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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.

Quiddle
2013-03-23, 01:36 AM
post reserved for feats

Arcanist
2013-03-23, 01:54 AM
Smaller. Picture. PLEASE!

Quiddle
2013-03-23, 02:12 AM
Ok, this better?

Waker
2013-03-23, 02:17 AM
Class Features
All of the following are class features of the True Duelist.
Might want to include the section on weapon and armor proficiencies. Does the class add any?
Also change the HD from 1d8 to just D8.


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 Dextarity 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.
Dexterity spelled wrong. Replenishing mechanic is a bit odd, but fine for now.


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.
Decent, since it is a 5 level class, the bonus isn't too much.


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 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.
Bit strong. Might want to specify the action required (free, immediate?). If not an immediate action, you may want to limit the amount of times that they can parry in a turn. Also as it is written the Parry lets him prevent any attack, including Ray spells. Perhaps Parrying might require Dueling Points?



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.
Changing his initiative every round is going to get really confusing. Maybe allow him to refocus his initiative (nat 20) as a standard action rather than full-round. Alternatively you might just give him a boost to initiative and uncanny dodge.


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 3nd 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.
You have it written that he gets his first Dueling Trick at level 3.

Flurry of a Thousand Blades: When makeing a full attack a true duelist can pay one point from his dueling pool to gain an aditional attack, 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 sneak attack dice that he would normally gain from other classes are ignored on these attacks.
Can you spend more than one dueling point to gain multiple attacks and are the effects cumulative? Replace sneak attack dice with precision damage.


Skirmisher: A true duelist can pay two points from his dueling pool as a swift action to move up to his full movement speed, this movement doesn't provoke attacks of opportunity.
Not super strong, but maybe get rid of the no AoO and include mention that he can Tumble as part of his movement.


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 + int modifier + dex modifier + true duelist level) 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.
Save DC is a little clunky and you get no bonus for the amount of points expended. DC might instead read (DC=10+Duelist Level+Points Expended)


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 to gain a +2 bonus to damage rolls per die 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).
Do you mean that you get a +2 bonus for each dice sacrificed like this? Since the ability is reliant on having SA, you might consider having one of the Dueling Tricks to simply be, Sneak Attack.


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.
Useless unless you have Favored Enemy. Maybe instead grant the Ranger's Focus ability from the Guide archetype.


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.
Shiny.


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.
Not sure how I feel about this one.


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 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.
I like the idea, but the execution is a little odd. Maybe just say that he can take a move action that provokes AoO if he makes the Reflex save? State that he has to be aware of the attack, since he's doing more than just reflexively avoiding it. Perhaps x/day usage.


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 two points from his dueling pool a true duelist can make any one attck that hit threaten a critical hit.
So he can turn any hit into a critical hit? Might want to increase the point cost on this or limit the usage per round. Alternatively you might instead say that any critical threat is automatically turned into a critical.


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.
I like it. Might want to specify that the attacker needs to be in a threatened square in order to counterattack.

You've got some talents that seem to indicate that the class is agile, but how about some skills or constant abilities to reflect this. Perhaps a bonus to speed or jumping height/distance? An acrobatics check to take a 10-foot step? Or how about something to improve feinting in combat?

Quiddle
2013-03-23, 02:51 AM
Thanks for the feedback.

Bit strong. Might want to specify the action required (free, immediate?). If not an immediate action, you may want to limit the amount of times that they can parry in a turn. Also as it is written the Parry lets him prevent any attack, including Ray spells. Perhaps Parrying might require Dueling Points?
Oops, yeah I was planning on it costing points but I guess I forgot.


Changing his initiative every round is going to get really confusing. Maybe allow him to refocus his initiative (nat 20) as a standard action rather than full-round. Alternatively you might just give him a boost to initiative and uncanny dodge.

I left Combat Rhythm the way it was because I wasn't sure of a better way of wording it.

Can you spend more than one dueling point to gain multiple attacks and are the effects cumulative? Replace sneak attack dice with precision damage.
Yes, you can get more than one attack. Words swapped.


Save DC is a little clunky and you get no bonus for the amount of points expended. DC might instead read (DC=10+Duelist Level+Points Expended)
DC changed per your suggestion.


Do you mean that you get a +2 bonus for each dice sacrificed like this? Since the ability is reliant on having SA, you might consider having one of the Dueling Tricks to simply be, Sneak Attack.
I changed the wording, is it clearer? Dirty Fighting, Foe Slayer, Fundamentals, and Diamond Initiate are meant for people who went into true duelist off rogue, ranger, fighter, or a ToB class.


I like the idea, but the execution is a little odd. Maybe just say that he can take a move action that provokes AoO if he makes the Reflex save? State that he has to be aware of the attack, since he's doing more than just reflexively avoiding it. Perhaps x/day usage.
Ok, I added the awearness clause and made it limited in uses (one per lvl).

So he can turn any hit into a critical hit? Might want to increase the point cost on this or limit the usage per round. Alternatively you might instead say that any critical threat is automatically turned into a critical.
Done.

I like it. Might want to specify that the attacker needs to be in a threatened square in order to counterattack.
Ok, fixed.

anacalgion
2013-03-23, 05:14 PM
Looks pretty good to me; fun and flavorful. You should probably move Dirty Fighting, Foe Slayer, Fundamentals, and Diamond Initiate into their own section, or at least make it more clear that they're they to support the class you took before True Duelist. Also, I'd recommend changing the int check on foe slayer to a knowledge check, as int checks won't scale, and thus will almost never work at higher levels.