Phosphate
2012-03-03, 11:44 AM
This class is not intended to beat anyone (nor is it capable of such). It's just a nifty class that brings dynamism into battle...without the tome. Sorry for the unoriginal name.
The Duelist
http://images.wikia.com/nwn2/images/c/c8/Duelist.jpg
"The sword is as an extension of your body - and your body is a weapon in itself." - Duelist saying
Duelists are masters of the art of combat who live for the love of violence and appreciate nothing more than a good battle.
Organization: Duelists work usually solitarily or as army leaders, and seldom fight together alongside others of their profession. There is no single organization representing all or most of them.
Races: Most races have duelists, though the more nimble ones are more likely to produce duelists that are actually good at what they do. It is, however, in no way a limitation.
Alignment: Any
Gold: as rogue
Age: moderate
The Duelist
{table=head]Level|BAB|Fort|Ref|Will|Special |
Lunge
1st|+1|+2|+2|+0|Parry 1/encounter, Bonus Feat, Lunge|
5 feet
2nd|+2|+3|+3|+0|Exquisite Reflexes, Intricate Defense|
5 feet
3rd|+3|+3|+3|+1|Armor Mobility, Technique|
10 feet
4th|+4|+4|+4|+1|Parry 2/encounter, Bonus Feat|
10 feet
5th|+5|+4|+4|+1|Precision, Counterstrike|
15 feet
6th|+6/+1|+5|+5|+2|Enclosure, Opening|
15 feet
7th|+7/+2|+5|+5|+2|Parry 3/encounter, Bonus Feat|
20 feet
8th|+8/+3|+6|+6|+2|Technique, Keen Planning|
20 feet
9th|+9/+4|+6|+6|+3|Greater Synergy, Agile Charge|
25 feet
10th|+10/+5|+7|+7|+3|Parry 4/encounter, Bonus Feat|
25 feet
11th|+11/+6/+1|+7|+7|+3|Pounce, Greater Counterstrike|
30 feet
12th|+12/+7/+2|+8|+8|+4|Combo, Perfect Proficiency|
30 feet
13th|+13/+8/+3|+8|+8|+4|Parry 5/encounter, Bonus Feat|
35 feet
14th|+14/+9/+4|+9|+9|+4|Battle Flair, Technique|
35 feet
15th|+15/+10/+5|+9|+9|+5|Perfect Stride, Style Recognition|
40 feet
16th|+16/+11/+6/+1|+10|+10|+5|Parry 6/encounter, Bonus Feat|
40 feet
17th|+17/+12/+7/+2|+10|+10|+5|Technique, Feline Fall|
45 feet
18th|+18/+13/+8/+3|+11|+11|+6|Flawless Attack|
45 feet
19th|+19/+14/+9/+4|+11|+11|+6|Parry 7/encounter, Bonus Feat|
50 feet
20th|+20/+15/+10/+5|+12|+12|+6|Legendary Duelist|
50 feet
[/table]
Hit Dice: d8
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points per level: 6 + Int mod
Weapon and Armor Proficiencies: The Duelist is proficient with all simple and martial melee weapons, all types of armor, and no shields.
Parry (Ex): Starting from 1st level, a Duelist can parry once per encounter; this increases by 1 every 3 levels thereafter. Parrying works as such: when you are attacked in melee, instead of using your AC you can oppose the opponent's attack roll with your own attack roll (but use your dex mod instead of your str mod). If your roll is equal to or higher than the opponent's roll, his attack fails normally. If it is lower, his attack succeeds. You can parry multiple times in a round as long as you have uses/encounter available.
Bonus Feat: At 1st level, and every 3 levels thereafter, you receive a bonus feat from the bonus fighter feat list. You must meet all prerequisites. If a feat requires levels in fighter, treat yourself as a fighter of the same level.
Lunge (Ex): Lunge serves multiple purposes. The value of lunge is at first 5 feet, and increases by 5 every other level.
* Lunge distance replaces your base speed if it is greater than it.
* When using Withdrawal, add the Lunge distance to how much you can move.
* When walking/running in a straight line, add the Lunge distance to how much you can move.
* Lunge distance replaces your 5 foot step (whenever you can use a 5 foot step, use a Lunge instead, and it is treated as a 5 foot step for everything except distance moved).
* You threaten all squares 5 feet+threat range around you. If an opponent within the squares you threaten leaves himself open to an AoO, you can move towards him for free.
Exquisite Reflexes (Ex): A level 2 Duelist takes advantage of high ref results. If he fails a reflex save by only 1, he only incurs the partial effect. If he succeeds a reflex save by 2 or more, he will receive no partial effect. If he succeeds a reflex save by 4 or more, he will gain a +2 competence bonus to his next reflex save. If he succeeds a reflex save by 6 or more, he can immediately move for Lunge distance as a free action.
