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Thread: Base Prestige classes (Duelist)

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    Default Base Prestige classes (Duelist)

    No, seriously, I'm gonna stick all of these in one post at some point. Pelor knows when.

    The Duelist
    Level BAB Fort Ref Will Special
    1st +1 +0 +2 +0 Canny Defence
    2nd +2 +0 +3 +0 Improved Reaction +2
    3rd +3 +1 +3 +1 Enhanced Mobility +4
    4th +4 +1 +4 +1 Grace +2
    5th +5 +1 +4 +1 Precise Strike +1d6
    6th +6/+1 +2 +5 +2 Acrobatic Charge
    7th +7/+2 +2 +5 +2 Elaborate Parry
    8th +8/+3 +2 +6 +2 Improved Reaction +4
    9th +9/+4 +3 +6 +3 Deflect Arrows
    10th +10/+5 +3 +7 +3 Precise Strike +2d6
    11th +11/+6/+1 +3 +7 +3 Grace +4, Enhanced Mobility +6
    12th +12/+7/+2 +4 +8 +4 Riposte
    13th +13/+8/+3 +4 +8 +4 Block Magic
    14th +14/+9/+4 +4 +9 +4 Improved Reaction +6
    15th +15/+10/+5 +5 +9 +5 Precise Strike +3d6
    16th +16/+11/+6/+1 +5 +10 +5 Deflect Magic
    17th +17/+12/+7/+2 +5 +10 +5 Undeniable Challenge
    18th +18/+13/+8/+3 +6 +11 +6 Grace +6
    19th +19/+14/+9/+4 +6 +11 +6 Enhanced Mobility +8
    20th +20/+15/+10/+5 +6 +12 +6 Dance of Death, Precise Strike +4d6, Improved Reaction +8
    Alignment: Any
    Hit Die: 1d10

    Class Skills:
    The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier


    Weapon and Armor Proficiency
    The duelist is proficient with all simple and martial weapons, but no type of armor or shield.

    Canny Defense (Ex)
    When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

    Improved Reaction (Ex)
    At 2nd level, and every 6th level thereafter, a duelist gains a +2 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.

    Enhanced Mobility (Ex)
    When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square. Every 8 levels, this bonus increases by +2.

    Grace (Ex)
    At 4th level, and every 7 levels thereafter, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

    Precise Strike (Ex)
    At 5th level, and every 5th level thereafter, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

    When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

    Acrobatic Charge (Ex)
    At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

    Elaborate Parry (Ex)
    At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

    Deflect Arrows
    At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

    Riposte (Ex)
    From 12th level, failing to hit the duelist while in the duelist's threatened area provokes an attack of opportunity from the duelist.

    Block Magic (Su)
    From 13th level, a creature using any spell, power, spell-like ability or psi-like ability which does not affect an area and which would harm or in any way be detrimental to the duelist must roll to hit with that spell as a ranged touch attack (Or melee touch attack if it was already required). Failure means that the spell does not affect the duelist, but it might still affect other targets as normal.

    Note that spells which do not directly harm the duelist, such as divinations, need not be rolled for.

    Deflect Magic (Su)
    From 16th level, when a creature misses the duelist with a spell, power, spell-like ability or psi-like ability, the duelist may fire the spell back at the caster as an immediate action. The caster is considered the target of the spell, and the duelist is considered its caster, though she uses the real caster's caster level, ability score modifiers and save DCs.

    Undeniable Challenge (Su)
    From 17th level, once per encounter the duelist may declare an undeniable challenge. The duelist chooses one creature she can see, and who can hear her, and challenges that creature. From then on, no other creature can attack the duelist until such a time as either the duelist or the creature in question is slain, five rounds pass with neither challenger nor challenged attempting to harm or disadvantage the other, the duelist attacks another creature, another creature attacks the challenged foe in earnest, or a full hour passes. The duelist must also make an honest or at least realistic attempt to fight the challenged creature.

    Dance of Death (Su)
    From 20th level, the duelist may make a dance of death attack as a full-round action. A dance of death is a full attack, but each attack in the dance of death is made in a special way. The duelist moves up to her full movement distance, ignoring foes in her path, and makes the relevant attack against each and every enemy in her path. She also makes a free trip attempt, as though she had the improved trip feat, against any target she hits (she need not make another touch attack). She then repeats this process for each other attack she is capable of making.

    If she is armed with a ranged weapon, the dance of death proceeds slightly differently. For each attack she can make, she moves up to her full movement distance again ignoring foes in her path, before making the attack normally against anyone in range. If there are no targets in range or she does not wish to fire, she needn't. She repeats this process for each enemy in range.

    Regardless of which method she chooses, for each attack she must choose which direction she will face in, before making her movement as though flying with good maneuverability (Though she is likely not actually flying). This serves only to restrict the number of times she may turn during her movement. If she truly is flying, she uses whichever of her own maneuverability or good maneuverability is worse. In any case, she is free to turn as much as she wishes after making each attack.

    If she is using both a melee weapon and a ranged weapon, or a melee weapon that can be thrown, she must choose which variant of the dance of death she will use before she does so. If she runs out of ammunition, she can complete the dance, but makes no further actual attacks.
    Last edited by Jormengand; 2014-03-31 at 02:26 PM.