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Aeryr
2012-06-07, 02:40 PM
Duelist

http://25.media.tumblr.com/tumblr_m4sft6GzRw1rr3au7o1_500.jpg (http://www.conorschaefer.com/blog/wp-content/uploads/2009/02/serulswiftblade-by-dave_palumbo.jpg)
Strike quickly, strike deftly.
-- Fiora Laurent, Duelist

The duelist is a skilled fighter. Focusing on agility and wit over brute strength.
Overall a duelist is versatile, being able to adapt to attack of defend against any enemy. In a dungeon or in a duel the sword from the duelist is swift striking with precision where its master wills it.

Adventures:
Duelist adventure for numerous reasons. Many strive from a dueling school. Adventuring to hone their skills or to make a name for themselves. Other begin their careers seeking to right injustices or to get fame and fortune. Or they might just adventure because they enjoy the challenge a good fight presents. Those who enjoy the excitement and challenge of adventuring may later found a dueling school.

Characteristics:
Duelist are highly skilled and combine finesse with combat prowess. A duelist knows how to counter attack fast to the enemy, hitting where it hurts, dishing out a respectable amount of damage with its riposte. Duelists tend to be more agile than most melee combatants and excel in mobility and fast movement. Picking enemies carefully, a duelist becomes a deadly opponent and hard to pin down. Duelists can also hold their own in social situations, unlike most combatants.

Alignment:
Duelist tend to be diverse on their alignment. A duelist alignment is often shaped by her personal background and her dueling school or style. Some schools teach carefully and rigorously, so its students are almost always lawful in alignment. Those who chafe under societal restrictions, or those who learn the way of the sword dueling on the street tend to be chaotic. But every alignment and philosophy is represented within the class.

Religion:
Duelists have varied and individual takes on religion, and no single religion stands out as typical of the class. Scouts occasionally pay homage to Olidammara (deity of thieves), since that deity is renowned as being lucky. Lawful or chivalrous duelist may revere Heironeous (deity of valor). Duelists who strive to become a combat panache might pay homage to Kord (god of strength).

Background:
Many duelists have trained in formal academies. Others are self-taught—unpolished but well tested. A common shared element among duelists' backgrounds is life in an urban environment, they might have taken up the sword as a way to escape the back alleys of a slum or be following a proud family tradition at the cultured halls of royalty. Anyone valuing finesse over force can become a duelist, regardless of background.

Duelists tend to see other duelists as rivals rather than allies, even when sharing similar goals. Except for those who hail from a particular school, mercenary company, or lord’s regiment, that share a certain camaraderie.

Races:
Duelists are most often humans, elves, or half-elves. Humans and half-elves adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the duelist's many abilities. The natural grace of elves makes them well suited for the class. Halflings and
gnomes finesse can also be enhanced as a duelist, as a bonus their slower speed is palliated by the class. Dwarves tend to prefer fighting in heavy armor with big weapons, and thus rarely become duelists.

Other Classes:
Duelists work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower group of adventurers or soldiers. They get along best with rogues and bards, and
appreciate the agility and combat talents of the monk and the martial classes. Clerics, wizards, and others willing to cast spells that enhance a duelist's mobility or combat prowess make her job easier, and are welcome companions in combat as well.

Role:
The duelist is an able melee combatant, excelling both at defense and at mobility. She can fight even alone, but her capabilities are improved by the presence of other melee fighters. She can also make a fine party leader or spokesperson, thanks to her access to Charisma-based skills.

GAME RULE INFORMATION
Duelists have the following game statistics.
Abilities: Dexterity increases the duelist chances of striking and allows to evade more attacks, while intelligence boost most of its abilities. Even as a front line melee fighter a duelist is not extremely reliant in strength or constitution.
Alignment: Any.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As fighter.

