Quiddle
2013-03-23, 01:35 AM
True Duelist
http://oi49.tinypic.com/slu4nt.jpg
"Be careful what you learn from me; what is written with a sword cannot be erased." Bingle, True Duelist to his student
Prerequisites
To qualify to become a true duelist, a character must fulfill all the following criteria.
Feats: Combat Reflexes, Improved Initiative, Weapon Finesse.
Skills: Acrobatics 3 ranks, Diplomacy 3 ranks, Knowledge (nobility) 3 ranks.
BAB: +5.
Hit Die: D8
Class Skills: The True Duelist's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+1|+2|+1|Dueling Pool, Court Manipulation, Parry
2nd|+2|+1|+3|+1|Combat Rhythm, Dueling Trick
3rd|+3|+2|+3|+2|Evading Dodge , Dueling Trick
4th|+4|+2|+4|+2|Dueling Trick
5th|+5|+3|+4|+3|Dueling Manuver
[/table]
Class Features
All of the following are class features of the True Duelist.
Weapon and Armor Proficiency: True duelists are proficient with all simple weapons.
Dueling Pool (Ex): At 1st level, the true duelist gains a reservoir of dueling talent that he can draw upon to inspire his combat capabilities. This dueling pool has a number of points equal to his true duelist level + his Intelligence modifier. Points equal to his Dexterity modifier are added to his dueling pool at the end of each of his turns. A true duelist loses acess to his dueling pool while he wears any armor, shield, or carries a light load.
Court Manipulation (Ex): A true duelist is well learned in the art of wordplay and gains a bonus to Bluff, Diplomacy, and Intimidate equal to his true duelist level.
Parry (Ex): Skilled in combat a true duelist can easily avoid the attacks of lesser swordsmen. When a true duelist is declared the target of an attack he may spend one point from his dueling pool and make an attack roll with a light one-handed piercing or slashing weapon, the result of this attack roll replaces their AC for this attack.
Combat Rhythm (Ex): At 2nd level, the true duelist begins to adapt to the flow of combat. At the end of the true duelist's turn he gets a bonus to his initiative equal to his true duelist level; if this bonus would bring his initiative high than someone else's then he moves up in the turn order. For every five points of initiative that the true duelist beats someone by he gets a +1 bonus to attack and damage rolls when attacking or parrying them, this bonus cannot exceed the true duelist's intelligence modifier.
Dueing Trick (Ex): As he gains levels, a true duelist learns new swordplay tricks and starts to augment his fighting style focusing on speed and precision over strength. Starting at 2nd level, a true duelist gains one dueling trick. He gains an additional dueling trick upon reaching levels 3 and 4. A true duelist cannot select a particular dueling trick more than once. If a dueling trick calls for a weapon he must use a light one-handed piercing or slashing weapon. All dueling tricks are extraordinary abilities.
Flurry of a Thousand Blades: When makeing a full attack a true duelist can pay any number of points from his dueling pool to gain aditional attacks equal to the number of points he spent,. On a turn that he gains attacks through this abillity he also get a -2 penalty to all attack rolls. These attacks are made at his full base atack bonus however due to the quick nature of the attck he doesn't gain his strength modifer to the damage and any precision damage that he would normally gain from other classes are ignored on these attacks.
Skirmisher: A true duelist can pay two points from his dueling pool as a swift action to move up to his full movement speed, as part of this action he may Tumble.
Finishing Move: When a true duelist's attack would leave a target at 1/4 of their maximum hit points or lower, the true duelist may empty his dueling pool to force the target to make a Fortitude save (DC 10 + true duelist level + dueling points expended this way) or die. Alternatively, the true duelist may choose instead to knock the target unconcious, putting their hit points to -1. The target automatically stablizes. After successfully executing a finishing move, a true duelist may make an intimidate check as a free action against all hostile creatures within 30 feet. Once the duelist has successfully executed a finishing move, he may not use it again for the duration of the encounter.
Dirty Fighting: When a true duelist uses Flurry of a Thousand Blades against an opponent that is denied their dexterity bonus, or against an opponent the true duelist is flanking, the true duelist may trade in any number of sneak attack dice granted by another class for one round to gain a +2 bonus to damage rolls per die traded in for that round. This damage is multiplied on critical hits, is not added when attacking creatures that are normally immune to sneak attacks, and is not added against creatures that could ignore a true duelist's sneak attack (such as one with uncanny dodge).