Intricate Defense (Ex): A level 2 Duelist gains his Int mod as an insight bonus to AC.
Armor Mobility (Ex): A level 3 Duelist learns to wear armor more efficiently, so as to add as high a dex mod to AC as possible. If he is wearing light armor, he ignores the dex cap. If he is wearing medium armor, he treats the dex cap as being 3 points larger. If he is wearing heavy armor, he treats the dex cap as being 2 points larger.
Technique (Ex): At levels 3, 8, 14 and 17 a Duelist may either learn one of the Techniques depicted below or receive a +2 boost to dexterity.
Aggravated Blow: Whenever you deal enough damage to an opponent to make him roll a Fort save against dying from massive damage, even if he saves, he is stunned for 1d4 rounds. However, if he beats the DC by 5 or more, he is stunned for only 1 round.
Ambush: Deal d6*dex mod more damage to flat-footed opponents, and dex mod more damage to opponents with a dex of 11 or less.
Aggressive Disarm: Make a melee attack against an opponent as a standard action, taking a -4 on the attack roll. If you strike and deal damage, you may immediately follow with a disarm attempt against the same opponent. He is not given an attack of opportunity.
Mass Misdirection: When you use Feint, you can affect up to 4 targets instead of 1.
Sudden Trip: When you are given an AoO against an opponent, if your attack hits successfully, you can then immediately make a Trip attempt.
Damage Management: You gain DR 5/-. Can be taken multiple times.
Ground Battling Expertise: You do not receive a penalty on attack rolls while prone.
Multitasking: You do not lose your dex to AC while grappling.
Stronger Hit: You deal 10 more damage with melee attacks. Can be taken multiple times.
Precision (Ex): The Duelist's dexterity proves a great aid for him in battle. From level 5 he can add his dex mod to attack rolls.
Counterstrike (Ex): If a level 5 duelist successfully parries an attack, he can then attack the parried opponent as an immediate action at his highest BaB. Counterstrikes cannot deal critical damage.
Enclosure (Ex): After a level 6 Duelist ends his round, if he has successfully attacked and dealt lethal damage that round, he gains a +2 bonus to AC and parry until his next round.
Opening (Ex): A level 6 Duelist attacking an opponent flanked by one of his allies treats the flanking bonus as being +6. Also, if the Duelist is flanking an opponent, his allies receive a flanking bonus of +4 against him.
Keen Planning: A level 8 Duelist can use Ready as a free action. He can still only use it once per round.
Greater Synergy (Ex): A level 9 Duelist gains +4 instead of +2 from the synergy bonuses of his skills.
Agile Charge (Ex): From level 9, a charging Duelist can change direction once.
Pounce (Ex): When a level 11 Duelist with this special attack makes a charge, he can follow with a full attack.
Greater Counterstrike (Ex): As counterstrike, but it doesn't require an attack roll (it always hits).
Combo (Ex): If a level 12 Duelist strikes an opponent with a full attack, and all his hits successfully overcome his AC and deal lethal damage, he gains 1 additional attack at his full BaB.
Perfect Proficiency (Ex): A level 12 Duelist is always treated as being proficient with whatever weapon he is using for all purposes, except as a feat requirement (true proficiency is needed for things like Improved Critical).
Battle Flair (Ex): A level 14 Duelist adds his Charisma modifier to his AC (unless he is flatfooted), attack rolls, parry, and damage rolls. If the modifier is negative, this feature does not apply.
Perfect Stride (Ex): A level 15 Duelist always ignores the speed reductions of difficult terrain.
Style Recognition (Ex): If a level 15 Duelist successfully strikes an opponent in melee combat and deals lethal damage, until the end of the encounter he may add his Wisdom modifier to AC and parry against that opponent only (a multitude of opponents can be under this effect at the same time).
Feline Fall (Ex): A level 17 Duelist never takes damage from falling, whatever the distance. Also, if he falls for more than 25 feet, after he touches the ground he may move his Lunge distance as a free action.
Flawless Attack (Ex): A level 18 Duelist uses his highest BaB value for all attacks in a full attack.
Legendary Duelist (Ex): A level 20 Duelist becomes a living legend. He can parry as many times as he wants, his weapons always overcome DR and Hardness, he cannot be disarmed and he instantly learns his maximum age. Within 5 years of that he can get himself an apprentice. An apprentice starts out as a level 1 Duelist, cannot multiclass, needs 30% less XP to level up and cannot have a class level greater than that of his master.