Class Skills
The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Weapon Drill) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 in the Player’s Handbook for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

DUELIST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0|Weapon finesse, Riposte (+1d6)
2nd|+2|+3|+3|+0|Dodge bonus +1, Parry
3rd|+3|+3|+3|+1|Riposte (+1d6, +1), Insightful strike
4th|+4|+4|+4|+1|Canny defense, Lunge (swift expeditious retreat)
5th|+5|+4|+4|+1|Dodge bonus +1 /2, Riposte (+2d6, +1)
6th|+6/+2|+5|+5|+2|Surprise feint, After image (silent image)
7th|+7/+1|+5|+5|+2|Evasion, Riposte (+2d6, +2)
8th|+8/+3|+6|+6|+2|Dodge bonus +2 /2, Lunge (swift haste)
9th|+9/+4|+6|+6|+3|Cunning attack, Riposte (+3d6, +2)
10th|+10/+5|+7|+7|+3|Improved flanking, After image (mirror image)
11th|+11/+6/+1|+7|+7|+3|Dodge bonus +2 /3, Riposte (+3d6, +3)
12th|+12/+7/+2|+8|+8|+4|Lunge (haste), Parry (Tricky)
13th|+13/+8/+3|+8|+8|+4|Acrobatic skill mastery, Riposte (+4d6, +3)
14th|+14/+9/+4|+9|+9|+4|Dodge bonus +3 /3, Improved evasion
15th|+15/+10/+5|+9|+9|+5|After image (major image), Riposte (+4d6, +4)
16th|+16/+11/+6/+1|+10|+10|+5|Lunge (freedom of movement), Sudden step
17th|+17/+12/+7/+2|+10|+10|+5|Dodge bonus +3 /4, Riposte (+5d6, +4)
18th|+18/+13/+8/+3|+11|+11|+6|Surprise feint (Sublime), Parry (Sublime)
19th|+19/+14/+9/+4|+11|+11|+6|Double step, Riposte (+5d6, +5)
20th|+20/+15/+10/+5|+12|+12|+6|Dodge bonus +4 /4, Lunge (Air walk), After image (almost real)[/table]

Class Features
All of the following are class features of the duelist.

Weapon and Armor Proficiency: Duelist are proficient with all simple and martial weapons and with light armor and light shields.

Weapon Finesse (Ex): A duelist gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Riposte (Ex): Any time the duelist attacks a foe that has made a melee or ranged weapon attack against her within the past round (whether or not the attack hit you), her attack deals an extra 1d6 points of damage. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th).

This extra damage applies only against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The duelist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

At 3rd level, the duelist gains a +1 competence bonus to Armor Class against any creature to which she has dealt riposte damage, as described above. This bonus lasts until the start of her next turn. If she deals riposte damage to more than one creature in a round, she gains this bonus against all of them; it is not limited to a single foe. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

The duelist loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex): A duelist is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every six levels after 2nd (+2 at 8th level, +3 at 14th, and +4 at 20th). She can designate an additional target of its dodge bonus at level 5th and another one at every six levels after 5th (3 targets at 11th, 4 targets at 17th). A duelist is so focused on those targets that she can apply her riposte bonus damage even if they did not attack her in the last round. A duelist loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge bonus counts as dodge for prerequisites.

Parry (Ex): Beginning at 3rd level, the duelist can attempt to parry a melee attack against herself. She must be holding a melee weapon to deflect the attack. Once per round when she would normally be hit with a melee weapon, she may make an attack roll and use the result as her AC. The duelist must be aware of the attack beforehand and not flat-footed. If the duelist has combat reflexes, she gains additional parry attempts equal to her DEX modifier.

At 12th level a duelist can make a tricky parry, she can redirect any attack she parries to an adjacent square or enemy. The original attack roll is used against the new target AC, and if it hits it deals damage as normal. The duelist cannot redirect an attack in this manner to the enemy that attacked her in first place.

At 18th level a duelist can make sublime parries she can deflect even ranged attacks with her sword, redirecting them to adjacent squares as normal. She can only deflect in this manner targeted attacks, that need an attack roll to affect her, she cannot parry a fireball or a magic missile.

