre: 3/27/2015 rework
Duelist

ENTRY REQUIREMENTS
Base Attack: +4
Skills: Perform 4 ranks, Tumble 8 ranks
Feats: Weapon Finesse

Class Skills
The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d6


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+0
+2
+0Canny Defense, True Finesse, Deadly Grace (+1)
2nd
+2
+0
+3
+0Elaborate Parry, Precise Strike +1d6
3rd
+3
+1
+3
+1Enhanced Mobility, Augmented Critical, Deadly Grace (+2)
4th
+4
+1
+4
+1Canny Accuracy, Precise Strike +2d6
5th
+5
+1
+4
+1Acrobatic Charge, Deadly Grace (+3)
6th
+6
+2
+5
+2Devastating Critical, Precise Strike +3d6,
7th
+7
+2
+5
+2Lightning Charge, Deadly Grace (+4)
8th
+8
+2
+6
+2Canny Strike, Precise Strike +4d6,
9th
+9
+3
+6
+3 Deadly Grace (+5)
10th
+10
+3
+7
+3Perfect Critical, Precise Strike +5d6

Weapon Proficiencies: The duelist is proficient with all simple and martial weapons, and light armor.

Canny Defense (Ex): When unarmored or wearing light armor and not using a shield, a duelist adds her Intelligence Modifier to her Dexterity Modifier to modify Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

True Finesse (Ex): When wielding a Finesse-able weapon, a duelist can substitute her dexterity modifier for her strength modifier on damage rolls.

Deadly Grace (Ex): At 1st level, a duelist gains a +1 bonus on reflex saving throws, dexterity checks (including initiative checks), and Dexterity based skill checks. This increases by +1 every odd level there after. As an untyped bonus this stacks with all other bonuses. This ability functions for a duelist only when she is unarmored or wearing light armor and not using a shield.

Elaborate Parry (Ex): At 2nd level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Precise Strike (Ex): At 2nd level, a duelist gains the ability to strike precisely with a finesse-able weapon, gaining an extra 1d6 damage added to her normal damage roll. This damage increases by 1d6 at 4th level and every two levels thereafter.
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. 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.

Enhanced Mobility (Ex): A duelist of 3rd level or higher gains a +4 dodge bonus to AC against attacks of opportunity caused when she moves out of a threatened square. This ability functions for a duelist only when she is unarmored or wearing light armor and not using a shield.

Augmented Critical (Ex): A duelist of at least 3rd level is extraordinarily skilled at getting the most out of her weapon. All finesse-able weapons she wields have their base critical threat range increased by a single step. This applies before (and stacks with) other effects that increase critical threat range.

Canny Accuracy (Ex): When wielding a Finesse-able weapon, a duelist of at least 4th level may add her intelligence modifier to her attack rolls.

Acrobatic Charge (Ex): At 5th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. This ability functions for a duelist only when she is unarmored or wearing light armor and not using a shield.

Devastating Critical (Ex): A 6th level Duelist's critical hits are truly devastating. The damage multiplier for all finesse-able weapons is increased by one.

Lightning Charge (Ex): A Duelist of at least 7th level may make a full attack at the end of a charge. This ability functions for a duelist only when she is unarmored or wearing light armor and not using a shield.

Canny Strike (Ex): When wielding a Finesse-able weapon, a duelist of at least 8th level may add her intelligence modifier to her damage rolls.

Perfect Critical (Ex): A Duelist is truly the master of getting the most out of their weapon. Critical hits made by a Duelist of at least 10th level when wielding a Finesse-able now multiply Precision damage.

Siosilvar
2010-12-27, 08:26 PM
Augmented Critical (Ex): A duelist of at least 7th level is extraordinarily skilled at getting the most out of her weapon. All finesse-able weapons she wields have their base critical threat range. This stacks with other similar effects.

So... it does nothing?

Other annoyances: Devastating Critical isn't on the table, you moved Elaborate Parry back even farther, and Enhanced Mobility isn't "enhanced" if you don't have the feat in the first place.

Really, I don't see too much different here from the original Duelist: Improved Reaction and Grace scale better, you get both Dex and Int to AC, hit, and damage (eventually), and there's still major problems with crit-immunes.

If you want ideas, I also made an (incredibly frontloaded) attempt (http://vardelor-agni.springnote.com/pages/6480781) to refit the duelist. I'm currently in the process of trying to redo it, however.

NineThePuma
2010-12-27, 08:40 PM
So... it does nothing?

Oops. This is what I get for not proof reading everything. Fix'd.


Other annoyances: Devastating Critical isn't on the table, you moved Elaborate Parry back even farther, and Enhanced Mobility isn't "enhanced" if you don't have the feat in the first place.Oops. Enhanced Mobility is STILL enhanced because it refers to mobility itself, not necessarily the feat.


Really, I don't see too much different here from the original Duelist: Improved Reaction and Grace scale better, you get both Dex and Int to AC, hit, and damage (eventually), and there's still major problems with crit-immunes.It's not actually intended to be that much better. It draws parts of the Swashbuckler into it, but not all of it, and is generally a fairly Glass Cannon class, focusing on crits. It WAS only an afternoon toss together, however. So I'll probably take some time to redo this.

Siosilvar
2010-12-27, 08:45 PM
It's not actually intended to be that much better. It draws parts of the Swashbuckler into it, but not all of it, and is generally a fairly Glass Cannon class, focusing on crits. It WAS only an afternoon toss together, however. So I'll probably take some time to redo this.

True. But I still don't see any incentive to take the last 9 levels of this over, say, another 9 levels of Rogue or Fighter.

NineThePuma
2010-12-27, 08:58 PM
But at least you took that first level.

Siosilvar
2010-12-27, 09:11 PM
But at least you took that first level.

That's not the point of PrCs.

Still, it does mean your first level is good (two stats to two things? Sweet! Normally that'd cost me a level and a feat.).

NineThePuma
2010-12-27, 09:17 PM
Compare to the original Duelist.

At least you took the first level.

NineThePuma
2011-01-02, 11:40 PM
I've updated this (significantly) and hopefully turned it into something more appealing.

The biggest portion of this is the Perfect Critical cap stone, which is possibly horribly overpowered.

Jallorn
2011-01-02, 11:51 PM
They're not the same class, obviously, but the Swashbuckler and Duelist classes are similar fluff-wise, so you might look at my Swashbuckler fix, just for comparison. [/shameless plug]

Personally, I always thought Grace was a dumb class feature. All it did for the Swashbuckler was give it a theoretical average Ref save progression. Here, it creates a really high Ref save where one isn't needed. I would cut that out and replace it with something else. My advice? Keep in mind that the favorite classes have lots of options, lots of things they can do. The favorite PRCs give more things to do that are usually unique in some way.