The class is mostly done, just need to add Techniques....it will happen.
The Duelist
http://images.wikia.com/nwn2/images/c/c8/Duelist.jpg
"The sword is as an extension of your body - and your body is a weapon in itself." - Duelist saying
Duelists are masters of the art of combat who live for the love of violence and appreciate nothing more than a good battle.
Organization: Duelists work usually solitarily or as army leaders, and seldom fight together alongside others of their profession. There is no single organization representing all or most of them.
Races: Most races have duelists, though the more nimble ones are more likely to produce duelists that are actually good at what they do. It is, however, in no way a limitation.
Alignment: Any
Gold: as rogue
Age: moderate
The Duelist
{table=head]Level|BAB|Fort|Ref|Will|Special |
Lunge
1st|+1|+2|+2|+0|Parry 1/encounter, Bonus Feat, Lunge|
5 feet
2nd|+2|+3|+3|+0|Exquisite Reflexes, Intricate Defense|
5 feet
3rd|+3|+3|+3|+1|Armor Mobility, Technique|
10 feet
4th|+4|+4|+4|+1|Parry 2/encounter, Bonus Feat|
10 feet
5th|+5|+4|+4|+1|Precision, Counterstrike|
15 feet
6th|+6/+1|+5|+5|+2|Enclosure, Opening|
15 feet
7th|+7/+2|+5|+5|+2|Parry 3/encounter, Bonus Feat|
20 feet
8th|+8/+3|+6|+6|+2|Technique, Keen Planning|
20 feet
9th|+9/+4|+6|+6|+3|Greater Synergy, Agile Charge|
25 feet
10th|+10/+5|+7|+7|+3|Parry 4/encounter, Bonus Feat|
25 feet
11th|+11/+6/+1|+7|+7|+3|Pounce, Greater Counterstrike|
30 feet
12th|+12/+7/+2|+8|+8|+4|Combo, Perfect Proficiency|
30 feet
13th|+13/+8/+3|+8|+8|+4|Parry 5/encounter, Bonus Feat|
35 feet
14th|+14/+9/+4|+9|+9|+4|Battle Flair, Technique|
35 feet
15th|+15/+10/+5|+9|+9|+5|Perfect Stride, Style Recognition|
40 feet
16th|+16/+11/+6/+1|+10|+10|+5|Parry 6/encounter, Bonus Feat|
40 feet
17th|+17/+12/+7/+2|+10|+10|+5|Technique, Feline Fall|
45 feet
18th|+18/+13/+8/+3|+11|+11|+6|Flawless Attack|
45 feet
19th|+19/+14/+9/+4|+11|+11|+6|Parry 7/encounter, Bonus Feat|
50 feet
20th|+20/+15/+10/+5|+12|+12|+6|Legendary Duelist|
50 feet
[/table]
Hit Dice: d8
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points per level: 6 + Int mod
Weapon and Armor Proficiencies: The Duelist is proficient with all simple and martial melee weapons, all types of armor, and no shields.
Parry (Ex): Starting from 1st level, a Duelist can parry once per encounter; this increases by 1 every 3 levels thereafter. Parrying works as such: when you are attacked in melee, instead of using your AC you can oppose the opponent's attack roll with your own attack roll (but use your dex mod instead of your str mod). If your roll is equal to or higher than the opponent's roll, his attack fails normally. If it is lower, his attack succeeds. You can parry multiple times in a round as long as you have uses/encounter available.
Bonus Feat: At 1st level, and every 3 levels thereafter, you receive a bonus feat from the bonus fighter feat list. You must meet all prerequisites. If a feat requires levels in fighter, treat yourself as a fighter of the same level.
Lunge (Ex): Lunge serves multiple purposes. The value of lunge is at first 5 feet, and increases by 5 every other level.
* Lunge distance replaces your base speed if it is greater than it.
* When using Withdrawal, add the Lunge distance to how much you can move.
* When walking/running in a straight line, add the Lunge distance to how much you can move.
* Lunge distance replaces your 5 foot step (whenever you can use a 5 foot step, use a Lunge instead, and it is treated as a 5 foot step for everything except distance moved).
* You threaten all squares 5 feet+threat range around you. If an opponent within the squares you threaten leaves himself open to an AoO, you can move towards him for free.
Exquisite Reflexes (Ex): A level 2 Duelist takes advantage of high ref results. If he fails a reflex save by only 1, he only incurs the partial effect. If he succeeds a reflex save by 2 or more, he will receive no partial effect. If he succeeds a reflex save by 4 or more, he will gain a +2 competence bonus to his next reflex save. If he succeeds a reflex save by 6 or more, he can immediately move for Lunge distance as a free action.