Insightful Strike (Ex): At 3rd level, a duelist becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Canny Defense (Ex): At 4th level, a duelist adds her Intelligence bonus (if any) to her Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Lunge (Ex): At 4th level, a duelist can propel herself forward with great speed. As a swift action she might use swift expeditious retreat as a supernatural ability.

At 8th level she might use swift haste instead of expeditious retreat. The haste effect lasts for 1d4 rounds or her INT modifier, whichever is lower.

At 12th level the duration of the haste effect improves to a round per duelist level.

At 16th level the duelist is subject to freedom of movement while her lunge effect lasts.

At 20th level the duelist doesn't need to step on the ground, she is affected by Air Walk while the lunge effect remains.

A duelist can use this ability a number of times per day equal to 1 + her Int modifier (minimum 1/day). A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

After Image (Su): At 5th level, a duelist can create an exact duplicate of herself up to 10 feet away. She can control this after image's movements as a swift action. The after image combines the characteristics of the silent image and unseen servant spells. Its hit points are equal to 6 + her character level. It ignores terrain effects and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If the duelist has a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air. A duelist can do anything with this image that she could do with the unseen servant spell and is under the same limitations. The image has phantom versions of all the duelist equipment (such as lockpicks), but any such items that lose direct contact with it immediately dissipate.

When she attains 10th level, she gains more images. She can create an additional after image. The images still act as unseen servant but the duelist can trade places as they were mirror images. Additionally she can expend a swift action to trade perceptions with one of the images.

At 15th level she increases her control over the after images. At this point, they behaves more like a major image, though it still performs actions like an unseen servant. As long as the after image remains within 5 feet of the duelist, she gains a +4 bonus on Feint checks, and if she is successful by 10 or more her foes believe the image is the duelist (and vice versa) for 1 round. The images gains a Strength score equal to one-half her own and can perform combat actions using phantom versions of the duelist gear. Any of these items that lose contact with the image dissipate immediately. Thus, the image can wield a sword, but if it shoots a bow, the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance.

Once the duelist reaches 20th each image becomes almost real, they attack any opponent that is the target of the duelist dodge bonus. They attack as the duelist herself using the same bonuses as her.

A duelist can use this ability a number of times per day equal to 1 + her Int modifier (minimum 1/day). A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Surprise feint (Ex): At 6th level a duelist can feint in combat as a move action. If she has improved feint she can do so as a swift action.

At 18th level a duelist can make a sublime feint, she can feint as a swift action and the enemy remains flat footed until the end of the duelist turn. If the duelist has improved feint she can feint as a free action, but still only once per round.

Evasion (Ex): At 7th level, a duelist can avoid even magical and
unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the duelist is wearing light armor or no armor. A helpless duelist (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Cunning attack (Ex): At 9th level, a duelist becomes able to place her finesse attacks effortlessly. She applies her Intelligence bonus (if any) as a bonus on attack rolls (in addition to any Strength bonus she may have, or dexterity if she is using weapon finesse) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved flanking (Ex): A duelist of 10th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. Additionally she can flank an enemy with one of her after images. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)

Sudden Step (Ex): A 16th level duelist becomes addept at repositioning herself for battle. The area a duelist threatens extends by 5'. Whenever a creature 5' outside of the duelist's natural reach would provoke an attack of opportunity from the duelist, the duelist may consume one of his remaining attacks of opportunity for the round to take a 5' step as a free action, interrupting the creature and resolving his attack of opportunity. She can only take a 5' step per round as normally.

Double Step (Ex): A duelist of 19th level or higher can take an additional 5' step per round. She might use this ability with her Sudden Step ability to strike against an enemy 10' feet away from her. Or move 5' to strike an enemy and later on, when another enemy within 5' provokes move a second step to reach him.

Aeryr
2012-06-07, 02:53 PM
I thought about trying to make the swashbuckler go up to T3, but the solutions that came to mind were giving it SA as a rogue (integrating daring outlaw into the build) or giving maneuvers from tome of battle... so at the end I decided to try something different.