Foe Slayer: A true duelist can use his knowledge of one type of creature to help him fight almost anything. As a swift action a true duelist can target a creature with in 30 feet and attempt a intelligence check (DC 10 + target's CR) to treat that target as if it's type were another type for determining the bonuses that he gains from the favored enemy class feature granted by another class.
Fundamentals: A true duelist gains a bonus feat. This bonus feats must be selected from those listed as combat feats. In addition true duelist levels count as fighter levels for determining what fighter feats he qualifies for.
Diamond Initiate: Upon taking this trick a true duelist learns one Diamond Mind manuver and gains one readied maneuver slot. True duelist levels count as initiator levels. Instead of expending a maneuver a true duelist can pay points from his dueling pool equal the manuver level.
Evasive Maneuvers (Ex): Ever aware, a true duelist is a master at evading attacks and spells alike. When included in the area of a spell or effect that alows a refelex save and he is aware of a true duelist can spend three points from his dueling pool and make a reflex save, he then can move feet equal to the result of his reflex save; if this movement would bring him out of the area of affect then he is unaffected by the spell or effect. He can use this abillity one time per day for each level he has in true duelist.
Dueling Maneuver (Ex): A true duelist begins to reach his full potential in combat. At 5th level a true duelist learns a dueling maneuver. If a dueling maneuver calls for a weapon he must use a light one-handed piercing or slashing weapon. All dueling maneuvers are extraordinary abilities.
Right In The Gut: A true duelist knows where the body's vulnerable spots are and aims his attacks accordingly. By paying four points from his dueling pool a true duelist can make any one attck that hit into a critical hit.
Reposte: A veteran of combat, a true duelist sees openings where others see none. When a true duelist is attacked and missed he may pay one point from his dueling pool to cause the attacker to provoke an attack of opportunity to the true duelist. A true duelist cannot take the attack of opportunity provided this way unless he threatens the square that the attacker is in.
So, what do you guys think? This class was built for the merge of pathfinder and 3.5 that my group plays with; true duelist works in either system just change the skill requirements to 8 and 6 for 3.5 and ignore the dueling trick concerning maneuvers for pathfinder. Any feedback is appreciated.
http://oi49.tinypic.com/slu4nt.jpg
"Be careful what you learn from me; what is written with a sword cannot be erased." Bingle, True Duelist to his student
Prerequisites
To qualify to become a true duelist, a character must fulfill all the following criteria.
Feats: Combat Reflexes, Improved Initiative, Weapon Finesse.
Skills: Acrobatics 3 ranks, Diplomacy 3 ranks, Knowledge (nobility) 3 ranks.
BAB: +5.
Hit Die: D8
Class Skills: The True Duelist's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+1|+2|+1|Dueling Pool, Court Manipulation, Parry
2nd|+2|+1|+3|+1|Combat Rhythm, Dueling Trick
3rd|+3|+2|+3|+2|Evading Dodge , Dueling Trick
4th|+4|+2|+4|+2|Dueling Trick
5th|+5|+3|+4|+3|Dueling Manuver
[/table]
Class Features
All of the following are class features of the True Duelist.
Weapon and Armor Proficiency: True duelists are proficient with all simple weapons.
Dueling Pool (Ex): At 1st level, the true duelist gains a reservoir of dueling talent that he can draw upon to inspire his combat capabilities. This dueling pool has a number of points equal to his true duelist level + his Intelligence modifier. Points equal to his Dexterity modifier are added to his dueling pool at the end of each of his turns. A true duelist loses acess to his dueling pool while he wears any armor, shield, or carries a light load.
Court Manipulation (Ex): A true duelist is well learned in the art of wordplay and gains a bonus to Bluff, Diplomacy, and Intimidate equal to his true duelist level.
Parry (Ex): Skilled in combat a true duelist can easily avoid the attacks of lesser swordsmen. When a true duelist is declared the target of an attack he may spend one point from his dueling pool and make an attack roll with a light one-handed piercing or slashing weapon, the result of this attack roll replaces their AC for this attack.
Combat Rhythm (Ex): At 2nd level, the true duelist begins to adapt to the flow of combat. At the end of the true duelist's turn he gets a bonus to his initiative equal to his true duelist level; if this bonus would bring his initiative high than someone else's then he moves up in the turn order. For every five points of initiative that the true duelist beats someone by he gets a +1 bonus to attack and damage rolls when attacking or parrying them, this bonus cannot exceed the true duelist's intelligence modifier.