Intricate Defense (Ex): A level 2 Duelist gains his Int mod as an insight bonus to AC.
Armor Mobility (Ex): A level 3 Duelist learns to wear armor more efficiently, so as to add as high a dex mod to AC as possible. If he is wearing light armor, he ignores the dex cap. If he is wearing medium armor, he treats the dex cap as being 3 points larger. If he is wearing heavy armor, he treats the dex cap as being 2 points larger.
Technique (Ex): At levels 3, 8, 14 and 17 a Duelist may either learn one of the Techniques depicted below or receive a +2 boost to dexterity.
Aggravated Blow: Whenever you deal enough damage to an opponent to make him roll a Fort save against dying from massive damage, even if he saves, he is stunned for 1d4 rounds. However, if he beats the DC by 5 or more, he is stunned for only 1 round.
Ambush: Deal d6*dex mod more damage to flat-footed opponents, and dex mod more damage to opponents with a dex of 11 or less.
Aggressive Disarm: Make a melee attack against an opponent as a standard action, taking a -4 on the attack roll. If you strike and deal damage, you may immediately follow with a disarm attempt against the same opponent. He is not given an attack of opportunity.
Mass Misdirection: When you use Feint, you can affect up to 4 targets instead of 1.
Sudden Trip: When you are given an AoO against an opponent, if your attack hits successfully, you can then immediately make a Trip attempt.
Damage Management: You gain DR 5/-. Can be taken multiple times.
Ground Battling Expertise: You do not receive a penalty on attack rolls while prone.
Multitasking: You do not lose your dex to AC while grappling.
Stronger Hit: You deal 10 more damage with melee attacks. Can be taken multiple times.
Precision (Ex): The Duelist's dexterity proves a great aid for him in battle. From level 5 he can add his dex mod to attack rolls.
Counterstrike (Ex): If a level 5 duelist successfully parries an attack, he can then attack the parried opponent as an immediate action at his highest BaB. Counterstrikes cannot deal critical damage.
Enclosure (Ex): After a level 6 Duelist ends his round, if he has successfully attacked and dealt lethal damage that round, he gains a +2 bonus to AC and parry until his next round.
Opening (Ex): A level 6 Duelist attacking an opponent flanked by one of his allies treats the flanking bonus as being +6. Also, if the Duelist is flanking an opponent, his allies receive a flanking bonus of +4 against him.
Keen Planning: A level 8 Duelist can use Ready as a free action. He can still only use it once per round.
Greater Synergy (Ex): A level 9 Duelist gains +4 instead of +2 from the synergy bonuses of his skills.
Agile Charge (Ex): From level 9, a charging Duelist can change direction once.
Pounce (Ex): When a level 11 Duelist with this special attack makes a charge, he can follow with a full attack.
Greater Counterstrike (Ex): As counterstrike, but it doesn't require an attack roll (it always hits).
Combo (Ex): If a level 12 Duelist strikes an opponent with a full attack, and all his hits successfully overcome his AC and deal lethal damage, he gains 1 additional attack at his full BaB.
Perfect Proficiency (Ex): A level 12 Duelist is always treated as being proficient with whatever weapon he is using for all purposes, except as a feat requirement (true proficiency is needed for things like Improved Critical).
Battle Flair (Ex): A level 14 Duelist adds his Charisma modifier to his AC (unless he is flatfooted), attack rolls, parry, and damage rolls. If the modifier is negative, this feature does not apply.
Perfect Stride (Ex): A level 15 Duelist always ignores the speed reductions of difficult terrain.
Style Recognition (Ex): If a level 15 Duelist successfully strikes an opponent in melee combat and deals lethal damage, until the end of the encounter he may add his Wisdom modifier to AC and parry against that opponent only (a multitude of opponents can be under this effect at the same time).
Feline Fall (Ex): A level 17 Duelist never takes damage from falling, whatever the distance. Also, if he falls for more than 25 feet, after he touches the ground he may move his Lunge distance as a free action.
Flawless Attack (Ex): A level 18 Duelist uses his highest BaB value for all attacks in a full attack.
Legendary Duelist (Ex): A level 20 Duelist becomes a living legend. He can parry as many times as he wants, his weapons always overcome DR and Hardness, he cannot be disarmed and he instantly learns his maximum age. Within 5 years of that he can get himself an apprentice. An apprentice starts out as a level 1 Duelist, cannot multiclass, needs 30% less XP to level up and cannot have a class level greater than that of his master.
The class is mostly done, just need to add Techniques....it will happen.