The idea is to give the duelist some good defensive abilities (like parry or dodge bonus) but letting her use the riposte bonus damage even if not defensively to let her be able to handle almost every situation.

Lunge should give her plenty of mobility and after image should work both for offense and defense greatly.

ATM I haven't written down every class feature, but any feedback would be really appreciated, please post as you see fit.

Addendum:

http://24.media.tumblr.com/tumblr_lzxre2iUCP1rphiodo1_500.jpg (http://media-curse.cursecdn.com/attachments/thumbnails/63/639/952/1670/lol_fiora_artwork.jpg) Do you like more that image?

nonsi
2012-06-07, 05:32 PM
To figure if it hit T3, you have to ask yourself "what can it do outside of combat?" and "how well can it fill other roles ?"

For instance:
With Hide, Move Silently, Spot & Listen, the Rogue is a solid sentinel/scout/assassin/saboteur.
With Intimidate & Gather Information added to Bluff & Diplomacy, the Rogue is a much better Party Face.
With Search, Disable Device, Uncanny Dodge, the Rogue is a solid burglar & trapmonkey.
Also, UMD serves a lot to enhance versatility.

And yet, the Rogue is T4 - because it has no reliable offensive/defensive capabilities and because magic does its jobs better.

Aeryr
2012-06-07, 05:41 PM
Then I guess I should expand the class skill list, since it is out of the water when it comes to social interaction (other than bluff), it has a big dependence in int and its a pity that it has such a small skill list.

Outside of combat it has a great deal of mobility (thanks to lunge) and the after image adds great ways to scout. A seen unseen servant that you can see through seems useful to me.

Thanks for the comment though, what do you think of the class?

nonsi
2012-06-07, 06:12 PM
Then I guess I should expand the class skill list, since it is out of the water when it comes to social interaction (other than bluff), it has a big dependence in int and its a pity that it has such a small skill list.

Outside of combat it has a great deal of mobility (thanks to lunge) and the after image adds great ways to scout. A seen unseen servant that you can see through seems useful to me.

Thanks for the comment though, what do you think of the class?

In combat it will definitely be fun.

Aeryr
2012-06-08, 05:11 AM
Thanks!

Since this is mostly finished, just lacking some fluff I am going to take out the [WIP] from the title.

I really would appreciate if anyone criticizes the class features :smallsmile:

Aeryr
2012-06-22, 12:55 PM
bump :smallsmile:

Come on people, PEACH please, I promise some good cookies :smallamused:

baeshra
2012-11-20, 07:29 PM
R15: I'm new here so my criticism doesn't mean much but...

After Image: How does this work? The rest of the abilities of logical reasoning focused around physical training, speed, and agility. How does a Duelist create a duplicate of herself. It just feels a little misplaced.

As mentioned before it lacks outside of combat. Are you planning on adding some extra skills or abilities to compensate?

Socratov
2012-11-21, 06:06 AM
I like the flavor. But to put it into T3 it needs more, try to compare with how magic would have emulated those classes.

For the rest great work. Finally a smart fighter who can actually use his/her/its intelligence to fight instead of strength... (and reliably)

Amnoriath
2012-11-21, 06:08 PM
Duelist

http://25.media.tumblr.com/tumblr_m4sft6GzRw1rr3au7o1_500.jpg (http://www.conorschaefer.com/blog/wp-content/uploads/2009/02/serulswiftblade-by-dave_palumbo.jpg)
Strike quickly, strike deftly.
-- Fiora Laurent, Duelist

The duelist is a skilled fighter. Focusing on agility and wit over brute strength.
Overall a duelist is versatile, being able to adapt to attack of defend against any enemy. In a dungeon or in a duel the sword from the duelist is swift striking with precision where its master wills it.

Adventures:
Duelist adventure for numerous reasons. Many strive from a dueling school. Adventuring to hone their skills or to make a name for themselves. Other begin their careers seeking to right injustices or to get fame and fortune. Or they might just adventure because they enjoy the challenge a good fight presents. Those who enjoy the excitement and challenge of adventuring may later found a dueling school.