Dueing Trick (Ex): As he gains levels, a true duelist learns new swordplay tricks and starts to augment his fighting style focusing on speed and precision over strength. Starting at 2nd level, a true duelist gains one dueling trick. He gains an additional dueling trick upon reaching levels 3 and 4. A true duelist cannot select a particular dueling trick more than once. If a dueling trick calls for a weapon he must use a light one-handed piercing or slashing weapon. All dueling tricks are extraordinary abilities.
Flurry of a Thousand Blades: When makeing a full attack a true duelist can pay any number of points from his dueling pool to gain aditional attacks equal to the number of points he spent,. On a turn that he gains attacks through this abillity he also get a -2 penalty to all attack rolls. These attacks are made at his full base atack bonus however due to the quick nature of the attck he doesn't gain his strength modifer to the damage and any precision damage that he would normally gain from other classes are ignored on these attacks.
Skirmisher: A true duelist can pay two points from his dueling pool as a swift action to move up to his full movement speed, as part of this action he may Tumble.
Finishing Move: When a true duelist's attack would leave a target at 1/4 of their maximum hit points or lower, the true duelist may empty his dueling pool to force the target to make a Fortitude save (DC 10 + true duelist level + dueling points expended this way) or die. Alternatively, the true duelist may choose instead to knock the target unconcious, putting their hit points to -1. The target automatically stablizes. After successfully executing a finishing move, a true duelist may make an intimidate check as a free action against all hostile creatures within 30 feet. Once the duelist has successfully executed a finishing move, he may not use it again for the duration of the encounter.
Dirty Fighting: When a true duelist uses Flurry of a Thousand Blades against an opponent that is denied their dexterity bonus, or against an opponent the true duelist is flanking, the true duelist may trade in any number of sneak attack dice granted by another class for one round to gain a +2 bonus to damage rolls per die traded in for that round. This damage is multiplied on critical hits, is not added when attacking creatures that are normally immune to sneak attacks, and is not added against creatures that could ignore a true duelist's sneak attack (such as one with uncanny dodge).
Foe Slayer: A true duelist can use his knowledge of one type of creature to help him fight almost anything. As a swift action a true duelist can target a creature with in 30 feet and attempt a intelligence check (DC 10 + target's CR) to treat that target as if it's type were another type for determining the bonuses that he gains from the favored enemy class feature granted by another class.
Fundamentals: A true duelist gains a bonus feat. This bonus feats must be selected from those listed as combat feats. In addition true duelist levels count as fighter levels for determining what fighter feats he qualifies for.
Diamond Initiate: Upon taking this trick a true duelist learns one Diamond Mind manuver and gains one readied maneuver slot. True duelist levels count as initiator levels. Instead of expending a maneuver a true duelist can pay points from his dueling pool equal the manuver level.
Evasive Maneuvers (Ex): Ever aware, a true duelist is a master at evading attacks and spells alike. When included in the area of a spell or effect that alows a refelex save and he is aware of a true duelist can spend three points from his dueling pool and make a reflex save, he then can move feet equal to the result of his reflex save; if this movement would bring him out of the area of affect then he is unaffected by the spell or effect. He can use this abillity one time per day for each level he has in true duelist.
Dueling Maneuver (Ex): A true duelist begins to reach his full potential in combat. At 5th level a true duelist learns a dueling maneuver. If a dueling maneuver calls for a weapon he must use a light one-handed piercing or slashing weapon. All dueling maneuvers are extraordinary abilities.
Right In The Gut: A true duelist knows where the body's vulnerable spots are and aims his attacks accordingly. By paying four points from his dueling pool a true duelist can make any one attck that hit into a critical hit.
Reposte: A veteran of combat, a true duelist sees openings where others see none. When a true duelist is attacked and missed he may pay one point from his dueling pool to cause the attacker to provoke an attack of opportunity to the true duelist. A true duelist cannot take the attack of opportunity provided this way unless he threatens the square that the attacker is in.
So, what do you guys think? This class was built for the merge of pathfinder and 3.5 that my group plays with; true duelist works in either system just change the skill requirements to 8 and 6 for 3.5 and ignore the dueling trick concerning maneuvers for pathfinder. Any feedback is appreciated.