Harkone
2007-02-18, 02:46 PM
It's kind of a combo between the Swashbuckler class and the Duelist prestige class to make a more palatable version of each.
Duelist
HD: d10 Base Attack Bonus: +1 Favored Saving Throws: Reflex
Class Skills (4+Int): Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Listen, Perform, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Weapon and Armor Proficiency: Proficient in simple and martial weapons; not proficient in any armor or shield.
Class Abilities:
1st: Bonus Feat: Weapon Finesse
Canny Defense
2nd: Evasion
3rd: Insightful Strike
4th: Dodge Bonus: +1 AC
5th: Grace: +1 on Reflex saves
6th: Precise Strike (+1d6)
7th: Improved Reaction: +2 initiative
Acrobatic Charge
8th: Dodge Bonus: +2 AC
9th: Bonus Feat: Deflect Arrows
Lucky
10th: Grace: +2 on Reflex saves
Enhanced Mobility
11th: Acrobatic Skill Mastery
12th: Dodge Bonus: +3 AC
Precise Strike (+2d6)
13th: Weakening Critical
14th: Improved Reaction: +4 initiative
Elaborate Parry
15th: Grace: +3 on Reflex saves
16th: Dodge Bonus: +4 AC
Wounding Critical
17th: Slippery Mind
18th: Precise Strike (+3d6)
19th: Deadly Critical
20th: Dodge Bonus: +5 AC
Grace: +4 on Reflex saves
Canny Defense: When wearing no armor, not using a shield, and wielding a melee weapon, the Duelist adds his INT bonus (if any) to his AC. If caught flat-footed or otherwise denied his DEX bonus, the Duelist loses this bonus as well.
Evasion: The Duelist gains evasion, as the rogue ability (see p. 50 PHB).
Insightful Strike: When wearing no armor, not using a shield, and wielding a light melee weapon (or any other that can be used with Weapon Finesse), the Duelist adds his INT bonus (if any) to damage rolls. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Dodge Bonus: The duelist gains the dodge bonus to AC only when wearing no armor and not using a shield.
Grace: The duelist gains the bonus on Reflex saves only when wearing no armor and not using a shield.
Precise Strike: When wearing no armor, not using a shield, and wielding a light, piercing melee weapon (or any other that can be used with Weapon Finesse), the Duelist adds the indicated amount to damage rolls. The Duelist loses this bonus if he wields a weapon in his off hand. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Improved Reaction: The duelist gains the initiative bonus only when wearing no armor and not using a shield.
Acrobatic Charge: The Duelist can charge over difficult terrain or through blocking allies.
Lucky: 1/day, the Duelist may re-roll any one attack roll, ability check, skill check, or saving throw. He must keep the result even if worse than the original.
Enhanced Mobility: If the Duelist has the Mobility feat, he now gains an additional +4 AC against attacks of opportunity.
Acrobatic Skill Mastery: The Duelist may take 10 on Jump and Tumble checks in any situation.
Weakening Critical: On a critical hit, the Duelist also inflicts 2 points of STR damage. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Elaborate Parry: If the Duelist chooses to fight defensively or use total defense in combat, he gains a bonus to his AC equal to ½ his Duelist level.
Wounding Critical: On a critical hit, the Duelist also inflicts 2 points of CON damage (in addition to the 2 points of STR damage from Weakening Critical). Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Slippery Mind: One round after failing a save against an Enchantment effect, the Duelist can attempt the save again against the same DC (if still alive).
Deadly Critical: On a critical hit, the Duelist now also inflicts 4 points of STR and CON damage. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Duelist
HD: d10 Base Attack Bonus: +1 Favored Saving Throws: Reflex
Class Skills (4+Int): Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Listen, Perform, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Weapon and Armor Proficiency: Proficient in simple and martial weapons; not proficient in any armor or shield.
Class Abilities:
1st: Bonus Feat: Weapon Finesse
Canny Defense
2nd: Evasion
3rd: Insightful Strike
4th: Dodge Bonus: +1 AC
5th: Grace: +1 on Reflex saves
6th: Precise Strike (+1d6)
7th: Improved Reaction: +2 initiative
Acrobatic Charge
8th: Dodge Bonus: +2 AC
9th: Bonus Feat: Deflect Arrows
Lucky
10th: Grace: +2 on Reflex saves
Enhanced Mobility
11th: Acrobatic Skill Mastery
12th: Dodge Bonus: +3 AC
Precise Strike (+2d6)
13th: Weakening Critical
14th: Improved Reaction: +4 initiative
Elaborate Parry
15th: Grace: +3 on Reflex saves
16th: Dodge Bonus: +4 AC
Wounding Critical
17th: Slippery Mind
18th: Precise Strike (+3d6)
19th: Deadly Critical
20th: Dodge Bonus: +5 AC
Grace: +4 on Reflex saves
Canny Defense: When wearing no armor, not using a shield, and wielding a melee weapon, the Duelist adds his INT bonus (if any) to his AC. If caught flat-footed or otherwise denied his DEX bonus, the Duelist loses this bonus as well.
Evasion: The Duelist gains evasion, as the rogue ability (see p. 50 PHB).
Insightful Strike: When wearing no armor, not using a shield, and wielding a light melee weapon (or any other that can be used with Weapon Finesse), the Duelist adds his INT bonus (if any) to damage rolls. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Dodge Bonus: The duelist gains the dodge bonus to AC only when wearing no armor and not using a shield.
Grace: The duelist gains the bonus on Reflex saves only when wearing no armor and not using a shield.
Precise Strike: When wearing no armor, not using a shield, and wielding a light, piercing melee weapon (or any other that can be used with Weapon Finesse), the Duelist adds the indicated amount to damage rolls. The Duelist loses this bonus if he wields a weapon in his off hand. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Improved Reaction: The duelist gains the initiative bonus only when wearing no armor and not using a shield.
Acrobatic Charge: The Duelist can charge over difficult terrain or through blocking allies.
Lucky: 1/day, the Duelist may re-roll any one attack roll, ability check, skill check, or saving throw. He must keep the result even if worse than the original.
Enhanced Mobility: If the Duelist has the Mobility feat, he now gains an additional +4 AC against attacks of opportunity.
Acrobatic Skill Mastery: The Duelist may take 10 on Jump and Tumble checks in any situation.
Weakening Critical: On a critical hit, the Duelist also inflicts 2 points of STR damage. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Elaborate Parry: If the Duelist chooses to fight defensively or use total defense in combat, he gains a bonus to his AC equal to ½ his Duelist level.
Wounding Critical: On a critical hit, the Duelist also inflicts 2 points of CON damage (in addition to the 2 points of STR damage from Weakening Critical). Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).
Slippery Mind: One round after failing a save against an Enchantment effect, the Duelist can attempt the save again against the same DC (if still alive).
Deadly Critical: On a critical hit, the Duelist now also inflicts 4 points of STR and CON damage. Creatures immune to sneak attacks or critical hits are immune to this damage (see p. 50 PHB).