Characteristics:
Duelist are highly skilled and combine finesse with combat prowess. A duelist knows how to counter attack fast to the enemy, hitting where it hurts, dishing out a respectable amount of damage with its riposte. Duelists tend to be more agile than most melee combatants and excel in mobility and fast movement. Picking enemies carefully, a duelist becomes a deadly opponent and hard to pin down. Duelists can also hold their own in social situations, unlike most combatants.

Alignment:
Duelist tend to be diverse on their alignment. A duelist alignment is often shaped by her personal background and her dueling school or style. Some schools teach carefully and rigorously, so its students are almost always lawful in alignment. Those who chafe under societal restrictions, or those who learn the way of the sword dueling on the street tend to be chaotic. But every alignment and philosophy is represented within the class.

Religion:
Duelists have varied and individual takes on religion, and no single religion stands out as typical of the class. Scouts occasionally pay homage to Olidammara (deity of thieves), since that deity is renowned as being lucky. Lawful or chivalrous duelist may revere Heironeous (deity of valor). Duelists who strive to become a combat panache might pay homage to Kord (god of strength).

Background:
Many duelists have trained in formal academies. Others are self-taught—unpolished but well tested. A common shared element among duelists' backgrounds is life in an urban environment, they might have taken up the sword as a way to escape the back alleys of a slum or be following a proud family tradition at the cultured halls of royalty. Anyone valuing finesse over force can become a duelist, regardless of background.

Duelists tend to see other duelists as rivals rather than allies, even when sharing similar goals. Except for those who hail from a particular school, mercenary company, or lord’s regiment, that share a certain camaraderie.

Races:
Duelists are most often humans, elves, or half-elves. Humans and half-elves adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the duelist's many abilities. The natural grace of elves makes them well suited for the class. Halflings and
gnomes finesse can also be enhanced as a duelist, as a bonus their slower speed is palliated by the class. Dwarves tend to prefer fighting in heavy armor with big weapons, and thus rarely become duelists.

Other Classes:
Duelists work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower group of adventurers or soldiers. They get along best with rogues and bards, and
appreciate the agility and combat talents of the monk and the martial classes. Clerics, wizards, and others willing to cast spells that enhance a duelist's mobility or combat prowess make her job easier, and are welcome companions in combat as well.

Role:
The duelist is an able melee combatant, excelling both at defense and at mobility. She can fight even alone, but her capabilities are improved by the presence of other melee fighters. She can also make a fine party leader or spokesperson, thanks to her access to Charisma-based skills.

GAME RULE INFORMATION
Duelists have the following game statistics.
Abilities: Dexterity increases the duelist chances of striking and allows to evade more attacks, while intelligence boost most of its abilities. Even as a front line melee fighter a duelist is not extremely reliant in strength or constitution.
Alignment: Any.
Hit Die: d10
Starting Age: As fighter.
Starting Gold: As fighter.

Class Skills
The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Weapon Drill) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 in the Player’s Handbook for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

DUELIST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+2|+0|Weapon finesse, Riposte (+1d6)
2nd|+2|+3|+3|+0|Dodge bonus +1, Parry
3rd|+3|+3|+3|+1|Riposte (+1d6, +1), Insightful strike
4th|+4|+4|+4|+1|Canny defense, Lunge (swift expeditious retreat)
5th|+5|+4|+4|+1|Dodge bonus +1 /2, Riposte (+2d6, +1)
6th|+6/+2|+5|+5|+2|Surprise feint, After image (silent image)
7th|+7/+1|+5|+5|+2|Evasion, Riposte (+2d6, +2)
8th|+8/+3|+6|+6|+2|Dodge bonus +2 /2, Lunge (swift haste)
9th|+9/+4|+6|+6|+3|Cunning attack, Riposte (+3d6, +2)
10th|+10/+5|+7|+7|+3|Improved flanking, After image (mirror image)
11th|+11/+6/+1|+7|+7|+3|Dodge bonus +2 /3, Riposte (+3d6, +3)
12th|+12/+7/+2|+8|+8|+4|Lunge (haste), Parry (Tricky)
13th|+13/+8/+3|+8|+8|+4|Acrobatic skill mastery, Riposte (+4d6, +3)
14th|+14/+9/+4|+9|+9|+4|Dodge bonus +3 /3, Improved evasion
15th|+15/+10/+5|+9|+9|+5|After image (major image), Riposte (+4d6, +4)
16th|+16/+11/+6/+1|+10|+10|+5|Lunge (freedom of movement), Sudden step
17th|+17/+12/+7/+2|+10|+10|+5|Dodge bonus +3 /4, Riposte (+5d6, +4)
18th|+18/+13/+8/+3|+11|+11|+6|Surprise feint (Sublime), Parry (Sublime)
19th|+19/+14/+9/+4|+11|+11|+6|Double step, Riposte (+5d6, +5)
20th|+20/+15/+10/+5|+12|+12|+6|Dodge bonus +4 /4, Lunge (Air walk), After image (almost real)[/table]

Class Features
All of the following are class features of the duelist.

Weapon and Armor Proficiency: Duelist are proficient with all simple and martial weapons and with light armor and light shields.

Weapon Finesse (Ex): A duelist gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Riposte (Ex): Any time the duelist attacks a foe that has made a melee or ranged weapon attack against her within the past round (whether or not the attack hit you), her attack deals an extra 1d6 points of damage. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th).

This extra damage applies only against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The duelist must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

At 3rd level, the duelist gains a +1 competence bonus to Armor Class against any creature to which she has dealt riposte damage, as described above. This bonus lasts until the start of her next turn. If she deals riposte damage to more than one creature in a round, she gains this bonus against all of them; it is not limited to a single foe. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

The duelist loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex): A duelist is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every six levels after 2nd (+2 at 8th level, +3 at 14th, and +4 at 20th). She can designate an additional target of its dodge bonus at level 5th and another one at every six levels after 5th (3 targets at 11th, 4 targets at 17th). A duelist is so focused on those targets that she can apply her riposte bonus damage even if they did not attack her in the last round. A duelist loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge bonus counts as dodge for prerequisites.

Parry (Ex): Beginning at 3rd level, the duelist can attempt to parry a melee attack against herself. She must be holding a melee weapon to deflect the attack. Once per round when she would normally be hit with a melee weapon, she may make an attack roll and use the result as her AC. The duelist must be aware of the attack beforehand and not flat-footed. If the duelist has combat reflexes, she gains additional parry attempts equal to her DEX modifier.

At 12th level a duelist can make a tricky parry, she can redirect any attack she parries to an adjacent square or enemy. The original attack roll is used against the new target AC, and if it hits it deals damage as normal. The duelist cannot redirect an attack in this manner to the enemy that attacked her in first place.

At 18th level a duelist can make sublime parries she can deflect even ranged attacks with her sword, redirecting them to adjacent squares as normal. She can only deflect in this manner targeted attacks, that need an attack roll to affect her, she cannot parry a fireball or a magic missile.

Insightful Strike (Ex): At 3rd level, a duelist becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Canny Defense (Ex): At 4th level, a duelist adds her Intelligence bonus (if any) to her Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Lunge (Ex): At 4th level, a duelist can propel herself forward with great speed. As a swift action she might use swift expeditious retreat as a supernatural ability.

At 8th level she might use swift haste instead of expeditious retreat. The haste effect lasts for 1d4 rounds or her INT modifier, whichever is lower.

At 12th level the duration of the haste effect improves to a round per duelist level.

At 16th level the duelist is subject to freedom of movement while her lunge effect lasts.

At 20th level the duelist doesn't need to step on the ground, she is affected by Air Walk while the lunge effect remains.

A duelist can use this ability a number of times per day equal to 1 + her Int modifier (minimum 1/day). A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

After Image (Su): At 5th level, a duelist can create an exact duplicate of herself up to 10 feet away. She can control this after image's movements as a swift action. The after image combines the characteristics of the silent image and unseen servant spells. Its hit points are equal to 6 + her character level. It ignores terrain effects and moves like an unseen servant, making no noise in the process, though it makes normal motions while traveling. If the duelist has a fly speed, the image appears to fly when not in contact with the ground; otherwise, it walks on open air. A duelist can do anything with this image that she could do with the unseen servant spell and is under the same limitations. The image has phantom versions of all the duelist equipment (such as lockpicks), but any such items that lose direct contact with it immediately dissipate.

When she attains 10th level, she gains more images. She can create an additional after image. The images still act as unseen servant but the duelist can trade places as they were mirror images. Additionally she can expend a swift action to trade perceptions with one of the images.

At 15th level she increases her control over the after images. At this point, they behaves more like a major image, though it still performs actions like an unseen servant. As long as the after image remains within 5 feet of the duelist, she gains a +4 bonus on Feint checks, and if she is successful by 10 or more her foes believe the image is the duelist (and vice versa) for 1 round. The images gains a Strength score equal to one-half her own and can perform combat actions using phantom versions of the duelist gear. Any of these items that lose contact with the image dissipate immediately. Thus, the image can wield a sword, but if it shoots a bow, the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance.

Once the duelist reaches 20th each image becomes almost real, they attack any opponent that is the target of the duelist dodge bonus. They attack as the duelist herself using the same bonuses as her.

A duelist can use this ability a number of times per day equal to 1 + her Int modifier (minimum 1/day). A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Surprise feint (Ex): At 6th level a duelist can feint in combat as a move action. If she has improved feint she can do so as a swift action.

At 18th level a duelist can make a sublime feint, she can feint as a swift action and the enemy remains flat footed until the end of the duelist turn. If the duelist has improved feint she can feint as a free action, but still only once per round.

Evasion (Ex): At 7th level, a duelist can avoid even magical and
unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the duelist is wearing light armor or no armor. A helpless duelist (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Cunning attack (Ex): At 9th level, a duelist becomes able to place her finesse attacks effortlessly. She applies her Intelligence bonus (if any) as a bonus on attack rolls (in addition to any Strength bonus she may have, or dexterity if she is using weapon finesse) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. A duelist cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved flanking (Ex): A duelist of 10th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. Additionally she can flank an enemy with one of her after images. (Other characters flanking with the swashbuckler don’t gain this increased bonus.)

Sudden Step (Ex): A 16th level duelist becomes addept at repositioning herself for battle. The area a duelist threatens extends by 5'. Whenever a creature 5' outside of the duelist's natural reach would provoke an attack of opportunity from the duelist, the duelist may consume one of his remaining attacks of opportunity for the round to take a 5' step as a free action, interrupting the creature and resolving his attack of opportunity. She can only take a 5' step per round as normally.

Double Step (Ex): A duelist of 19th level or higher can take an additional 5' step per round. She might use this ability with her Sudden Step ability to strike against an enemy 10' feet away from her. Or move 5' to strike an enemy and later on, when another enemy within 5' provokes move a second step to reach him.

1. Riposte, does this work on the first attack when retaliating against an opponent or what?
2. Feinting, okay you reduced down the action economy but there is still one big elephant in the room and that is creatures adding their BAB to their sense motive check.
3. Sudden step, is this part of the AoO or is it a seperate action using an additional AoO?
If you dealing with mainly humanoid enemies it is okay but it will faulter against many of the non-humanoid enemies. Many people will decree lack of damage but a character can afford less damage if it can harass characters such as through CMB's or class abilities. Pathfinder has some many interesting combat maneuvers that would most certainly fit a Swashbuckler's strategy.
One of the things I always loved in concept for skill-monkey characters were skill tricks. What these are is instead putting skill points in some useless skill you could pay 2 for a feat-like ability. While Wizards didn't give much love to them it did offer ways for skills to be more useful and spread out feat starved characters. I would say make up a few different ones as they can be a great addition to this concept.